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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8181995" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 45: January 1989</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Working for the Wizard: This issue's adventure is a good old-fashioned fetch quest. A wizard needs spell components fast and in secret, which means the traditional hiring of adventurers by fair means or foul to do the job for him. If they take the job, they get teleported straight from one location to the next, Sliders style, with strictly defined time limits in each one before the next portal opens and they have to move on even if they failed. As with Sliders, things do not go smoothly, and they find themselves appearing in the middle of other people's stories and having to get their bearings fast if they want to succeed in their mission. There's a definite sense of humour in the predicaments the characters find themselves in and the colourful NPC's they'll meet, and it pushes at the limits of my tolerances for goofy crap and railroading, but manages to stay on the right side overall by making the challenges genuine and allowing you to succeed or fail at each individually and get varying degrees of reward at the end if you survive. (not that it really matters if you're playing it as a tournament one with pregens) Well within the boundaries of what I'd consider usable. </p><p></p><p></p><p></p><p>The Balloon at Beffu: Dawn Patrol gets a new scenario for the first time in a few years. With this and the Battlesystem one last issue, it's good to see them remembering their wargaming side that once upon a time was bigger than the roleplaying. So here's one of the last battles in WWI, a shootout over a spy balloon on October 10th, 1918. Five SPADS vs four Fokkers. ( :tries very hard not to snigger at the names: ) The allies definitely have the edge by this point in the war, but depending on the tactics, the Germans still might manage to pull off a better result than in reality, and delay their surrender by a few weeks more. It's interesting for the variety, but also shows how short WWI was in the cosmic scheme of things, and how tapped out they are for new scenarios. Unless you go for M.A.S.H. style fuzzy continuity you're going to have to wind down a campaign and start again with new pilots after a while. Unless we had a multigenerational air combat and pilot advancement system that took us from the start of aviation to the modern day, Great Pendragon Campaign style, with all the changes in technology and playstyle contained within one system that implies. But that would be a pretty ambitious project that's way beyond my field of expertise to write. Anyone who wants to take that idea and run with it definitely has my blessing.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8181995, member: 27780"] [b][u]Polyhedron Issue 45: January 1989[/u][/b] part 3/5 Working for the Wizard: This issue's adventure is a good old-fashioned fetch quest. A wizard needs spell components fast and in secret, which means the traditional hiring of adventurers by fair means or foul to do the job for him. If they take the job, they get teleported straight from one location to the next, Sliders style, with strictly defined time limits in each one before the next portal opens and they have to move on even if they failed. As with Sliders, things do not go smoothly, and they find themselves appearing in the middle of other people's stories and having to get their bearings fast if they want to succeed in their mission. There's a definite sense of humour in the predicaments the characters find themselves in and the colourful NPC's they'll meet, and it pushes at the limits of my tolerances for goofy crap and railroading, but manages to stay on the right side overall by making the challenges genuine and allowing you to succeed or fail at each individually and get varying degrees of reward at the end if you survive. (not that it really matters if you're playing it as a tournament one with pregens) Well within the boundaries of what I'd consider usable. The Balloon at Beffu: Dawn Patrol gets a new scenario for the first time in a few years. With this and the Battlesystem one last issue, it's good to see them remembering their wargaming side that once upon a time was bigger than the roleplaying. So here's one of the last battles in WWI, a shootout over a spy balloon on October 10th, 1918. Five SPADS vs four Fokkers. ( :tries very hard not to snigger at the names: ) The allies definitely have the edge by this point in the war, but depending on the tactics, the Germans still might manage to pull off a better result than in reality, and delay their surrender by a few weeks more. It's interesting for the variety, but also shows how short WWI was in the cosmic scheme of things, and how tapped out they are for new scenarios. Unless you go for M.A.S.H. style fuzzy continuity you're going to have to wind down a campaign and start again with new pilots after a while. Unless we had a multigenerational air combat and pilot advancement system that took us from the start of aviation to the modern day, Great Pendragon Campaign style, with all the changes in technology and playstyle contained within one system that implies. But that would be a pretty ambitious project that's way beyond my field of expertise to write. Anyone who wants to take that idea and run with it definitely has my blessing. [/QUOTE]
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