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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8514230" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 87: September 1993</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>The Third Degree: Jeff takes a route rarely roleplayed, even though it appears in nearly every game. Lost Souls, one of those games where death is merely the beginning rather than the end, and you play ghosts figuring out how to resolve their issues and be reincarnated. A rather lighter take than next year's Wraith: the Oblivion, and one less suited to extended campaigns as well. Like many old-school games, there's a fair bit of randomness in character generation, so you can never be sure what you died of until you get stuck in. Which I suppose is realistic, as you don't get to choose what you die of in reality unless you commit suicide, but it's increasingly out of fashion in game design. This seems interesting enough that I might be tempted to pick it up if It's not too hard to find now, see how it holds up in hindsight. </p><p></p><p></p><p></p><p>A Little Something On The Side: Roger has another little column of advice that doesn't fit in the living galaxy format. Unless you keep the various aspects of your life extremely segregated, hopefully you actually have interaction with the people you game with outside that context and like them as human beings. It might be a good idea to hang out socially in other ways, like watching TV, going to the cinema, throwing a party, or semi-gaming related activities like attending conventions and painting minis together. Seems kinda obvious, but you'd be surprised how many people wouldn't think of doing so on their own, or feel awkward doing so for various reasons. Another of those things that's not particularly deep or mindblowing, but it's good to remind people of every now and then. If you get to know people a little better, hopefully you'll have more fun together.</p><p></p><p></p><p></p><p>The Everwinking Eye: Ed decides we need a breath of fresh air after all the Moonsea cities, and goes to the tiny hamlet of Sevenecho, so small and obscure they can't even get it's name right on the maps. A crossroads of about 35 people with a single inn, and a similar amount of farmers spread over the adjacent few miles, there's only room for one powerful wizard with a bunch of custom contingency spells here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> The inn is pretty large though, with plenty of rambling nooks and crannies, and lets them more than double the population on market days. Like many small towns, most of the population are related in some way, with the closeknit Sevenecho clan being the dominant one. Since there's not much to do of an evening, it's not hard to have a dalliance with one of the younger locals while passing through, but betray them and the whole place will close ranks on you, making it a bad idea to visit again. Seems like a fairly typical small town, albeit rather less prudish than any you'd see in Krynn. The dangers are similarly small scale, a few marauding goblinoid tribes in the hills, and probably a red wizard spy working in the inn and passing information about adventurer movements up the chain. Even a low level party could make a real difference against those, unlike the challenges in Zhentil Keep. A decent enough place to start a campaign or pass through, but not one that could support a whole campaign on it's own. Good thing there's all these other places fully detailed to go afterwards then.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8514230, member: 27780"] [b][u]Polyhedron Issue 87: September 1993[/u][/b] part 2/5 The Third Degree: Jeff takes a route rarely roleplayed, even though it appears in nearly every game. Lost Souls, one of those games where death is merely the beginning rather than the end, and you play ghosts figuring out how to resolve their issues and be reincarnated. A rather lighter take than next year's Wraith: the Oblivion, and one less suited to extended campaigns as well. Like many old-school games, there's a fair bit of randomness in character generation, so you can never be sure what you died of until you get stuck in. Which I suppose is realistic, as you don't get to choose what you die of in reality unless you commit suicide, but it's increasingly out of fashion in game design. This seems interesting enough that I might be tempted to pick it up if It's not too hard to find now, see how it holds up in hindsight. A Little Something On The Side: Roger has another little column of advice that doesn't fit in the living galaxy format. Unless you keep the various aspects of your life extremely segregated, hopefully you actually have interaction with the people you game with outside that context and like them as human beings. It might be a good idea to hang out socially in other ways, like watching TV, going to the cinema, throwing a party, or semi-gaming related activities like attending conventions and painting minis together. Seems kinda obvious, but you'd be surprised how many people wouldn't think of doing so on their own, or feel awkward doing so for various reasons. Another of those things that's not particularly deep or mindblowing, but it's good to remind people of every now and then. If you get to know people a little better, hopefully you'll have more fun together. The Everwinking Eye: Ed decides we need a breath of fresh air after all the Moonsea cities, and goes to the tiny hamlet of Sevenecho, so small and obscure they can't even get it's name right on the maps. A crossroads of about 35 people with a single inn, and a similar amount of farmers spread over the adjacent few miles, there's only room for one powerful wizard with a bunch of custom contingency spells here. :p The inn is pretty large though, with plenty of rambling nooks and crannies, and lets them more than double the population on market days. Like many small towns, most of the population are related in some way, with the closeknit Sevenecho clan being the dominant one. Since there's not much to do of an evening, it's not hard to have a dalliance with one of the younger locals while passing through, but betray them and the whole place will close ranks on you, making it a bad idea to visit again. Seems like a fairly typical small town, albeit rather less prudish than any you'd see in Krynn. The dangers are similarly small scale, a few marauding goblinoid tribes in the hills, and probably a red wizard spy working in the inn and passing information about adventurer movements up the chain. Even a low level party could make a real difference against those, unlike the challenges in Zhentil Keep. A decent enough place to start a campaign or pass through, but not one that could support a whole campaign on it's own. Good thing there's all these other places fully detailed to go afterwards then. [/QUOTE]
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