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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8659035" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 106: April 1995</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>32 pages. Just some dwarves, forging some weapons. A pretty familiar scene to any long-term adventurer, particularly if you're of a race with a longer than human lifespan. Time to see if said weapon has any particularly interesting powers inside, or merely the normal benefits of reliable skilled craftsmanship.</p><p></p><p></p><p></p><p>Notes from HQ: Winter Fantasy continues to be a place where TSR tries out new things with slightly less pressure than the enormous crowds of Gen Con. The Living Jungle's first adventure did quite nicely here, contrasting with the outside weather. The Spellfire and Blood Wars CCG's also had plenty of players, reminding us that TSR did actually get decent sales of these, and only lost money on them by expecting them to be even bigger smashes and overprinting. They don't neglect the old school either, with events for Desperado, Allies & Axis and Dawn Patrol attracting more people that you'd expect. They gave out prizes for last years's decathlon, although obviously not all the winning teams involved attended. This one all seems to have gone pretty smoothly, with even the weather being unusually nice for the time of year. Another reminder that RPG's as a whole continued to grow over the 90's even as TSR started to struggle. If I'm lucky we'll even get to see some of that in here after the point where Dragon went all D&D.</p><p></p><p></p><p></p><p>Forgotten Deities: Like last issue, the god this time is dead, but someone else has stepped into the empty space and started granting the spells to keep the cult going. Ibrandul, also known as the skulking god or lord of the dry depths. (which implies another god of the underground seas where aboleth and the like lurk) Both underdark monsters and more morally ambiguous adventurers worshipped him, but unfortunately not enough of either, which meant he was weak enough that Shar could kill him and take his stuff during the Time of Troubles. Since she's a full-powered god rather than some rando marilith, this does not end tragically for her, and her new worshippers get gradually integrated with her orthodox church over the next few decades. Their unique tricks include general abilities to navigate and survive underground, creating fire lizard servants, and becoming increasingly scaly themselves as they gain levels, which also explains why they never became a particularly mainstream church, because it's hard to proselytise when you avoid the light and get all innsmouth lookish. Another interesting little story of the Realms' past that might still play a part in adventures today, albeit with a different flavour to Ed's own writing, more concerned with the big picture than all the little flavour details. Gods are far less regional than adventure hooks for every specific village, so they're more likely to get used in actual play.</p><p></p><p></p><p></p><p>Letters: Our first letter is from the charity CARC, their latest recipient of a benefit fundraiser. The mentally handicapped of Chicago's carers can relax that their support network isn't going to just disappear, this year at least. Looking them up, I'm mildly surprised that they're still going and their name hasn't been changed by the turning of the euphemism treadmill in the intervening decades. </p><p></p><p>The second letter is another newbie who wants to start playing in the Living City but isn't sure of the rules. Just make a character that sticks to the point buy rules and turn up, we'll put it in the database afterwards. No, you can't have any psionics though, not even in a special auction, as that would be favouritism. They do have a map, but it's rather out of date now, so they're going to do a new one with much more detail giving locations to the many places that have appeared in the newszine over recent years. Don't touch that dial!</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8659035, member: 27780"] [b][u]Polyhedron Issue 106: April 1995[/u][/b] part 1/5 32 pages. Just some dwarves, forging some weapons. A pretty familiar scene to any long-term adventurer, particularly if you're of a race with a longer than human lifespan. Time to see if said weapon has any particularly interesting powers inside, or merely the normal benefits of reliable skilled craftsmanship. Notes from HQ: Winter Fantasy continues to be a place where TSR tries out new things with slightly less pressure than the enormous crowds of Gen Con. The Living Jungle's first adventure did quite nicely here, contrasting with the outside weather. The Spellfire and Blood Wars CCG's also had plenty of players, reminding us that TSR did actually get decent sales of these, and only lost money on them by expecting them to be even bigger smashes and overprinting. They don't neglect the old school either, with events for Desperado, Allies & Axis and Dawn Patrol attracting more people that you'd expect. They gave out prizes for last years's decathlon, although obviously not all the winning teams involved attended. This one all seems to have gone pretty smoothly, with even the weather being unusually nice for the time of year. Another reminder that RPG's as a whole continued to grow over the 90's even as TSR started to struggle. If I'm lucky we'll even get to see some of that in here after the point where Dragon went all D&D. Forgotten Deities: Like last issue, the god this time is dead, but someone else has stepped into the empty space and started granting the spells to keep the cult going. Ibrandul, also known as the skulking god or lord of the dry depths. (which implies another god of the underground seas where aboleth and the like lurk) Both underdark monsters and more morally ambiguous adventurers worshipped him, but unfortunately not enough of either, which meant he was weak enough that Shar could kill him and take his stuff during the Time of Troubles. Since she's a full-powered god rather than some rando marilith, this does not end tragically for her, and her new worshippers get gradually integrated with her orthodox church over the next few decades. Their unique tricks include general abilities to navigate and survive underground, creating fire lizard servants, and becoming increasingly scaly themselves as they gain levels, which also explains why they never became a particularly mainstream church, because it's hard to proselytise when you avoid the light and get all innsmouth lookish. Another interesting little story of the Realms' past that might still play a part in adventures today, albeit with a different flavour to Ed's own writing, more concerned with the big picture than all the little flavour details. Gods are far less regional than adventure hooks for every specific village, so they're more likely to get used in actual play. Letters: Our first letter is from the charity CARC, their latest recipient of a benefit fundraiser. The mentally handicapped of Chicago's carers can relax that their support network isn't going to just disappear, this year at least. Looking them up, I'm mildly surprised that they're still going and their name hasn't been changed by the turning of the euphemism treadmill in the intervening decades. The second letter is another newbie who wants to start playing in the Living City but isn't sure of the rules. Just make a character that sticks to the point buy rules and turn up, we'll put it in the database afterwards. No, you can't have any psionics though, not even in a special auction, as that would be favouritism. They do have a map, but it's rather out of date now, so they're going to do a new one with much more detail giving locations to the many places that have appeared in the newszine over recent years. Don't touch that dial! [/QUOTE]
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