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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8198683" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 47: May 1989</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Letters: The column about playing quieter characters and how that intersects with tournament voting provokes the majority of the letters this time. The first one takes a tangent on DM impartiality. Should the DM let the players know which ones they thought played best and worst, and influence the voting on who goes through to the next round even beyond their own votes having twice the weight of everyone else's? Obviously your opinion can't help but bleed through to some degree, but at least the appearance of fairness is a very good idea to prevent things from getting ugly on the convention floor. </p><p></p><p>The second asks what should happen to the votes when following your character motivations means one PC comes into conflict with the others? Can players rise above the IC conflicts to still vote for the player behind them? Jean is not amused. RPGA modules should not involve PvP, and if they do devolve into it, that means the writers and/or players have screwed up. They have a code of conduct to think about, donchaknow, so play nice with each other.</p><p></p><p>The rest have been passed directly to the author rather than published here, but rest assured that there were quite a few of them. This should give him plenty to write about in response in the near future. </p><p></p><p></p><p></p><p>The New Rogues Gallery: Orlem "Fletcher" Brumanson is your typical heroic Ranger type. Clothes that are stylish yet comfortable and convenient for wilderness travel, a tragic backstory involving the death of his parents, a willingness to leap in and take on any challenge, particularly if it involves rescuing maidens in distress, and a romantic dream of marrying one of them and settling down some day. Your basic straight white male protagonist, in other words. You've seen many of them, and you will see many more over your lifetime. </p><p></p><p>Grogg Dimfist is a good hill giant who was thrown out of his tribe for being insufficiently murderous. Fletcher managed to see that he'd make a better friend than trophy and now he's a valued part of the community. It's nice to see a story get a happy ending. </p><p></p><p>Olvg Pumilo is a dwarf with an equally tragic backstory, losing his entire mine and clan to marauding Duergar. He teamed up with the other two and now they're part of the same adventuring party. You can see why they'd form a strong bond. Hopefully they'll have a much longer life together than they managed with their respective blood families. </p><p></p><p></p><p></p><p>The Bell of Zetar: After a string of non-D&D adventures that set Polyhedron apart from Dungeon, they go back to a basic macguffin hunt dungeon crawl that could have shown up anywhere. You get sent to recover the aforementioned historical artifact, only to find it strewn in pieces around the place because the monsters have no respect for tradition. Plus there are a whole load of other lesser bells there, so if you aren't paying attention you might wind up bringing the wrong one home and not getting the full reward. A surprising number of the encounters have noncombat solutions given, with the more intelligent creatures having goals beyond just sitting in their rooms and being willing to negotiate with the PC's. It doesn't have the depth of worldbuilding and modularity recent Dungeon adventures have aimed for, but it's not pure dumb hack and slash either. It seems perfectly usable in a regular campaign despite it's tournament origins.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8198683, member: 27780"] [b][u]Polyhedron Issue 47: May 1989[/u][/b] part 2/5 Letters: The column about playing quieter characters and how that intersects with tournament voting provokes the majority of the letters this time. The first one takes a tangent on DM impartiality. Should the DM let the players know which ones they thought played best and worst, and influence the voting on who goes through to the next round even beyond their own votes having twice the weight of everyone else's? Obviously your opinion can't help but bleed through to some degree, but at least the appearance of fairness is a very good idea to prevent things from getting ugly on the convention floor. The second asks what should happen to the votes when following your character motivations means one PC comes into conflict with the others? Can players rise above the IC conflicts to still vote for the player behind them? Jean is not amused. RPGA modules should not involve PvP, and if they do devolve into it, that means the writers and/or players have screwed up. They have a code of conduct to think about, donchaknow, so play nice with each other. The rest have been passed directly to the author rather than published here, but rest assured that there were quite a few of them. This should give him plenty to write about in response in the near future. The New Rogues Gallery: Orlem "Fletcher" Brumanson is your typical heroic Ranger type. Clothes that are stylish yet comfortable and convenient for wilderness travel, a tragic backstory involving the death of his parents, a willingness to leap in and take on any challenge, particularly if it involves rescuing maidens in distress, and a romantic dream of marrying one of them and settling down some day. Your basic straight white male protagonist, in other words. You've seen many of them, and you will see many more over your lifetime. Grogg Dimfist is a good hill giant who was thrown out of his tribe for being insufficiently murderous. Fletcher managed to see that he'd make a better friend than trophy and now he's a valued part of the community. It's nice to see a story get a happy ending. Olvg Pumilo is a dwarf with an equally tragic backstory, losing his entire mine and clan to marauding Duergar. He teamed up with the other two and now they're part of the same adventuring party. You can see why they'd form a strong bond. Hopefully they'll have a much longer life together than they managed with their respective blood families. The Bell of Zetar: After a string of non-D&D adventures that set Polyhedron apart from Dungeon, they go back to a basic macguffin hunt dungeon crawl that could have shown up anywhere. You get sent to recover the aforementioned historical artifact, only to find it strewn in pieces around the place because the monsters have no respect for tradition. Plus there are a whole load of other lesser bells there, so if you aren't paying attention you might wind up bringing the wrong one home and not getting the full reward. A surprising number of the encounters have noncombat solutions given, with the more intelligent creatures having goals beyond just sitting in their rooms and being willing to negotiate with the PC's. It doesn't have the depth of worldbuilding and modularity recent Dungeon adventures have aimed for, but it's not pure dumb hack and slash either. It seems perfectly usable in a regular campaign despite it's tournament origins. [/QUOTE]
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