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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8456409" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 78: December 1992</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>The Living Galaxy: Another round of weird example PC's in here, this time taking reader suggestions. They range from bacteria to planet sized, and with all sorts of weird abilities and limitations. The problem, as ever, is coming up for an adventure with a mixed party that makes everyone useful. The fantasy derived ones such as each person playing one head of a multiheaded monster or a group of intelligent magical items seem easier to make work ruleswise than the pure sci-fi ones. Which is the problem this column has faced all along. Fantasy is usually shaped in some way by our desires, while reality is a lot less accommodating. We still don't have robotic limbsuits for intelligent cetaceans to operate on land and go on adventures with us, and that's entirely within the bounds of physics. As usual, there's plenty of good ideas here, but none of them are oven-ready, so you'll need to put in a load of work to make them fit into your game, whatever system it may be. This column would work better if TSR did have an active sci-fi system to focus on and put more specific statblocks into.</p><p></p><p></p><p></p><p>The Everwinking Eye: Ed zooms in on Melvaunt this time. While not as unrelentingly unpleasant and treacherous a place to live as Mulmaster, it's still not a particularly nice place for the common folk. Taxation is low, but very strictly enforced, and political influence is openly purchased in a way that would be viewed as corruption in most countries but here is just the standard way of doing business. Good and evil gods are both worshipped openly, and seem to hold about equal importance politically so neither can ban or drive out the other. Basically, this is what happens if you let libertarians get into power. Just enough rules for the state to protect itself from external threats, and then the strong are free to do what they like to the weak as long as it doesn't make too much public mess. They have many expats who made their fortune there, then moved somewhere safer to raise their own families. Nice place for adventurers to visit, with plenty of plots to foil, money to make and fights to be had, but only the baddest mutha:shut yo mouth:s will want to live there full time, particularly during the harsh winters. Could be fun as long as you remember your escape routes. As ever, his ability to write places that feel alive, and give you room to participate shines through. Any of you have stories of your characters time there?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8456409, member: 27780"] [b][u]Polyhedron Issue 78: December 1992[/u][/b] part 4/5 The Living Galaxy: Another round of weird example PC's in here, this time taking reader suggestions. They range from bacteria to planet sized, and with all sorts of weird abilities and limitations. The problem, as ever, is coming up for an adventure with a mixed party that makes everyone useful. The fantasy derived ones such as each person playing one head of a multiheaded monster or a group of intelligent magical items seem easier to make work ruleswise than the pure sci-fi ones. Which is the problem this column has faced all along. Fantasy is usually shaped in some way by our desires, while reality is a lot less accommodating. We still don't have robotic limbsuits for intelligent cetaceans to operate on land and go on adventures with us, and that's entirely within the bounds of physics. As usual, there's plenty of good ideas here, but none of them are oven-ready, so you'll need to put in a load of work to make them fit into your game, whatever system it may be. This column would work better if TSR did have an active sci-fi system to focus on and put more specific statblocks into. The Everwinking Eye: Ed zooms in on Melvaunt this time. While not as unrelentingly unpleasant and treacherous a place to live as Mulmaster, it's still not a particularly nice place for the common folk. Taxation is low, but very strictly enforced, and political influence is openly purchased in a way that would be viewed as corruption in most countries but here is just the standard way of doing business. Good and evil gods are both worshipped openly, and seem to hold about equal importance politically so neither can ban or drive out the other. Basically, this is what happens if you let libertarians get into power. Just enough rules for the state to protect itself from external threats, and then the strong are free to do what they like to the weak as long as it doesn't make too much public mess. They have many expats who made their fortune there, then moved somewhere safer to raise their own families. Nice place for adventurers to visit, with plenty of plots to foil, money to make and fights to be had, but only the baddest mutha:shut yo mouth:s will want to live there full time, particularly during the harsh winters. Could be fun as long as you remember your escape routes. As ever, his ability to write places that feel alive, and give you room to participate shines through. Any of you have stories of your characters time there? [/QUOTE]
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