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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8764008" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 118: April 1996</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>36 pages. A cover comprised of several covers past, it looks like they're in a retrospective mood. They seem to have chosen this month as the birthday of the newszine, even though it's only the anniversary of when they chose their name, and their first issue was a summer one. Let's see what they consider classic articles worth reviving for a new generation, and how well it meshes with my tastes.</p><p></p><p></p><p></p><p>Artifacts, Relics, & DM Headaches: Roger Moore has been contributing regularly to TSR since before polyhedron even started, and is still going as we speak, so it's no surprise that one of his early articles gets reprinted in here. Unfortunately it's not one of the fun worldbuilding ones, but this bit of nagging negativity, telling you in multiple ways over three pages why it's a bad idea to be over generous with handing out magical items and what you can do about it if you've already gone full monty haul. Many powerful artifacts have minds of their own or heavy costs for using their powers, so even if they seem cool at first you can make them more trouble than they're worth to the players long term. Other people hearing that the artifact has surfaced again will want to either take it from you or destroy it, possibly including the gods themselves if it's a particularly notable one. No matter how powerful they are, the DM can always bring out even more powerful antagonists to keep their lives interesting. What made you think people want to hear all that again when you never stopped saying it in other ways from further articles through the years? This is a tediously nepotistic choice.</p><p></p><p></p><p></p><p>Open Air Market: Ah, now this is more like it. One of the best early Living City articles (although not the very first as it bafflingly says here. The first was in issue 37, while this is from a full year later in issue 44. They can't be keeping very good care of their archives. ) Between the 16 booths in the open air market and the owners, you have both a solid selection of everyday items and several interesting plot hooks, as well as a good mix of 0th level NPC's and ones that have gained adventurer levels for one reason or another. This remains both interesting and useful on a reread, although it does also remind us that they've got stricter about the code of conduct over the years, so incidences of casual sexism and racism even when presented as an IC bad thing to be challenged have become less frequent over the years. They killed off Anton Paere because they wanted to enforce the rule against anything promoting distrust of cops, blew up Chemcheaux and made the admantite supplies dry up to bring the power levels down, and are currently in the process of strictly certificating every magic item that appears in future adventures. This article is already a reminder of a more freewheeling time, just 8 years later.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8764008, member: 27780"] [b][u]Polyhedron Issue 118: April 1996[/u][/b] part 1/5 36 pages. A cover comprised of several covers past, it looks like they're in a retrospective mood. They seem to have chosen this month as the birthday of the newszine, even though it's only the anniversary of when they chose their name, and their first issue was a summer one. Let's see what they consider classic articles worth reviving for a new generation, and how well it meshes with my tastes. Artifacts, Relics, & DM Headaches: Roger Moore has been contributing regularly to TSR since before polyhedron even started, and is still going as we speak, so it's no surprise that one of his early articles gets reprinted in here. Unfortunately it's not one of the fun worldbuilding ones, but this bit of nagging negativity, telling you in multiple ways over three pages why it's a bad idea to be over generous with handing out magical items and what you can do about it if you've already gone full monty haul. Many powerful artifacts have minds of their own or heavy costs for using their powers, so even if they seem cool at first you can make them more trouble than they're worth to the players long term. Other people hearing that the artifact has surfaced again will want to either take it from you or destroy it, possibly including the gods themselves if it's a particularly notable one. No matter how powerful they are, the DM can always bring out even more powerful antagonists to keep their lives interesting. What made you think people want to hear all that again when you never stopped saying it in other ways from further articles through the years? This is a tediously nepotistic choice. Open Air Market: Ah, now this is more like it. One of the best early Living City articles (although not the very first as it bafflingly says here. The first was in issue 37, while this is from a full year later in issue 44. They can't be keeping very good care of their archives. ) Between the 16 booths in the open air market and the owners, you have both a solid selection of everyday items and several interesting plot hooks, as well as a good mix of 0th level NPC's and ones that have gained adventurer levels for one reason or another. This remains both interesting and useful on a reread, although it does also remind us that they've got stricter about the code of conduct over the years, so incidences of casual sexism and racism even when presented as an IC bad thing to be challenged have become less frequent over the years. They killed off Anton Paere because they wanted to enforce the rule against anything promoting distrust of cops, blew up Chemcheaux and made the admantite supplies dry up to bring the power levels down, and are currently in the process of strictly certificating every magic item that appears in future adventures. This article is already a reminder of a more freewheeling time, just 8 years later. [/QUOTE]
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