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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8401637" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 71: May 1992</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Highlander: In issue 62 they put a dashing bekilted adventurer on the cover and asked the readers to come up with stats & adventure ideas involving him. Now they tell us the winners, and publish the top two here. The first one has him cast as a robin hood-esque space pirate in Spelljammer. He only robs from the rich and gives to the poor, (although if the PC's can afford their own ship, that definitely puts them in the rich category) and is quick to help if any genuine villains cause trouble while he's around. He could easily wind up as ally or enemy, depending on how forgiving the PC's are feeling after the first encounter. A nice reminder that it's quite possible for Good parties to come into conflict in D&D, particularly once you get to higher levels and the question of what action would be the greater good arises.</p><p></p><p>Second place is somewhat more unusual. In this one, he's a centuries old scottish mutant with the power to temporarily warp the environment around him and everything in it into a facsimile of the scottish highlands. This has a lot of range and flexibility, making him a threat on a similar level to Wandavision, only everything turns into it's scottish equivalent instead of a sitcom. (which will still probably put a serious crimp in any tech based PC's style in particular) Once again, he's technically a good guy, but in the great Marvel tradition is terrible at explaining his motives (not helped by the thick accent of course) and so the PC's will probably wind up fighting him before realising he's not the true enemy and teaming up to take down the big bad. This all seems like it has a lot of potential for hamming up the roleplaying aspect and coming up with inventive power stunts. If I was doing the judging, this would be first place and the other one bumped down a notch.</p><p></p><p></p><p></p><p>Fluffynoia: They've been threatening it since the start of the year. Now it's time for the first of our 10th anniversary fluffyquest presents. The small white adorable dog mysteriously turns up in Alpha Complex, which causes quite the kerfuffle, because they thought most animals were extinct. A search of the computer's archives reveals that this is one of the few things that is <strong>not</strong> actually a traitorous commie mutant, but a loyal friend to mankind. Before you know it everyone is trying to get their hands on Fluff-Y, so their secret society can be the one that clones it and has all the best friends. The PC's get called to troubleshoot the situation and restore proper order, making absolutely certain the dog survives, and all commie mutant traitors involved get what they deserve. They pick up a fairly typical set of experimental dog-catching items and weapons of dubious reliability, picking up treason points along the way if they don't use exactly the right procedures, and set off. This leads them on a wild chase through several locations filled with typically zany options for roleplaying or fighting, which culminates in a giant food fight between all the factions trying to dognap Fluff-Y in an infrared cafeteria where the pies are heavily laced with drugs. Hopefully the PC's will be the last ones standing, but if not, higher clearance troubleshooters will show up and ensure there's something resembling a happy ending, for the dog at least. It's both zany and short, and seems unlikely to last a full 4 hour tournament slot unless the PC's spend more time betraying each other than following the plot. (gee, what are the odds?) It's less grating and railroaded than it's D&D siblings, probably because it's not written by original creator Rick Reid, but still only tolerable if you go into it knowing it's going to be all terrible puns and real world references and calibrate your own playing accordingly. I'd give it a miss if it was the only gaming on offer.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8401637, member: 27780"] [B][U]Polyhedron Issue 71: May 1992[/U][/B] part 2/5 Highlander: In issue 62 they put a dashing bekilted adventurer on the cover and asked the readers to come up with stats & adventure ideas involving him. Now they tell us the winners, and publish the top two here. The first one has him cast as a robin hood-esque space pirate in Spelljammer. He only robs from the rich and gives to the poor, (although if the PC's can afford their own ship, that definitely puts them in the rich category) and is quick to help if any genuine villains cause trouble while he's around. He could easily wind up as ally or enemy, depending on how forgiving the PC's are feeling after the first encounter. A nice reminder that it's quite possible for Good parties to come into conflict in D&D, particularly once you get to higher levels and the question of what action would be the greater good arises. Second place is somewhat more unusual. In this one, he's a centuries old scottish mutant with the power to temporarily warp the environment around him and everything in it into a facsimile of the scottish highlands. This has a lot of range and flexibility, making him a threat on a similar level to Wandavision, only everything turns into it's scottish equivalent instead of a sitcom. (which will still probably put a serious crimp in any tech based PC's style in particular) Once again, he's technically a good guy, but in the great Marvel tradition is terrible at explaining his motives (not helped by the thick accent of course) and so the PC's will probably wind up fighting him before realising he's not the true enemy and teaming up to take down the big bad. This all seems like it has a lot of potential for hamming up the roleplaying aspect and coming up with inventive power stunts. If I was doing the judging, this would be first place and the other one bumped down a notch. Fluffynoia: They've been threatening it since the start of the year. Now it's time for the first of our 10th anniversary fluffyquest presents. The small white adorable dog mysteriously turns up in Alpha Complex, which causes quite the kerfuffle, because they thought most animals were extinct. A search of the computer's archives reveals that this is one of the few things that is [B]not[/B] actually a traitorous commie mutant, but a loyal friend to mankind. Before you know it everyone is trying to get their hands on Fluff-Y, so their secret society can be the one that clones it and has all the best friends. The PC's get called to troubleshoot the situation and restore proper order, making absolutely certain the dog survives, and all commie mutant traitors involved get what they deserve. They pick up a fairly typical set of experimental dog-catching items and weapons of dubious reliability, picking up treason points along the way if they don't use exactly the right procedures, and set off. This leads them on a wild chase through several locations filled with typically zany options for roleplaying or fighting, which culminates in a giant food fight between all the factions trying to dognap Fluff-Y in an infrared cafeteria where the pies are heavily laced with drugs. Hopefully the PC's will be the last ones standing, but if not, higher clearance troubleshooters will show up and ensure there's something resembling a happy ending, for the dog at least. It's both zany and short, and seems unlikely to last a full 4 hour tournament slot unless the PC's spend more time betraying each other than following the plot. (gee, what are the odds?) It's less grating and railroaded than it's D&D siblings, probably because it's not written by original creator Rick Reid, but still only tolerable if you go into it knowing it's going to be all terrible puns and real world references and calibrate your own playing accordingly. I'd give it a miss if it was the only gaming on offer. [/QUOTE]
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