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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8574877" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 95: May 1994</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>32 pages. Another cleric on the cover, but this one is sticking to worshipping a specific deity instead of playing the field. Will their faith hold firm against the challenges inside, or will atheism seem like the more reasonable option by the end of this?</p><p></p><p></p><p></p><p>Notes From HQ: Last issue they talked about their time at Winter Fantasy. This time it's smaller conventions Egyptian Campaign (in Carbondale, Ill, so not sure why it's called that) and Conncentric (in Connecticut, which makes perfect sense.) that get the spotlight. Both attracted several hundred people and included a wide variety of entertainment, including the explosively growing distraction that is Magic: the Gathering. Both the wargaming and roleplaying sides took advantage of the bumper sized tables to construct props that wouldn't work so well in a home campaign to enhance the experience. Once again, it's all very positive, despite the knowledge in hindsight that those CCG's will be a big part of TSR's downfall, and their continued sales dominance a similarly big part of WotC's decision to cut 5e's staff & release schedule to a skeleton crew in the future. Another reminder that the tabletop gaming landscape would be very different now had CCG's not existed. Whether it would be better or worse who can say, but it's another good example of the complex ways the world is interconnected, and changing one thing also changes a whole bunch of other ones.</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Everyone knows the Harpers, the Red Wizards and the Zhentarim, but there are plenty of lesser secret societies knocking around the Realms, trying to advance their agendas. If you're getting bored of facing the same old foes, try one of these in your campaign and see how it shifts the balance of power, or all at the same time and enjoy the chaos.</p><p></p><p>The Broken Sword wants to end human supremacy and go back to the time when lots of different races shared control of the world. A laudable goal, pursued in a not so laudable genocidal fashion. If your adventuring party is majority human, it could wind up suffering attacks of opportunity nearly anywhere, and then you can have lots of fun trying to track down other cells of the organisation and get revenge.</p><p></p><p>The Knights of the Storm are a bunch of disaffected nobles led by a guy in very impressive magical armor, getting revenge on other nobles. Whether their overall goals are good or bad is very ambiguous so whether you might want to join up or oppose them all depends on how you feel about underdog stories and ironic justice.</p><p></p><p>The Masters of the Cowl on the other hand, are definitely bad guys. Your basic mysterious cloaked wizards who want to keep magic mysterious and rare, and will brutally kill any other wizard they think they can get away with killing & take their stuff, with a signature move of burning off their victim's faces. Have fun foiling them.</p><p></p><p>The Gold Fist are a group of merchants working together behind the scenes to minimise taxes and regulations on trade. They try to make sure that places that give them free reign prosper, and ones that mess with free trade find crucial resources are scarce and expensive, leading to their downfall long term. This means they probably accomplish more good than evil overall, but from the basest of motivations. Such is the nature of capitalism, seeking stability because the opposite is bad for business. Will you support them, or does your vision of an ideal society involve a little more socialism and health & safety regulations? I can definitely see opportunities for adventure either way. Another entry where Ed manages to pack plenty of useful material into a small package that's easy enough to use in other campaigns as well.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8574877, member: 27780"] [B][U]Polyhedron Issue 95: May 1994[/U][/B] part 1/5 32 pages. Another cleric on the cover, but this one is sticking to worshipping a specific deity instead of playing the field. Will their faith hold firm against the challenges inside, or will atheism seem like the more reasonable option by the end of this? Notes From HQ: Last issue they talked about their time at Winter Fantasy. This time it's smaller conventions Egyptian Campaign (in Carbondale, Ill, so not sure why it's called that) and Conncentric (in Connecticut, which makes perfect sense.) that get the spotlight. Both attracted several hundred people and included a wide variety of entertainment, including the explosively growing distraction that is Magic: the Gathering. Both the wargaming and roleplaying sides took advantage of the bumper sized tables to construct props that wouldn't work so well in a home campaign to enhance the experience. Once again, it's all very positive, despite the knowledge in hindsight that those CCG's will be a big part of TSR's downfall, and their continued sales dominance a similarly big part of WotC's decision to cut 5e's staff & release schedule to a skeleton crew in the future. Another reminder that the tabletop gaming landscape would be very different now had CCG's not existed. Whether it would be better or worse who can say, but it's another good example of the complex ways the world is interconnected, and changing one thing also changes a whole bunch of other ones. Elminster's Everwinking Eye: Everyone knows the Harpers, the Red Wizards and the Zhentarim, but there are plenty of lesser secret societies knocking around the Realms, trying to advance their agendas. If you're getting bored of facing the same old foes, try one of these in your campaign and see how it shifts the balance of power, or all at the same time and enjoy the chaos. The Broken Sword wants to end human supremacy and go back to the time when lots of different races shared control of the world. A laudable goal, pursued in a not so laudable genocidal fashion. If your adventuring party is majority human, it could wind up suffering attacks of opportunity nearly anywhere, and then you can have lots of fun trying to track down other cells of the organisation and get revenge. The Knights of the Storm are a bunch of disaffected nobles led by a guy in very impressive magical armor, getting revenge on other nobles. Whether their overall goals are good or bad is very ambiguous so whether you might want to join up or oppose them all depends on how you feel about underdog stories and ironic justice. The Masters of the Cowl on the other hand, are definitely bad guys. Your basic mysterious cloaked wizards who want to keep magic mysterious and rare, and will brutally kill any other wizard they think they can get away with killing & take their stuff, with a signature move of burning off their victim's faces. Have fun foiling them. The Gold Fist are a group of merchants working together behind the scenes to minimise taxes and regulations on trade. They try to make sure that places that give them free reign prosper, and ones that mess with free trade find crucial resources are scarce and expensive, leading to their downfall long term. This means they probably accomplish more good than evil overall, but from the basest of motivations. Such is the nature of capitalism, seeking stability because the opposite is bad for business. Will you support them, or does your vision of an ideal society involve a little more socialism and health & safety regulations? I can definitely see opportunities for adventure either way. Another entry where Ed manages to pack plenty of useful material into a small package that's easy enough to use in other campaigns as well. [/QUOTE]
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