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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8801399" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 123: September 1996</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>A World of Your Own: Hobgoblins have always been one of the humanoids most likely to break out of the basic marauding tribe lifestyle, with subsequent editions increasingly playing up their militaristic discipline. Roger is one of the people who's been pushing for that all along, with it being a key part of their expansion in Dragon's 1982 articles on various races. Now he does it again, combining it with the island world idea to create one where they're the dominant race, conquering others to use as slaves in their pepper plantations (much more pleasing to their palate than sugar) with the serious advantage of being the only ones with firearms. So your basic colonialist scenario, only with the details remixed and the PC's on the underdog end. The oceans are wider, the lands smaller, the friendly peoples more diverse but also more fragmented. Can you unite them enough to make a dent in the evil Gothmarian empire, maybe take some of those guns and figure out how to manufacture them yourselves? Not original, but all pretty gameable, as well as being notable as part of a wider trend. Get out your Corsair & Swashbuckler kits and you can definitely turn this campaign outline into something fun.</p><p></p><p></p><p></p><p>Living The Nightmare: The horror advice continues on in much the same way as last issue, only more focussed on the player's side. Accept that your characters may well not only die, but also go mad or be crippled in the pursuit of evil. You'll have more fun if you lean into it and ham up the horror rather than remaining detached. Do your research on the monsters and come up with a plan before fighting them, for they are often immune to mundane attacks or at least have idiosyncratic weaknesses. And above all, never ever EVER split the party! It never helps, ok, even in horror settings as bowdlerised as Scooby-Doo. Once again, pretty basic stuff, aimed at people who've roleplayed before but haven't played horror games and might not really get with the program. I come out of this feeling no wiser than when I went in.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8801399, member: 27780"] [b][u]Polyhedron Issue 123: September 1996[/u][/b] part 4/5 A World of Your Own: Hobgoblins have always been one of the humanoids most likely to break out of the basic marauding tribe lifestyle, with subsequent editions increasingly playing up their militaristic discipline. Roger is one of the people who's been pushing for that all along, with it being a key part of their expansion in Dragon's 1982 articles on various races. Now he does it again, combining it with the island world idea to create one where they're the dominant race, conquering others to use as slaves in their pepper plantations (much more pleasing to their palate than sugar) with the serious advantage of being the only ones with firearms. So your basic colonialist scenario, only with the details remixed and the PC's on the underdog end. The oceans are wider, the lands smaller, the friendly peoples more diverse but also more fragmented. Can you unite them enough to make a dent in the evil Gothmarian empire, maybe take some of those guns and figure out how to manufacture them yourselves? Not original, but all pretty gameable, as well as being notable as part of a wider trend. Get out your Corsair & Swashbuckler kits and you can definitely turn this campaign outline into something fun. Living The Nightmare: The horror advice continues on in much the same way as last issue, only more focussed on the player's side. Accept that your characters may well not only die, but also go mad or be crippled in the pursuit of evil. You'll have more fun if you lean into it and ham up the horror rather than remaining detached. Do your research on the monsters and come up with a plan before fighting them, for they are often immune to mundane attacks or at least have idiosyncratic weaknesses. And above all, never ever EVER split the party! It never helps, ok, even in horror settings as bowdlerised as Scooby-Doo. Once again, pretty basic stuff, aimed at people who've roleplayed before but haven't played horror games and might not really get with the program. I come out of this feeling no wiser than when I went in. [/QUOTE]
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