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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8328995" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 61: July 1991</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The New Rogues Gallery: We continue to celebrate their new Australian branch with a bunch of characters submitted by gamers down-under. Let's see if their ideas are particularly unique or not. </p><p></p><p>Dee Jay is (obviously) a bard who possesses several anachronistic magical items that let him simulate modern day rap music. He uses his ability to bust rhymes right on time to talk about all the injustices in the world, which gets the message across better than strumming a lute and doing it in ballad form. Now he just has to worry about the people in positions of power responsible for said injustices. Sounds like a good excuse for the PC's to run into him when he's in trouble and could use a helping hand. </p><p></p><p>Varin is a Jester who's possessions include the book of Ethnic Humor from one of Dragon's april fools issues. This lets you know <em>exactly</em> what level his attempts of comedy are at. His bad jokes have nearly got him killed several times, and he's considering giving it up and settling down with a nice girl, but despite being able to perform to large audiences, can't work up the courage to ask her out. Great, so he's a racist and an incel too. Now all he needs is a Gab account and a podcast and he'd fit right in on the modern day internet. Our sympathies are obviously intended to be with him from the way it's written, but 30 years later, I think I'll be siding with the people booing and driving him out of town instead. </p><p></p><p>Maylin of Waving Grain is another Bard who's really taken the jack of all trades thing to the extreme, switching to thief and then wizard in his pursuit of fun and adventure while avoiding putting himself in direct danger. Expect trickery and ranged attacks using a bow and that extensive selection of low level spells. Best to have him as a friend, because you'd hate to have him as an enemy. </p><p></p><p>Diamen is your basic ronin Knight, who was on the fast track to success, screwed up one mission catastrophically by going against enemies way above his level, couldn't face going back to his lord to report the failure, and decided to become a wandering adventurer instead. This is what happens when prodigies meet a problem they can't solve with raw talent and crash. You need to push through and realise that life isn't always going to be easy, but you've got to get up and keep on trying. </p><p></p><p></p><p></p><p>With Great Power: Having spent last issue setting up the playing pieces, it's time for the Doom Wars to properly begin. 8 pages of mini adventure ideas suitable for teams on either side with minor modification. Can you get through the scenarios with a minimum of death & destruction for the common folk of Latveria caught in the middle of all this? Things could get confusing, with both Dooms blaming anything that goes wrong on anyone but them, including the other Doom, and you, their (loyal?) minions, while deploying all kinds of experimental technology in their attempts to gain an edge. It all seems like a distinctly unhealthy workplace environment, but of course, that's what makes it fun as a campaign. Since Doom has made no shortage of enemies over his years as a Marvel villain, all sorts of heroes might interfere, and a similar number of lesser villains might be roped in as other servants, including werewolves, Frankenstein's Monster, and depressing gypsy stereotypes, because apparently Latveria is adjacent to Transylvania, so it's also full of gothic horror tropes. (as if the poor peasants didn't have enough to deal with from Doom's whims. ) You have carte blanche to make it as over the top and kitchen sinky as you please without even departing from the source material. This is much more flexible than little tournament adventures that they have to write to be resolvable in a 4 hour slot, and so is much more interesting to me as well. Not saying I'd want them to stop publishing prefab adventures entirely, but given the number that I'm reading in the Dungeon side of things, I wouldn't particularly miss them either. Maybe alternate them instead of having one of anything every time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8328995, member: 27780"] [b][u]Polyhedron Issue 61: July 1991[/u][/b] part 2/5 The New Rogues Gallery: We continue to celebrate their new Australian branch with a bunch of characters submitted by gamers down-under. Let's see if their ideas are particularly unique or not. Dee Jay is (obviously) a bard who possesses several anachronistic magical items that let him simulate modern day rap music. He uses his ability to bust rhymes right on time to talk about all the injustices in the world, which gets the message across better than strumming a lute and doing it in ballad form. Now he just has to worry about the people in positions of power responsible for said injustices. Sounds like a good excuse for the PC's to run into him when he's in trouble and could use a helping hand. Varin is a Jester who's possessions include the book of Ethnic Humor from one of Dragon's april fools issues. This lets you know [i]exactly[/i] what level his attempts of comedy are at. His bad jokes have nearly got him killed several times, and he's considering giving it up and settling down with a nice girl, but despite being able to perform to large audiences, can't work up the courage to ask her out. Great, so he's a racist and an incel too. Now all he needs is a Gab account and a podcast and he'd fit right in on the modern day internet. Our sympathies are obviously intended to be with him from the way it's written, but 30 years later, I think I'll be siding with the people booing and driving him out of town instead. Maylin of Waving Grain is another Bard who's really taken the jack of all trades thing to the extreme, switching to thief and then wizard in his pursuit of fun and adventure while avoiding putting himself in direct danger. Expect trickery and ranged attacks using a bow and that extensive selection of low level spells. Best to have him as a friend, because you'd hate to have him as an enemy. Diamen is your basic ronin Knight, who was on the fast track to success, screwed up one mission catastrophically by going against enemies way above his level, couldn't face going back to his lord to report the failure, and decided to become a wandering adventurer instead. This is what happens when prodigies meet a problem they can't solve with raw talent and crash. You need to push through and realise that life isn't always going to be easy, but you've got to get up and keep on trying. With Great Power: Having spent last issue setting up the playing pieces, it's time for the Doom Wars to properly begin. 8 pages of mini adventure ideas suitable for teams on either side with minor modification. Can you get through the scenarios with a minimum of death & destruction for the common folk of Latveria caught in the middle of all this? Things could get confusing, with both Dooms blaming anything that goes wrong on anyone but them, including the other Doom, and you, their (loyal?) minions, while deploying all kinds of experimental technology in their attempts to gain an edge. It all seems like a distinctly unhealthy workplace environment, but of course, that's what makes it fun as a campaign. Since Doom has made no shortage of enemies over his years as a Marvel villain, all sorts of heroes might interfere, and a similar number of lesser villains might be roped in as other servants, including werewolves, Frankenstein's Monster, and depressing gypsy stereotypes, because apparently Latveria is adjacent to Transylvania, so it's also full of gothic horror tropes. (as if the poor peasants didn't have enough to deal with from Doom's whims. ) You have carte blanche to make it as over the top and kitchen sinky as you please without even departing from the source material. This is much more flexible than little tournament adventures that they have to write to be resolvable in a 4 hour slot, and so is much more interesting to me as well. Not saying I'd want them to stop publishing prefab adventures entirely, but given the number that I'm reading in the Dungeon side of things, I wouldn't particularly miss them either. Maybe alternate them instead of having one of anything every time. [/QUOTE]
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