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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8377497" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 67: January 1992</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Living City: Raven's Bluff is nowhere near as genre-savvy as say, Ankh-Morpork, and so the thieves guild actually needs to work for their money instead of just collecting insurance. This is actually good for employment rates, as it means you have to employ guards to stop them and they also have to actually put in a decent night's work if you live in a high crime neighbourhood. The Sigil of the Silent Night are our example business this month, providing a wide range of home protection services to those with the means to pay for them. From basic fighters doing a beat that passes by each protected house several times a night, to exceedingly expensive bespoke magical protections that are cast every evening when you close up shop and then dispelled in the morning (they need to work on a way to automate that switching on and off, because it seems pretty labor intensive for their wizards) they have something to suit nearly any budget, with it easily costing several thousand GP per night if you go for all the magical mod-cons at once. Once again we see that while magic might be well-known in the realms, it's still not common enough for the lower classes to be able to afford it, leading to lots of inequality in terms of quality of life. The adage that it takes a thief to catch a thief holds true here, with the boss being a high level rogue gone straight who uses his sneaky skills to randomly check on his guards and make sure they're doing a good job. The staff wizards also get lengthy profiles detailing their histories and the various magical tricks they each bring to the company, making this considerably longer than most articles here. More than most, this definitely looks like you could get a lot of repeated use out of it both as an employer and antagonists, as what PC's don't have cause to steal stuff from rich people sometimes? It gives you a clear path of how they could upgrade their security in response to theft so repeated attempts scale with your PC's powers. And if the PC's need to protect their own belongings, you can get a good idea of how much it'll cost them. (which may drive them to find other methods, depending on how stingy they are) I give my full approval to this one.</p><p></p><p></p><p></p><p>Horse Play: Boot Hill gets another article that's relatively short and old-school in style. A single page table for randomly determining the stats and quirks of any horses you come across? Whether you're going shopping or trying to rope a wild mustang to tame yourself, this seems like a decent little time saver for the GM, so they can roll up several quickly and have the player choose between them. So much easier than having to come up with everything yourself in a point buy system. Don't know why they don't do more of them.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8377497, member: 27780"] [B][U]Polyhedron Issue 67: January 1992[/U][/B] part 2/5 The Living City: Raven's Bluff is nowhere near as genre-savvy as say, Ankh-Morpork, and so the thieves guild actually needs to work for their money instead of just collecting insurance. This is actually good for employment rates, as it means you have to employ guards to stop them and they also have to actually put in a decent night's work if you live in a high crime neighbourhood. The Sigil of the Silent Night are our example business this month, providing a wide range of home protection services to those with the means to pay for them. From basic fighters doing a beat that passes by each protected house several times a night, to exceedingly expensive bespoke magical protections that are cast every evening when you close up shop and then dispelled in the morning (they need to work on a way to automate that switching on and off, because it seems pretty labor intensive for their wizards) they have something to suit nearly any budget, with it easily costing several thousand GP per night if you go for all the magical mod-cons at once. Once again we see that while magic might be well-known in the realms, it's still not common enough for the lower classes to be able to afford it, leading to lots of inequality in terms of quality of life. The adage that it takes a thief to catch a thief holds true here, with the boss being a high level rogue gone straight who uses his sneaky skills to randomly check on his guards and make sure they're doing a good job. The staff wizards also get lengthy profiles detailing their histories and the various magical tricks they each bring to the company, making this considerably longer than most articles here. More than most, this definitely looks like you could get a lot of repeated use out of it both as an employer and antagonists, as what PC's don't have cause to steal stuff from rich people sometimes? It gives you a clear path of how they could upgrade their security in response to theft so repeated attempts scale with your PC's powers. And if the PC's need to protect their own belongings, you can get a good idea of how much it'll cost them. (which may drive them to find other methods, depending on how stingy they are) I give my full approval to this one. Horse Play: Boot Hill gets another article that's relatively short and old-school in style. A single page table for randomly determining the stats and quirks of any horses you come across? Whether you're going shopping or trying to rope a wild mustang to tame yourself, this seems like a decent little time saver for the GM, so they can roll up several quickly and have the player choose between them. So much easier than having to come up with everything yourself in a point buy system. Don't know why they don't do more of them. [/QUOTE]
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