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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8838052" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 126: October 1997</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Living City Interactive Guidelines: Despite not being officially called LARPs, the Living City Interactives they've been doing for several years are more than halfway there, as they involve each person playing one character wandering around a larger space even if they're not wearing costumes. So far, they've only appeared in Gen Con and a few other big conventions attended by official staff. Now they're letting anyone run one as long as they fill the right forms in at least 6 months before the convention is scheduled, just like a tournament adventure. Just decide what NPC's will be involved, what will (try to) happen, what potential XP & magic items players involved could gain (mustn't forget the certificates) and send it in to HQ and see if they force some revisions on it. Get stuck in! Another sign that they've had a lot of time to think during the time out, and are trying to throw out as many new ideas as possible at once. Let's hope some people try them out.</p><p></p><p></p><p></p><p>Saga Interactive Rules: I can feel pretty certain some people took advantage of the last offer to run their own D&D interactives at conventions. I'm much less confident that anyone ever cared enough to run a Dragonlance 5th age one. Nevertheless, they're giving us rules on how to make the system work better in a large group situation where you generate your character in advance and there's a much greater possibility of PvP conflicts. No idea how well they work, but it still shows that they want to continue to support the system for now rather than cut it straight away. I guess they did do several years of dual stat stuff before completely giving up on the concept so it must have had a few strong fans doing their best to keep it going.</p><p></p><p></p><p></p><p>Vignette: Apparently, there are even Star Wars LARPs now. Well, it does have much more name recognition than Dragonlance, particularly 5th age. It's definitely an easier sell to casuals at a convention. Not sure what system they're using though, as there's no mention of system here, just some advice that can be easily transferred to other genres. Rather than having GM's who play multiple characters, it makes sense to have one person play a particular NPC and their related subplot. It's a little more responsibility, but does mean you don't have to generate your own character, and often means you get to play a greater variety of characters over the course of multiple events. People who are willing to do things like that are the glue that holds a game together, particularly in a scenario which is more about the mission (as Star Wars should be) than PvP drama. Another article that's simple enough on it's own, but works well as part of the larger picture, showing how LARPs work over all sorts of genres and how you run them. If you have lots of examples to choose from you're more likely to like at least one and take advantage of it.</p><p></p><p></p><p></p><p>Dispel Confusion: Yet more tweaks to their Living campaigns that we need to be brought up to date on. Procampur is now open for you to create characters, locations and adventures in the same way as Raven's Bluff. Enjoy that mountainous commute between them and watch out for bandits. Living Death's timeline advances a year, although in light of events, they'll keep the '97 tournaments available until halfway through '98 so people can catch them. They also adjust the wealth rules so you always start off with a little spending money even if you don't get any in adventure, depending on your wisdom & charisma scores. Finally, they let everyone have the same amount of unspent hero points in the Living Jungle. And so the physics of the universe get a minor increment less racist. No objections to any of these changes.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8838052, member: 27780"] [b][u]Polyhedron Issue 126: October 1997[/u][/b] part 3/5 Living City Interactive Guidelines: Despite not being officially called LARPs, the Living City Interactives they've been doing for several years are more than halfway there, as they involve each person playing one character wandering around a larger space even if they're not wearing costumes. So far, they've only appeared in Gen Con and a few other big conventions attended by official staff. Now they're letting anyone run one as long as they fill the right forms in at least 6 months before the convention is scheduled, just like a tournament adventure. Just decide what NPC's will be involved, what will (try to) happen, what potential XP & magic items players involved could gain (mustn't forget the certificates) and send it in to HQ and see if they force some revisions on it. Get stuck in! Another sign that they've had a lot of time to think during the time out, and are trying to throw out as many new ideas as possible at once. Let's hope some people try them out. Saga Interactive Rules: I can feel pretty certain some people took advantage of the last offer to run their own D&D interactives at conventions. I'm much less confident that anyone ever cared enough to run a Dragonlance 5th age one. Nevertheless, they're giving us rules on how to make the system work better in a large group situation where you generate your character in advance and there's a much greater possibility of PvP conflicts. No idea how well they work, but it still shows that they want to continue to support the system for now rather than cut it straight away. I guess they did do several years of dual stat stuff before completely giving up on the concept so it must have had a few strong fans doing their best to keep it going. Vignette: Apparently, there are even Star Wars LARPs now. Well, it does have much more name recognition than Dragonlance, particularly 5th age. It's definitely an easier sell to casuals at a convention. Not sure what system they're using though, as there's no mention of system here, just some advice that can be easily transferred to other genres. Rather than having GM's who play multiple characters, it makes sense to have one person play a particular NPC and their related subplot. It's a little more responsibility, but does mean you don't have to generate your own character, and often means you get to play a greater variety of characters over the course of multiple events. People who are willing to do things like that are the glue that holds a game together, particularly in a scenario which is more about the mission (as Star Wars should be) than PvP drama. Another article that's simple enough on it's own, but works well as part of the larger picture, showing how LARPs work over all sorts of genres and how you run them. If you have lots of examples to choose from you're more likely to like at least one and take advantage of it. Dispel Confusion: Yet more tweaks to their Living campaigns that we need to be brought up to date on. Procampur is now open for you to create characters, locations and adventures in the same way as Raven's Bluff. Enjoy that mountainous commute between them and watch out for bandits. Living Death's timeline advances a year, although in light of events, they'll keep the '97 tournaments available until halfway through '98 so people can catch them. They also adjust the wealth rules so you always start off with a little spending money even if you don't get any in adventure, depending on your wisdom & charisma scores. Finally, they let everyone have the same amount of unspent hero points in the Living Jungle. And so the physics of the universe get a minor increment less racist. No objections to any of these changes. [/QUOTE]
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