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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8229897" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 50: November 1989</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>New Rogues Gallery loses it's The. It also once again lacks any interconnection between the characters, as they're all submitted by different people. Some are familiar names, some aren't, some were PC's in their original campaign, while others were merely creations of the Dungeon Master. It's all very much a grab-bag of whatever they had in stock at the time.</p><p></p><p>Sam Shock is a high level wizard who unsurprisingly specialises in electric magic. He recognises the potential of electricity to revolutionise the comfort level of the everyday man, and works tirelessly to make it a better world. With seven new spells that emphasise the magic as technology theme and a new magical item, he gets easily the most word count here. Such a shame his ideas'll never catch on in Faerun, due to the tendency of magitech to blow up entire countries when taken too far.</p><p></p><p>Harlequin is exactly what the name implies, a mysterious acrobatic clown who is a regular sight in Raven's Bluff but keeps his real identity hidden. He's pretty capable in both thievery and spellcasting, and can be a good source of information if you don't mind puzzling out answers in the form of mime and interpretive dance. Another one that's definitely not for the darker and more serious campaign. (in which case, why the hell are you in the Realms in the first place?)</p><p></p><p>Nuelman the Oracle is an illusionist who's set himself up as a sage, using mind-reading and other divinations along with his extensive library to answer his client's questions before they even ask them. A little showmanship never hurts in building a reputation, as it means you have more clients, and can charge them more as well. As long as they're dumb enough that they don't realise the violations of privacy and personal autonomy, he has a pretty sweet gig going.</p><p></p><p>Spunk & Grizzard are an elf fighter and his wizard glove puppet, who he will firmly pretend is a real person at all times, using the puppet as his obnoxious id while always being polite and reasonable when speaking as himself, and sometimes having arguments between his two personas. Basically just an excuse for Rick Reid to go full pantomime in his attempts to annoy his players. (oh no it isn't. OH YES IT IS!) I am not amused at all.</p><p></p><p>Devon Tresk is a street urchin who stumbled across a couple of magical items, and is now gradually moving up in the world. If his luck holds up, he could be a protagonist and gaining levels before he hits 18. The readers do love a rags to riches story.</p><p></p><p></p><p></p><p>Season's Greetings: The centre pages also get a little color as a treat, and are filled with photos from the recent convention fun. The usual assortment of players, GM's and Klingon cosplayers. Enjoy the very 80's fashions and hairstyles. Nothing too surprising here.</p><p></p><p></p><p></p><p>Counterfeit Dreams: Skip & Jean collaborate on this issue's adventure, which is also set firmly in Raven's Bluff. Thankfully, it's not the most obnoxiously goofy thing either of them has ever done. It is still exceedingly linear though. The PC's are hired for a job that seems a little too simple and well-paying, and then paid in counterfeit money. As the fakes aren't very good, they're caught as soon as they try to spend it and faced with the choice of catching the original forgers or facing an extended spell in prison themselves. Nice legal system you got there. As is usual for tournament adventures in here, any investigation is cursory and heavily telegraphed to make sure the adventure doesn't exceed it's time limit. There's a fair amount of whimsy involving gnomes, the obligatory ratio of silly pun names and pop culture references, and lots of opportunities for hammy roleplaying. It's not the worst thing they've ever done, but it once again throws the limitations of their format compared to similar ones in Dungeon into sharp relief. Roleplaying heavy missions where it's expected most groups will get through the whole thing simply do not play to the strengths of tournament gaming. All it takes is one choice that the scenario doesn't expect and the whole thing falls apart.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8229897, member: 27780"] [B][U]Polyhedron Issue 50: November 1989[/U][/B] part 4/5 New Rogues Gallery loses it's The. It also once again lacks any interconnection between the characters, as they're all submitted by different people. Some are familiar names, some aren't, some were PC's in their original campaign, while others were merely creations of the Dungeon Master. It's all very much a grab-bag of whatever they had in stock at the time. Sam Shock is a high level wizard who unsurprisingly specialises in electric magic. He recognises the potential of electricity to revolutionise the comfort level of the everyday man, and works tirelessly to make it a better world. With seven new spells that emphasise the magic as technology theme and a new magical item, he gets easily the most word count here. Such a shame his ideas'll never catch on in Faerun, due to the tendency of magitech to blow up entire countries when taken too far. Harlequin is exactly what the name implies, a mysterious acrobatic clown who is a regular sight in Raven's Bluff but keeps his real identity hidden. He's pretty capable in both thievery and spellcasting, and can be a good source of information if you don't mind puzzling out answers in the form of mime and interpretive dance. Another one that's definitely not for the darker and more serious campaign. (in which case, why the hell are you in the Realms in the first place?) Nuelman the Oracle is an illusionist who's set himself up as a sage, using mind-reading and other divinations along with his extensive library to answer his client's questions before they even ask them. A little showmanship never hurts in building a reputation, as it means you have more clients, and can charge them more as well. As long as they're dumb enough that they don't realise the violations of privacy and personal autonomy, he has a pretty sweet gig going. Spunk & Grizzard are an elf fighter and his wizard glove puppet, who he will firmly pretend is a real person at all times, using the puppet as his obnoxious id while always being polite and reasonable when speaking as himself, and sometimes having arguments between his two personas. Basically just an excuse for Rick Reid to go full pantomime in his attempts to annoy his players. (oh no it isn't. OH YES IT IS!) I am not amused at all. Devon Tresk is a street urchin who stumbled across a couple of magical items, and is now gradually moving up in the world. If his luck holds up, he could be a protagonist and gaining levels before he hits 18. The readers do love a rags to riches story. Season's Greetings: The centre pages also get a little color as a treat, and are filled with photos from the recent convention fun. The usual assortment of players, GM's and Klingon cosplayers. Enjoy the very 80's fashions and hairstyles. Nothing too surprising here. Counterfeit Dreams: Skip & Jean collaborate on this issue's adventure, which is also set firmly in Raven's Bluff. Thankfully, it's not the most obnoxiously goofy thing either of them has ever done. It is still exceedingly linear though. The PC's are hired for a job that seems a little too simple and well-paying, and then paid in counterfeit money. As the fakes aren't very good, they're caught as soon as they try to spend it and faced with the choice of catching the original forgers or facing an extended spell in prison themselves. Nice legal system you got there. As is usual for tournament adventures in here, any investigation is cursory and heavily telegraphed to make sure the adventure doesn't exceed it's time limit. There's a fair amount of whimsy involving gnomes, the obligatory ratio of silly pun names and pop culture references, and lots of opportunities for hammy roleplaying. It's not the worst thing they've ever done, but it once again throws the limitations of their format compared to similar ones in Dungeon into sharp relief. Roleplaying heavy missions where it's expected most groups will get through the whole thing simply do not play to the strengths of tournament gaming. All it takes is one choice that the scenario doesn't expect and the whole thing falls apart. [/QUOTE]
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