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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8639287" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 103: January 1995</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>The Living Jungle: Typical. You spend months planning the details of your setting, then turn it over to the players and straight away they spot something you missed. What are the damage ratings for sticks & stones? Can't break people's bones if you don't know that, and in a dangerous place like this, you'll often want improvised weapons just so you don't have to engage with the clunky AD&D unarmed combat system. A small, humorously presented expansion, but one that reminds us no plan survives contact with the enemy, often due to trivial careless omissions rather than because they have an even more ingenious and elaborate counterplan. That's why you need leeway to improvise in RPG's. Even the most elaborate in-house playtesting can't spot every eventuality in a game this open-ended.</p><p></p><p></p><p></p><p>1995 RPGA Network Club Games Decathlon: Another year, another bumper set of competitions where you have plenty of options and then submit your best 10 scores towards the total. Any 4 out of 27 tournament adventures at various conventions, any 6 out of 9 writing events, plus the familiar service ones for running tournaments for other people and recruiting new members. As usual, your odds of winning look pretty slim if you live outside mainland USA, but not completely impossible with the greater weighting on the writing parts. But anyway, it's the taking part and creating more adventures for other people that's the important thing, as the prizes barely cover the cost of all the postage for sending in that many submissions. Good luck coming up with things that are fun, but also fit their strict limitations of what kind of adventures they allow.</p><p></p><p></p><p></p><p>After several issues where they departed quite a lot from formula, this feels like back to business as usual, with a solid, workmanlike set of articles that won't blow any minds, but continue to build on their established settings. The departure of long-term staff may have effects in the near future, but for now, stability continues. Let's see if Dungeon is also sticking to formula as usual, and if so, how competently.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8639287, member: 27780"] [B][U]Polyhedron Issue 103: January 1995[/U][/B] part 5/5 The Living Jungle: Typical. You spend months planning the details of your setting, then turn it over to the players and straight away they spot something you missed. What are the damage ratings for sticks & stones? Can't break people's bones if you don't know that, and in a dangerous place like this, you'll often want improvised weapons just so you don't have to engage with the clunky AD&D unarmed combat system. A small, humorously presented expansion, but one that reminds us no plan survives contact with the enemy, often due to trivial careless omissions rather than because they have an even more ingenious and elaborate counterplan. That's why you need leeway to improvise in RPG's. Even the most elaborate in-house playtesting can't spot every eventuality in a game this open-ended. 1995 RPGA Network Club Games Decathlon: Another year, another bumper set of competitions where you have plenty of options and then submit your best 10 scores towards the total. Any 4 out of 27 tournament adventures at various conventions, any 6 out of 9 writing events, plus the familiar service ones for running tournaments for other people and recruiting new members. As usual, your odds of winning look pretty slim if you live outside mainland USA, but not completely impossible with the greater weighting on the writing parts. But anyway, it's the taking part and creating more adventures for other people that's the important thing, as the prizes barely cover the cost of all the postage for sending in that many submissions. Good luck coming up with things that are fun, but also fit their strict limitations of what kind of adventures they allow. After several issues where they departed quite a lot from formula, this feels like back to business as usual, with a solid, workmanlike set of articles that won't blow any minds, but continue to build on their established settings. The departure of long-term staff may have effects in the near future, but for now, stability continues. Let's see if Dungeon is also sticking to formula as usual, and if so, how competently. [/QUOTE]
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