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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8272244" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 55: Sep/Oct 1990</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Living Galaxy: Roger finishes off his A-Z of satellite types, giving us a quite interesting ecology of large and small satellites of various functions, many useful to to people down on the ground, but some only in relation to other satellites, repairing & refuelling, or sabotaging and deceiving. Like venturing to the depths of the sea, or other planes of existence, there's rich possibilities for adventure up here, as the environment is very different from what we're used too, but there's still plenty of goals to strive for, competition for the resources available, and hazards to avoid. My only complaint once again is that it's all completely system free at a point where we most need mechanical help, due to things working so differently, and frequently unintuitively in free fall. Has anyone stepped up and produced a game that handles this well that would also integrate with human scale RPG action, or is it a nice idea that has yet to be properly exploited? </p><p></p><p></p><p></p><p>The Everwinking Eye: Ed gives us some more details on the village of Maskyr's eye and the surrounding environment to make it feel like a living place. The locals might seem taciturn and provincial, but they're more than prepared to deal with troublemakers both human and monstrous. Plenty of attention is given to the local temples, since they're one of the things wandering adventurers are most likely to need to use. The normally quiet town centre becomes a hub of activity several times a year when dwarves visit from the mountains with lots to trade, with all the lodgings rapidly getting filled by people from the surrounding settlements eager to grab a good deal. There's plenty of more open-ended plot hooks in the surrounding area too, legends of monsters past, and maybe ones that still lurk there in the present. It's all very useful for a DM looking for ways to make your character's treks interesting. </p><p></p><p>The Current Clack is somewhat less so, and reminds us of the Realms' glut of archmages with nothing better to do than be a nuisance. Be it seeking godhood, or pranking people by teleporting them into compromising positions without their clothes, they're there, they're probably too powerful for your group to fight, and they have all sorts of custom magic items that would be nice if you can get your hands on them. Use with caution. </p><p></p><p></p><p></p><p>Roll 'Em!: The winners of the d24 table contest are all very much on the silly side. The old canard of what happened to your homework. Deus ex Machina ways to end a Paranoia game. The ultra-basic idea of what hour of the day it is. The only one that's somewhat useful for a serious game is the random spaceship malfunction table, and even that has some silly results on it. This is much less useful for actual play than it could have been.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8272244, member: 27780"] [b][u]Polyhedron Issue 55: Sep/Oct 1990[/u][/b] part 4/5 The Living Galaxy: Roger finishes off his A-Z of satellite types, giving us a quite interesting ecology of large and small satellites of various functions, many useful to to people down on the ground, but some only in relation to other satellites, repairing & refuelling, or sabotaging and deceiving. Like venturing to the depths of the sea, or other planes of existence, there's rich possibilities for adventure up here, as the environment is very different from what we're used too, but there's still plenty of goals to strive for, competition for the resources available, and hazards to avoid. My only complaint once again is that it's all completely system free at a point where we most need mechanical help, due to things working so differently, and frequently unintuitively in free fall. Has anyone stepped up and produced a game that handles this well that would also integrate with human scale RPG action, or is it a nice idea that has yet to be properly exploited? The Everwinking Eye: Ed gives us some more details on the village of Maskyr's eye and the surrounding environment to make it feel like a living place. The locals might seem taciturn and provincial, but they're more than prepared to deal with troublemakers both human and monstrous. Plenty of attention is given to the local temples, since they're one of the things wandering adventurers are most likely to need to use. The normally quiet town centre becomes a hub of activity several times a year when dwarves visit from the mountains with lots to trade, with all the lodgings rapidly getting filled by people from the surrounding settlements eager to grab a good deal. There's plenty of more open-ended plot hooks in the surrounding area too, legends of monsters past, and maybe ones that still lurk there in the present. It's all very useful for a DM looking for ways to make your character's treks interesting. The Current Clack is somewhat less so, and reminds us of the Realms' glut of archmages with nothing better to do than be a nuisance. Be it seeking godhood, or pranking people by teleporting them into compromising positions without their clothes, they're there, they're probably too powerful for your group to fight, and they have all sorts of custom magic items that would be nice if you can get your hands on them. Use with caution. Roll 'Em!: The winners of the d24 table contest are all very much on the silly side. The old canard of what happened to your homework. Deus ex Machina ways to end a Paranoia game. The ultra-basic idea of what hour of the day it is. The only one that's somewhat useful for a serious game is the random spaceship malfunction table, and even that has some silly results on it. This is much less useful for actual play than it could have been. [/QUOTE]
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