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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8219845" data-attributes="member: 27780"><p><strong><u>Polyhedron Introductory Issue: Gen Con 1989</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Living City: Literacy is kinda important. 3e and onwards have definitely downplayed it to favour convenience over realism, but the proportion of the population who could read & write in previous centuries was actually pretty low in many places, so you could make a decent living as a well-trained scribe by taking dictation, copying and translating stuff, and similar things we take for granted now. Raven't Bluff may be high on magic in many ways, but it still lacks the ubiquity of technological comforts we're used to in the real world. Which is where Hoaten Thee and his scribe shop come in. Whether you want to send a letter home to your parents to tell them you're doing fine in the big city, or translate some writing in obscure dead language that'll hopefully lead to a new adventure, he'll do so at quite reasonable prices, and maintain impeccable client confidentiality. If he doesn't know it naturally, he'll use his quite decent wizardly powers and magic items to figure it out. He has two granddaughters, one of which is working up the courage to become an adventurer too. Another place that could definitely facilitate a good few adventures and become a regular stop for PC's between them if you play up your roleplaying elements. They seem to be getting pretty good at those. </p><p></p><p></p><p></p><p>Raven's Bluff Rumors: We finish up with a second micro-adventure, a single page scenario for people travelling to Raven's Bluff by sea. Many adventures in here and Dungeon have had a rumor table, mixing in real hints as to the danger they're going to face with red herrings. But this is the first time where the rumor table makes up more than half the wordcount, and the actual danger feels like an afterthought. As a result, it feels pretty insubstantial. Probably filler picked out of the slush pile at the last minute to fill out the page count. Meh.</p><p></p><p></p><p></p><p>Well, this issue certainly lived up to it's title, as the short articles are very basic indeed, while the longer ones are extra twee and cartoony, in an obvious attempt to appeal to a younger audience. Since even then most new roleplayers were teenagers rather than kids still in the single digits, and likely already looking for a bit more edginess, this may be a bit too saccharine even for it's intended targets, and is definitely way too shallow for me. Let's get back to regular transmissions pronto and see if they've saved something a little more mature for their long-term readers.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8219845, member: 27780"] [b][u]Polyhedron Introductory Issue: Gen Con 1989[/u][/b] part 5/5 The Living City: Literacy is kinda important. 3e and onwards have definitely downplayed it to favour convenience over realism, but the proportion of the population who could read & write in previous centuries was actually pretty low in many places, so you could make a decent living as a well-trained scribe by taking dictation, copying and translating stuff, and similar things we take for granted now. Raven't Bluff may be high on magic in many ways, but it still lacks the ubiquity of technological comforts we're used to in the real world. Which is where Hoaten Thee and his scribe shop come in. Whether you want to send a letter home to your parents to tell them you're doing fine in the big city, or translate some writing in obscure dead language that'll hopefully lead to a new adventure, he'll do so at quite reasonable prices, and maintain impeccable client confidentiality. If he doesn't know it naturally, he'll use his quite decent wizardly powers and magic items to figure it out. He has two granddaughters, one of which is working up the courage to become an adventurer too. Another place that could definitely facilitate a good few adventures and become a regular stop for PC's between them if you play up your roleplaying elements. They seem to be getting pretty good at those. Raven's Bluff Rumors: We finish up with a second micro-adventure, a single page scenario for people travelling to Raven's Bluff by sea. Many adventures in here and Dungeon have had a rumor table, mixing in real hints as to the danger they're going to face with red herrings. But this is the first time where the rumor table makes up more than half the wordcount, and the actual danger feels like an afterthought. As a result, it feels pretty insubstantial. Probably filler picked out of the slush pile at the last minute to fill out the page count. Meh. Well, this issue certainly lived up to it's title, as the short articles are very basic indeed, while the longer ones are extra twee and cartoony, in an obvious attempt to appeal to a younger audience. Since even then most new roleplayers were teenagers rather than kids still in the single digits, and likely already looking for a bit more edginess, this may be a bit too saccharine even for it's intended targets, and is definitely way too shallow for me. Let's get back to regular transmissions pronto and see if they've saved something a little more mature for their long-term readers. [/QUOTE]
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