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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8438430" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 76: October 1992</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>38 pages. October rolls around, and we have the traditional vampire noble of indeterminate title with a luxurious mansion on the cover, facing a somewhat less well-dressed set of adventurers. Will they be able to resist dangers both overt and subtle to avoid becoming his next set of minions? Good thing we don't need an invitation to head inside and find out.</p><p></p><p></p><p></p><p>Convention names continue to have some spicy puns, with Chilli Con Carnage down in Texas, Concoction in New Jersey, and Constitution in Virginia, which is what you'll need a high score in if you want to travel between all of these in quick succession. </p><p></p><p></p><p></p><p>With Great Power: Straight away, this column is in theme, talking about how to combine superheroics with horror. You might think that power removes reasons to be afraid, but a good GM can always scale up the threat to fit the protagonists. Plus there's the possibilities of your powers stopping working, or worse going out of control and becoming problems in themselves. The X-men's whole premise in particular is heavily built around having weird and hard to control powers and being hated & feared by the general public no matter how much they try to do good with them. If you wind up in space or another dimension over the course of your adventures, you could be out of your element and have to deal with the isolation and diminishing resources while you try to find your way home. If you prefer your horror a little more schlocky, there's always being captured by a maniacal villain and chained to some kind of imaginative death trap. (which happens to have a subtle but convenient weakness you can use to escape) A good reminder that superheroes can be combined with nearly any other genre, if limited in depth as usual due to the small page count. Indeed, regular diversions into other playstyles is what can keep a long-running campaign interesting to it's players and prevent burnout. Don't let arbitrary man-made concepts like genre become a straitjacket to your creativity. </p><p></p><p></p><p></p><p>Notes From HQ: The first half of the editorial is the now-familiar complaint about tardy and sloppy form-filling. If you want to get XP for your adventures, you need to get this bit right. Like paying your taxes, it's just something you have to learn to deal with if you want to live in a society. (and you need to be even better at bureaucracy if you want to cheat on them successfully.) The second half continues their constant churn of contests. Fluffy's birthday card competition has a winner, although somewhat disappointingly, they only describe it rather than showing us a photo. The new contest is much more interesting than that bit of cheese, as they're looking for ultrapowerful magical artifacts, the kind of macguffins that can cause the rise or fall of empires and a whole campaign can revolve around. The winner will be mostly determined by the quality of the backstory, not the specific powers, so get to writing. Sounds pretty promising as a premise to me. People are suckers for a good end of the world threat.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8438430, member: 27780"] [b][u]Polyhedron Issue 76: October 1992[/u][/b] part 1/5 38 pages. October rolls around, and we have the traditional vampire noble of indeterminate title with a luxurious mansion on the cover, facing a somewhat less well-dressed set of adventurers. Will they be able to resist dangers both overt and subtle to avoid becoming his next set of minions? Good thing we don't need an invitation to head inside and find out. Convention names continue to have some spicy puns, with Chilli Con Carnage down in Texas, Concoction in New Jersey, and Constitution in Virginia, which is what you'll need a high score in if you want to travel between all of these in quick succession. With Great Power: Straight away, this column is in theme, talking about how to combine superheroics with horror. You might think that power removes reasons to be afraid, but a good GM can always scale up the threat to fit the protagonists. Plus there's the possibilities of your powers stopping working, or worse going out of control and becoming problems in themselves. The X-men's whole premise in particular is heavily built around having weird and hard to control powers and being hated & feared by the general public no matter how much they try to do good with them. If you wind up in space or another dimension over the course of your adventures, you could be out of your element and have to deal with the isolation and diminishing resources while you try to find your way home. If you prefer your horror a little more schlocky, there's always being captured by a maniacal villain and chained to some kind of imaginative death trap. (which happens to have a subtle but convenient weakness you can use to escape) A good reminder that superheroes can be combined with nearly any other genre, if limited in depth as usual due to the small page count. Indeed, regular diversions into other playstyles is what can keep a long-running campaign interesting to it's players and prevent burnout. Don't let arbitrary man-made concepts like genre become a straitjacket to your creativity. Notes From HQ: The first half of the editorial is the now-familiar complaint about tardy and sloppy form-filling. If you want to get XP for your adventures, you need to get this bit right. Like paying your taxes, it's just something you have to learn to deal with if you want to live in a society. (and you need to be even better at bureaucracy if you want to cheat on them successfully.) The second half continues their constant churn of contests. Fluffy's birthday card competition has a winner, although somewhat disappointingly, they only describe it rather than showing us a photo. The new contest is much more interesting than that bit of cheese, as they're looking for ultrapowerful magical artifacts, the kind of macguffins that can cause the rise or fall of empires and a whole campaign can revolve around. The winner will be mostly determined by the quality of the backstory, not the specific powers, so get to writing. Sounds pretty promising as a premise to me. People are suckers for a good end of the world threat. [/QUOTE]
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