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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8558502" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 92: February 1994</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Jenette LeFleur: Raven's Bluff may strictly restrict your ability scores and magic item selections, but apparently they've got no problem with your PC being trans. Jean LeFleur was a young boy who's mother was a priestess of Sune. Men weren't allowed to live in the temple, so she disguised her son as a girl. They kept up the charade for 7 years, up until he was about to be initiated as a temple priestess himself, when Sune manifested and transformed him into a real girl as a "punishment". Now she lives in Raven's Bluff, initially trying to disguise herself as a man, but with much less success than the other way around, going on adventures and generally doing good in the hope that someday she'll get an opportunity to turn back. Her own attraction remains firmly towards women, so she's got very good at matchmaking as a way to get irritatingly persistent swains off her back. So this is much more in the shakespearean comedy end of things than any kind of sensitive depiction of trans life, revolving around multiple layers of nonconsensual transformation and the idea that people would find a woman who was originally a man hotter than the regular women around her and what <em>would</em> they do if they found out? ( <a href="https://www.youtube.com/watch?v=gH7dr8OPqME" target="_blank">Cue Ace Ventura vomiting scene.</a> ) This is all pretty cringe. Not the kind of thing that would get released today without at least some complaints.</p><p></p><p></p><p></p><p>The Living Galaxy: Roger helps us find inspiration this time with another familiar trick (to me, at least). The joys of combinatoric math. If your game is directly based on one property, it'll be pretty obvious to anyone familiar with the source material. If you take three things and mash them together, it'll be much less so, and even if someone else uses the same building blocks, it'll probably be put together differently and still not seem completely stale. As befits the rule of threes, he then gives three examples of this idea for different game systems, and then another 4 shorter ones that are system agnostic. As usual with Roger's columns, you could spend several days just tracking down and reading all the different multimedia references, particularly the ones that are out of print and no longer in libraries. I approve this message, even if I have seen it before, and suspect I might do so again before this journey is over. </p><p></p><p></p><p></p><p>We finished off with a detailed two page character sheet aimed at making looking things up in play more convenient and standardised for Living City players. Along with the uptick in maps, they seem to be making an effort to improve their visuals in general, which is a good thing to see. </p><p></p><p></p><p></p><p>An issue in which the Raven's Bluff material was less pleasing than the more generic stuff, which is mildly unusual to see. Overall, another fairly middle of the road issue qualitywise, lifted up by the increase in production values. I can live with that, but feel no inclination to hang around this time. Onto the next chapter.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8558502, member: 27780"] [b][u]Polyhedron Issue 92: February 1994[/u][/b] part 5/5 Jenette LeFleur: Raven's Bluff may strictly restrict your ability scores and magic item selections, but apparently they've got no problem with your PC being trans. Jean LeFleur was a young boy who's mother was a priestess of Sune. Men weren't allowed to live in the temple, so she disguised her son as a girl. They kept up the charade for 7 years, up until he was about to be initiated as a temple priestess himself, when Sune manifested and transformed him into a real girl as a "punishment". Now she lives in Raven's Bluff, initially trying to disguise herself as a man, but with much less success than the other way around, going on adventures and generally doing good in the hope that someday she'll get an opportunity to turn back. Her own attraction remains firmly towards women, so she's got very good at matchmaking as a way to get irritatingly persistent swains off her back. So this is much more in the shakespearean comedy end of things than any kind of sensitive depiction of trans life, revolving around multiple layers of nonconsensual transformation and the idea that people would find a woman who was originally a man hotter than the regular women around her and what [i]would[/i] they do if they found out? ( [url=https://www.youtube.com/watch?v=gH7dr8OPqME]Cue Ace Ventura vomiting scene.[/url] ) This is all pretty cringe. Not the kind of thing that would get released today without at least some complaints. The Living Galaxy: Roger helps us find inspiration this time with another familiar trick (to me, at least). The joys of combinatoric math. If your game is directly based on one property, it'll be pretty obvious to anyone familiar with the source material. If you take three things and mash them together, it'll be much less so, and even if someone else uses the same building blocks, it'll probably be put together differently and still not seem completely stale. As befits the rule of threes, he then gives three examples of this idea for different game systems, and then another 4 shorter ones that are system agnostic. As usual with Roger's columns, you could spend several days just tracking down and reading all the different multimedia references, particularly the ones that are out of print and no longer in libraries. I approve this message, even if I have seen it before, and suspect I might do so again before this journey is over. We finished off with a detailed two page character sheet aimed at making looking things up in play more convenient and standardised for Living City players. Along with the uptick in maps, they seem to be making an effort to improve their visuals in general, which is a good thing to see. An issue in which the Raven's Bluff material was less pleasing than the more generic stuff, which is mildly unusual to see. Overall, another fairly middle of the road issue qualitywise, lifted up by the increase in production values. I can live with that, but feel no inclination to hang around this time. Onto the next chapter. [/QUOTE]
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