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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8392734" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 69: March 1992</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Bestiary: Air Fish are pretty similar to regular fish, except they swim through air instead of water with the aid of innate levitation powers. Most of them are low HD and slow moving, as fins are not as effective a method of propulsion in the much thinner air, but air sharks are both swift and capable of taking a nasty clunk out of you, while air mantas have a nasty paralytic stinger. They'll be a good indicator that you're in a high magic zone where the ecology gets weird, but unlikely to be the main challenge. </p><p></p><p>The Valiant Thirteenth are not a monster, but get an entry formatted like one as a joke. They're actually one of the RPGA's longer-running official clubs, meeting approximately every other week in Boston (with a lot of turnover) since 1978. So we get three pages of info on their history, how they operate, and the games they're currently running, along with lots of in jokes and some caricatured portraits of their core members. There's plenty of interesting facts amongst the humour and endless bickering, and while getting everyone to show up on time and get down to playing seems a sisyphean task, they must be doing something right to have kept going this long. A reasonably entertaining diversion, that could probably be repeated a few more times with different clubs before hitting diminishing returns. </p><p></p><p></p><p></p><p>Official Network Clubs are now up to 75 worldwide, and they spend 3 pages doing an A-Z of them. An upward trend, but still much slower than they'd like. Will they ever reach the point where they can no longer fit the list into a single issue, but have to publish them separately, or just list it all online? </p><p></p><p></p><p></p><p>The Living Galaxy: it's good to see my opinions being backed up. Roger has found that his series of columns on sentient spaceships has got easily the most praise and general responses of these columns. Being highly specific rather than generic is much more interesting, and gives other people more opportunities to put their own ideas and opinions in. TSR's other staff members have plenty of ideas of their own, plus a ton of references from old stories, several of them published by sister magazine Amazing Stories. Several of the ideas revolve around how a large mechanical intelligence can escape death by having smaller mobile bodies to use as an escape pod, or leaving backups of it's memories in port. Since this topic seems to be popular, he starts a competition to see who can come up with the weirdest (while still being playable) nonstandard PC type. When you're running out of ideas on your own, stop, collaborate and listen to get some new ones to try. It's both easier and more fun than trying to come up with enough to fill a column every month, running out of inspiration and resorting to padding to make up the word count. </p><p></p><p></p><p></p><p>Bloodmoose & Company returns quietly after an extended absence. And now they have a time machine! Where and when will it take them? </p><p></p><p></p><p></p><p>A pretty interesting issue, with both above average articles and signs of historical progression. As I was finding many recent issues a bit dull, that comes as welcome. Whether those changes will be good for them long term or not, it still keeps every day from merging into one grey expanse of unbroken time. Time to open another door and see see if there's monsters or treasure within.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8392734, member: 27780"] [b][u]Polyhedron Issue 69: March 1992[/u][/b] part 5/5 Bestiary: Air Fish are pretty similar to regular fish, except they swim through air instead of water with the aid of innate levitation powers. Most of them are low HD and slow moving, as fins are not as effective a method of propulsion in the much thinner air, but air sharks are both swift and capable of taking a nasty clunk out of you, while air mantas have a nasty paralytic stinger. They'll be a good indicator that you're in a high magic zone where the ecology gets weird, but unlikely to be the main challenge. The Valiant Thirteenth are not a monster, but get an entry formatted like one as a joke. They're actually one of the RPGA's longer-running official clubs, meeting approximately every other week in Boston (with a lot of turnover) since 1978. So we get three pages of info on their history, how they operate, and the games they're currently running, along with lots of in jokes and some caricatured portraits of their core members. There's plenty of interesting facts amongst the humour and endless bickering, and while getting everyone to show up on time and get down to playing seems a sisyphean task, they must be doing something right to have kept going this long. A reasonably entertaining diversion, that could probably be repeated a few more times with different clubs before hitting diminishing returns. Official Network Clubs are now up to 75 worldwide, and they spend 3 pages doing an A-Z of them. An upward trend, but still much slower than they'd like. Will they ever reach the point where they can no longer fit the list into a single issue, but have to publish them separately, or just list it all online? The Living Galaxy: it's good to see my opinions being backed up. Roger has found that his series of columns on sentient spaceships has got easily the most praise and general responses of these columns. Being highly specific rather than generic is much more interesting, and gives other people more opportunities to put their own ideas and opinions in. TSR's other staff members have plenty of ideas of their own, plus a ton of references from old stories, several of them published by sister magazine Amazing Stories. Several of the ideas revolve around how a large mechanical intelligence can escape death by having smaller mobile bodies to use as an escape pod, or leaving backups of it's memories in port. Since this topic seems to be popular, he starts a competition to see who can come up with the weirdest (while still being playable) nonstandard PC type. When you're running out of ideas on your own, stop, collaborate and listen to get some new ones to try. It's both easier and more fun than trying to come up with enough to fill a column every month, running out of inspiration and resorting to padding to make up the word count. Bloodmoose & Company returns quietly after an extended absence. And now they have a time machine! Where and when will it take them? A pretty interesting issue, with both above average articles and signs of historical progression. As I was finding many recent issues a bit dull, that comes as welcome. Whether those changes will be good for them long term or not, it still keeps every day from merging into one grey expanse of unbroken time. Time to open another door and see see if there's monsters or treasure within. [/QUOTE]
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