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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8158801" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 42: July 1988</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>New Rogues Gallery: This column is the one tied into the cover image, with stats for four Top Secret agents and the agency they've created. This gives them the chance to show off the new edition's system, which while simplified in some ways, has a surprisingly complex 6-axis "alignment" system for their personalities, plus a decent selection of GURPS style advantages and disadvantages to customise your character with. As with the D&D ones, there is a certain amount of "let me tell you about my character", with the four of them playing off each other like a retired adventuring party who settled down, and are now your bosses. It's a reminder that while the new edition may have introduced obvious international good & bad guy agencies, there's still plenty of smaller operations of various degrees of corruption that you could join or play off one-another, and supplements will probably introduce more. You don't have to stick to the defaults, especially if you've been playing for a while. The main problem here, just as with the D&D ones, is that the characters are just too nice, not giving you enough reasons to come into conflict with them in an interesting way. But this is still more interesting than the last few simply due to the novelty. Keep on exposing people to new systems, it's good for them in the long run. </p><p></p><p></p><p></p><p>Remembrances of Cons Past: Donald Bingle doesn't just contribute a letter this issue, but a whole article as well. He tells the story of how he caught the conventioneering bug, a good decade ago now, and how things have changed since then. While he does have a certain amount of nostalgia for his first time, he has to admit that things have got both bigger and better organised since then, adventures have more room for actual roleplaying, and if the game you really wanted to play in still goes wrong or is overbooked, you have plenty of other choices instead. We get to find out more about him, and his almost as high-scoring wife and brother, and the way they interact with one-another. An entertainingly written fluff piece, this doesn't give us anything particularly useful for our own gaming, but it's still nice to know more about these names I've seen repeatedly in the newszine. May they have many more years of good gaming ahead of them.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8158801, member: 27780"] [b][u]Polyhedron Issue 42: July 1988[/u][/b] part 4/5 New Rogues Gallery: This column is the one tied into the cover image, with stats for four Top Secret agents and the agency they've created. This gives them the chance to show off the new edition's system, which while simplified in some ways, has a surprisingly complex 6-axis "alignment" system for their personalities, plus a decent selection of GURPS style advantages and disadvantages to customise your character with. As with the D&D ones, there is a certain amount of "let me tell you about my character", with the four of them playing off each other like a retired adventuring party who settled down, and are now your bosses. It's a reminder that while the new edition may have introduced obvious international good & bad guy agencies, there's still plenty of smaller operations of various degrees of corruption that you could join or play off one-another, and supplements will probably introduce more. You don't have to stick to the defaults, especially if you've been playing for a while. The main problem here, just as with the D&D ones, is that the characters are just too nice, not giving you enough reasons to come into conflict with them in an interesting way. But this is still more interesting than the last few simply due to the novelty. Keep on exposing people to new systems, it's good for them in the long run. Remembrances of Cons Past: Donald Bingle doesn't just contribute a letter this issue, but a whole article as well. He tells the story of how he caught the conventioneering bug, a good decade ago now, and how things have changed since then. While he does have a certain amount of nostalgia for his first time, he has to admit that things have got both bigger and better organised since then, adventures have more room for actual roleplaying, and if the game you really wanted to play in still goes wrong or is overbooked, you have plenty of other choices instead. We get to find out more about him, and his almost as high-scoring wife and brother, and the way they interact with one-another. An entertainingly written fluff piece, this doesn't give us anything particularly useful for our own gaming, but it's still nice to know more about these names I've seen repeatedly in the newszine. May they have many more years of good gaming ahead of them. [/QUOTE]
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