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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8468681" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 80: February 1993</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Letters: First letter is from a mum who finds RPG's useful both as education and family bonding time. Segregating gaming into age groups would remove that opportunity. If you want them to git gud, you start them young and guide them around the mistakes you made learning without any older generation to ask for help. </p><p></p><p>Second is one of those former underage gamers who's been judging tournaments since they were 15. Some people were suspicious of him at first, but after 4 hours together, they were mostly complementary. A fresh face is not a bad thing. The RPGA would not have survived the 80's if they excluded contributions by under 18's, given the general demographics of gamers back then. Raising the ladder behind us now would just be churlish.</p><p></p><p>Finally, a more general complaint from someone who had to deal with both a bad judge and players who were obviously cheating on their character sheets this Gen Con. With respect to the first, they remind him not to be afraid to leave a low score. If enough people do so, they will eventually be weeded out. As to the second, they're planning on unveiling new regulations very soon. How vaguely ominous. How will they try to keep things fair without too much alienating micromanaging this time?</p><p></p><p></p><p></p><p>The Everwinking Eye: Ed continues talking about the popularity of Selune in Thentia. Her worshippers include several high level wizards as well as the priests, so they've no shortage of magical resources, and being mostly chaotic good, the will to use them in mischievous ways to protect the temple. Anyone trying to rob the temple should definitely take that into account. There are plenty of challenges you are intended to beat as well though. Biggest, and weirdest, is an intelligent magical sword that has gone rogue, and now tries to liberate and animate other magical items from human tyranny. Any well-equipped adventurer had best keep their guard up, particularly if venturing into the sewers, or you may find your most valuable equipment going on strike and striking back. There's also plenty of humanoids & dungeons out in the wilderness, and a bit of mundane ecological detail, because Ed isn't going to neglect that even with all the magical stuff going on. Another pleasingly well rounded entry that gives DM's plenty to think about, and players plenty to do if they come here. Where will he head next, and how will he make it distinct from all the previous locations?</p><p></p><p></p><p></p><p>With Great Power: Dale looks at the idea of solo superhero campaigns this issue. Unlike dungeon crawls, where you really do need a team if you want to survive long term, and most of the literature reflects this, there are plenty of examples of superheroes who primarily work solo, and are powerful & skilled enough to have long healthy comic runs doing so. In fact for those kinds of stories, solo heroes work better than group ones, as you can really concentrate on their relationships with the regular people in their life, and how they balance keeping a secret identity going with the desire to do good in the world. Team-ups tend to lose sight of that, especially once you have at least one member with super-wealth, so you can support the rest not having to bother with day jobs, paying rent, etc. You can also do more interesting things with the villains, with recurring ones reflecting the psyche of the hero in some way. You do still have to be a bit more careful in designing encounters for characters, with multiple weak enemies on one often not going the way it does in the books, but FASERIP is more forgiving than D&D as a system. A good reminder that roleplaying is not one size fits all, and system matters. Some games bog down quickly with a large group, while others will get you killed easily with a small one, and if you know which ones are good for which sizes, you'll have a much better time of things. Do your research and don't try to shoehorn it into the most popular system just because it's popular.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8468681, member: 27780"] [b][u]Polyhedron Issue 80: February 1993[/u][/b] part 2/5 Letters: First letter is from a mum who finds RPG's useful both as education and family bonding time. Segregating gaming into age groups would remove that opportunity. If you want them to git gud, you start them young and guide them around the mistakes you made learning without any older generation to ask for help. Second is one of those former underage gamers who's been judging tournaments since they were 15. Some people were suspicious of him at first, but after 4 hours together, they were mostly complementary. A fresh face is not a bad thing. The RPGA would not have survived the 80's if they excluded contributions by under 18's, given the general demographics of gamers back then. Raising the ladder behind us now would just be churlish. Finally, a more general complaint from someone who had to deal with both a bad judge and players who were obviously cheating on their character sheets this Gen Con. With respect to the first, they remind him not to be afraid to leave a low score. If enough people do so, they will eventually be weeded out. As to the second, they're planning on unveiling new regulations very soon. How vaguely ominous. How will they try to keep things fair without too much alienating micromanaging this time? The Everwinking Eye: Ed continues talking about the popularity of Selune in Thentia. Her worshippers include several high level wizards as well as the priests, so they've no shortage of magical resources, and being mostly chaotic good, the will to use them in mischievous ways to protect the temple. Anyone trying to rob the temple should definitely take that into account. There are plenty of challenges you are intended to beat as well though. Biggest, and weirdest, is an intelligent magical sword that has gone rogue, and now tries to liberate and animate other magical items from human tyranny. Any well-equipped adventurer had best keep their guard up, particularly if venturing into the sewers, or you may find your most valuable equipment going on strike and striking back. There's also plenty of humanoids & dungeons out in the wilderness, and a bit of mundane ecological detail, because Ed isn't going to neglect that even with all the magical stuff going on. Another pleasingly well rounded entry that gives DM's plenty to think about, and players plenty to do if they come here. Where will he head next, and how will he make it distinct from all the previous locations? With Great Power: Dale looks at the idea of solo superhero campaigns this issue. Unlike dungeon crawls, where you really do need a team if you want to survive long term, and most of the literature reflects this, there are plenty of examples of superheroes who primarily work solo, and are powerful & skilled enough to have long healthy comic runs doing so. In fact for those kinds of stories, solo heroes work better than group ones, as you can really concentrate on their relationships with the regular people in their life, and how they balance keeping a secret identity going with the desire to do good in the world. Team-ups tend to lose sight of that, especially once you have at least one member with super-wealth, so you can support the rest not having to bother with day jobs, paying rent, etc. You can also do more interesting things with the villains, with recurring ones reflecting the psyche of the hero in some way. You do still have to be a bit more careful in designing encounters for characters, with multiple weak enemies on one often not going the way it does in the books, but FASERIP is more forgiving than D&D as a system. A good reminder that roleplaying is not one size fits all, and system matters. Some games bog down quickly with a large group, while others will get you killed easily with a small one, and if you know which ones are good for which sizes, you'll have a much better time of things. Do your research and don't try to shoehorn it into the most popular system just because it's popular. [/QUOTE]
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