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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8905630" data-attributes="member: 27780"><p><strong><u>Polyhedron UK Issue 1: July 1998</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Just Deserts pt 1: We may have crossed the pond, but tournament adventures are still short and linear. A lot of Cormyran merchants have been going missing recently when crossing Anauroch. As is standard practice in the forgotten realms, they hire a group of suitably levelled adventurers to investigate the problem. They get teleported to a nearby oasis and have to pick up camels & guide, giving you a chance to roleplay the culture shock of extreme sexism, sharing salt, haggling and other stereotypically arabian things. (or not if you have any characters who would have some experience to take charge.) A short way out from the oasis, you get attacked by a yellow dragon, which will be a pretty tough fight at the expected level. Despite being somewhat depleted, if they go back at this point they'll have failed in their mission, so they need to press onwards. The only visible landmark that might offer some shade from the scorching sun turns out to be some mysterious ruins. When nearly there, you'll encounter a giant snake, which if you don't attack first turns out to be a serpent lord who'll heal you up and give you cryptic warnings. (but if you're trigger happy is another nasty fight) It then cuts off there only 3 encounters in, making it clear that this is a single session adventure sliced in two. That means I shall have to wait until next time to give full judgement, but I must say that getting through only 3 encounters in 6 pages isn't very efficient writing. This doesn't look like it'll be overly impressing me.</p><p></p><p></p><p></p><p>Going Live: We had a fair amount of LARP talk in Polyhedron issue 126. Apparently the UK branch also think this is an important growth area they should be supporting more. So here's a collection of personal recollections by Richard Kides, talking about how he got into LARPing. After over a decade of playing tabletop, he met the RPGA regional director for East Anglia, who proceeded to expose him to a whole new world of gaming. It seems like this group had been taking inspiration from the growing wave of vampire LARPs, because the setting was a meeting of rival drow houses, (with plenty of humans and other underdark denizens as well) which is pretty much the same kind of scheming of pretty, long-lived, sun avoiding creatures for whom descent is important, only with more blackface as part of the costumes. This does not appear to have been a concern to anyone present, although some people put a lot more effort into the costumes than others, so not everyone did it. That jarring reminder it was a different time and place aside, it all seems a pretty entertaining event, with everyone busy with their own scheming or getting caught up in other people's plotlines. You have to get out of the habit of sticking in a party of half a dozen and embrace the PvP if you really want to get the most out of LARPing, and this is definitely a good demonstration of that.</p><p></p><p></p><p></p><p>In Blackest Night: Speaking of vampires, The LARP version of Masquerade is doing very well for itself and they follow straight on with a little introductory piece about how the Camarilla is organised and what you can expect if you go to one of their events. You'll probably start off as a young vampire being introduced to the elysium shortly after your embrace, but from there you could wind up in all sorts of positions, some more compromising than others depending on who you associate. (and of course the vampire scene is notorious for people hooking up IRL as well as IC, which can also lead to the drama spilling out OOC and groups falling apart) If you can keep the drama from spilling out of control, games can last for many years, with characters moving between multiple venues in the same network and gradually accumulating XP. (although progress even for frequently played characters will be much less dramatic than D&D levelling up) You could dive deep into the history of that scene if you were inclined, and it's a definite shame that world of darkness stuff has declined so much in the past decade, turning the nearest rival for D&D's crown into it's own clone of a previous edition. I guess the oversaturation of Twilight made vampires uncool, so now it's time for a break from the whole concept until something new comes along, puts a fresh spin on them.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8905630, member: 27780"] [B][U]Polyhedron UK Issue 1: July 1998[/U][/B] part 2/5 Just Deserts pt 1: We may have crossed the pond, but tournament adventures are still short and linear. A lot of Cormyran merchants have been going missing recently when crossing Anauroch. As is standard practice in the forgotten realms, they hire a group of suitably levelled adventurers to investigate the problem. They get teleported to a nearby oasis and have to pick up camels & guide, giving you a chance to roleplay the culture shock of extreme sexism, sharing salt, haggling and other stereotypically arabian things. (or not if you have any characters who would have some experience to take charge.) A short way out from the oasis, you get attacked by a yellow dragon, which will be a pretty tough fight at the expected level. Despite being somewhat depleted, if they go back at this point they'll have failed in their mission, so they need to press onwards. The only visible landmark that might offer some shade from the scorching sun turns out to be some mysterious ruins. When nearly there, you'll encounter a giant snake, which if you don't attack first turns out to be a serpent lord who'll heal you up and give you cryptic warnings. (but if you're trigger happy is another nasty fight) It then cuts off there only 3 encounters in, making it clear that this is a single session adventure sliced in two. That means I shall have to wait until next time to give full judgement, but I must say that getting through only 3 encounters in 6 pages isn't very efficient writing. This doesn't look like it'll be overly impressing me. Going Live: We had a fair amount of LARP talk in Polyhedron issue 126. Apparently the UK branch also think this is an important growth area they should be supporting more. So here's a collection of personal recollections by Richard Kides, talking about how he got into LARPing. After over a decade of playing tabletop, he met the RPGA regional director for East Anglia, who proceeded to expose him to a whole new world of gaming. It seems like this group had been taking inspiration from the growing wave of vampire LARPs, because the setting was a meeting of rival drow houses, (with plenty of humans and other underdark denizens as well) which is pretty much the same kind of scheming of pretty, long-lived, sun avoiding creatures for whom descent is important, only with more blackface as part of the costumes. This does not appear to have been a concern to anyone present, although some people put a lot more effort into the costumes than others, so not everyone did it. That jarring reminder it was a different time and place aside, it all seems a pretty entertaining event, with everyone busy with their own scheming or getting caught up in other people's plotlines. You have to get out of the habit of sticking in a party of half a dozen and embrace the PvP if you really want to get the most out of LARPing, and this is definitely a good demonstration of that. In Blackest Night: Speaking of vampires, The LARP version of Masquerade is doing very well for itself and they follow straight on with a little introductory piece about how the Camarilla is organised and what you can expect if you go to one of their events. You'll probably start off as a young vampire being introduced to the elysium shortly after your embrace, but from there you could wind up in all sorts of positions, some more compromising than others depending on who you associate. (and of course the vampire scene is notorious for people hooking up IRL as well as IC, which can also lead to the drama spilling out OOC and groups falling apart) If you can keep the drama from spilling out of control, games can last for many years, with characters moving between multiple venues in the same network and gradually accumulating XP. (although progress even for frequently played characters will be much less dramatic than D&D levelling up) You could dive deep into the history of that scene if you were inclined, and it's a definite shame that world of darkness stuff has declined so much in the past decade, turning the nearest rival for D&D's crown into it's own clone of a previous edition. I guess the oversaturation of Twilight made vampires uncool, so now it's time for a break from the whole concept until something new comes along, puts a fresh spin on them. [/QUOTE]
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