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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8855319" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 127: December 1997</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>A World of Your Own: Roger continues directly on from last issue once again, trying to figure out how to get Forgotten Realms players to take the commute from the planet to the Tears of Selune. Fortunately, there's already an adventure for that. Stardock, where you take a portal from Undermountain to save Halaster, because as annoying as he is, Undermountain without him managing it is even worse. Once up there, it's time to take elements from Realmspace, Rock of Braal, Dungeon issue 28, Dragon 184, 214 & 232, the 1996 annual and the complete spacefarer's guide to turn it into less of a day trip and more of an extended campaign which'll leave them wanting to stay up in space after the initial challenge is over. Another issue going quite heavy on Gotta Collect 'em All!, reminding us that even less popular D&D settings have more material than most whole other RPG systems if you scour the old sourcebooks and magazines and put it together. It's just a matter of if you can remember what's relevant and track it down. If not, just make up something of your own to fill the gaps, it's not as if anyone's marking you down for not sticking to particularly obscure bits of canon. About average quality overall for this column. </p><p></p><p></p><p></p><p>Behind the Screens: They retired A Few of Our Favorite Things as a column title last year, but this is clearly a continuation of the same set of GM'ing advice, this time featuring Ed Stark. Give every NPC a name and basic description so they can be recognised from the faceless crowd. What NPC's do is more important in actual play than coming up with extensive backstories. Don't make them unrealistically brave or cowardly, play them like real people, not just things to fight. Everything you improvise, note down so you can play an NPC consistently next time. Nothing I disagree with, but as basic and rehashed as ever. Rebranding has done nothing to make this column any more useful to me. </p><p></p><p></p><p></p><p>Like last issue, this is mainly interesting in seeing what they've changed, what they wanted to change but walked back, what they didn't really change that much but have rebranded because they've got to be seen doing something and what has simply stayed the same. It's obvious that they're feeling the pressure a lot more than the bigger magazines. Time to head onto next year to see if there'll be another short period of stability before they get absorbed into Dungeon, or it'll be all rushing from one idea to the next trying to stay afloat.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8855319, member: 27780"] [b][u]Polyhedron Issue 127: December 1997[/u][/b] part 5/5 A World of Your Own: Roger continues directly on from last issue once again, trying to figure out how to get Forgotten Realms players to take the commute from the planet to the Tears of Selune. Fortunately, there's already an adventure for that. Stardock, where you take a portal from Undermountain to save Halaster, because as annoying as he is, Undermountain without him managing it is even worse. Once up there, it's time to take elements from Realmspace, Rock of Braal, Dungeon issue 28, Dragon 184, 214 & 232, the 1996 annual and the complete spacefarer's guide to turn it into less of a day trip and more of an extended campaign which'll leave them wanting to stay up in space after the initial challenge is over. Another issue going quite heavy on Gotta Collect 'em All!, reminding us that even less popular D&D settings have more material than most whole other RPG systems if you scour the old sourcebooks and magazines and put it together. It's just a matter of if you can remember what's relevant and track it down. If not, just make up something of your own to fill the gaps, it's not as if anyone's marking you down for not sticking to particularly obscure bits of canon. About average quality overall for this column. Behind the Screens: They retired A Few of Our Favorite Things as a column title last year, but this is clearly a continuation of the same set of GM'ing advice, this time featuring Ed Stark. Give every NPC a name and basic description so they can be recognised from the faceless crowd. What NPC's do is more important in actual play than coming up with extensive backstories. Don't make them unrealistically brave or cowardly, play them like real people, not just things to fight. Everything you improvise, note down so you can play an NPC consistently next time. Nothing I disagree with, but as basic and rehashed as ever. Rebranding has done nothing to make this column any more useful to me. Like last issue, this is mainly interesting in seeing what they've changed, what they wanted to change but walked back, what they didn't really change that much but have rebranded because they've got to be seen doing something and what has simply stayed the same. It's obvious that they're feeling the pressure a lot more than the bigger magazines. Time to head onto next year to see if there'll be another short period of stability before they get absorbed into Dungeon, or it'll be all rushing from one idea to the next trying to stay afloat. [/QUOTE]
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