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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8934766" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 132: October 1998</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>48 pages: Fee Fi Foe Fum. Give me my ring back you tiny bum! The trouble with stealing from giants is the amount of loot they have usually massively exceeds your encumbrance capacity, resulting in hard choices, particularly if they're still alive and could catch you at any time. Best to go for the choicest bits of potentially magical gear and hope they don't have a tracker on it. </p><p></p><p></p><p></p><p>Spotlight on Robert Burns: Shouldn't you have saved this for the december issue? Of course, it's not actually the writer of auld lang syne, who's a little too dead to join the RPGA, but the regional co-ordinator for the the military who just happens to share the same name. This gives him some unique challenges, as he gets messages from all over the world from soldiers trying to get some gaming in. He's still actively enlisted himself, which means he fully understands the situation and could find himself posted to another country at short notice too. This is why it's best to email him rather than sending letters to his PO box and hoping they wind up in the right place several weeks later. Despite all that, there are some definite benefits to gaming with the military crowd, as they're already trained to work well in a team and stay focussed on accomplishing the mission. Another instance of someone doing valuable work for free while juggling a day job as well. Let's hope he doesn't disappear suddenly due to that, or if he does they another gaming soldier lined up to replace him. </p><p></p><p></p><p></p><p>Notes From HQ: The idea of awarding certificates that serve as metagame currency rather than physical treasure has proved surprisingly controversial, particularly since the Living Jungle & Death have been doing hero points for years. They have to spend the whole editorial clarifying what you can and can't do with them like it's a whole new thing, which shows just how many of their players only play Living City and never even properly read the rules for the other settings. They add 1 point to a roll, not 1 point per die, they can be used after the fact, but can't turn a natural 1 into a success. It's not rocket science. Introducing new rules or revising existing ones, even with the best of intentions, has a lot of inertia in a big organisation. Just another example of that. </p><p></p><p></p><p></p><p>your 1nitiative: First letter is from someone who's confused by all the built-up lore around the Living City. If only there was a convenient book where it was all collected for newcomers. Well you're in luck! Buy City of Raven's Bluff by Ed Greenwood himself. :teeth ting: More detail packed in than you can shake a stick at or your money back. </p><p></p><p>Second is generally pleased at the work they do, but wonders why they haven't got a Living Dark Sun campaign. Because no-one's volunteered to run it, silly. Send in a good pitch and convince us you have what it takes, we'll happily give you the responsibility.</p><p></p><p>Finally, some humorously hyperbolic praise from regular adventure writer Kevin Kulp, which leads to an equally humorous in-joke response from the editors about Flumph-apalooza. They're never going to release a sourcebook and trilogy of adventures devoted to lawful good jellyfish, so give it up. Well I guess they are OGL, so anyone could write that sourcebook now as long as it uses 3e rules.</p><p></p><p></p><p></p><p>Summer Convention Love: After barely making Gen Con last year, they were worried that people would judge them for it, maybe not trust WotC as the new owners of D&D. They needn't have worried. It was a resounding success, bigger than ever by multiple measurements, with more tabletop tournaments run, more people dressed up and LARPing, more raised for charity, and over a thousand new people recruited into the RPGA. This took a lot of effort, so over a page is spent just giving proper credit to the 100+ people who made this happen, plus of course the winners of various awards, cutting into the space they have to actually describe specific events. I guess you could spend a full issue just telling stories from Gen Con and only scratch the surface of the small dramas and behind the scenes heroism that kept it all running. But those would make more interesting stories than just showing off the sheer size of your statistics.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8934766, member: 27780"] [b][u]Polyhedron Issue 132: October 1998[/u][/b] part 1/5 48 pages: Fee Fi Foe Fum. Give me my ring back you tiny bum! The trouble with stealing from giants is the amount of loot they have usually massively exceeds your encumbrance capacity, resulting in hard choices, particularly if they're still alive and could catch you at any time. Best to go for the choicest bits of potentially magical gear and hope they don't have a tracker on it. Spotlight on Robert Burns: Shouldn't you have saved this for the december issue? Of course, it's not actually the writer of auld lang syne, who's a little too dead to join the RPGA, but the regional co-ordinator for the the military who just happens to share the same name. This gives him some unique challenges, as he gets messages from all over the world from soldiers trying to get some gaming in. He's still actively enlisted himself, which means he fully understands the situation and could find himself posted to another country at short notice too. This is why it's best to email him rather than sending letters to his PO box and hoping they wind up in the right place several weeks later. Despite all that, there are some definite benefits to gaming with the military crowd, as they're already trained to work well in a team and stay focussed on accomplishing the mission. Another instance of someone doing valuable work for free while juggling a day job as well. Let's hope he doesn't disappear suddenly due to that, or if he does they another gaming soldier lined up to replace him. Notes From HQ: The idea of awarding certificates that serve as metagame currency rather than physical treasure has proved surprisingly controversial, particularly since the Living Jungle & Death have been doing hero points for years. They have to spend the whole editorial clarifying what you can and can't do with them like it's a whole new thing, which shows just how many of their players only play Living City and never even properly read the rules for the other settings. They add 1 point to a roll, not 1 point per die, they can be used after the fact, but can't turn a natural 1 into a success. It's not rocket science. Introducing new rules or revising existing ones, even with the best of intentions, has a lot of inertia in a big organisation. Just another example of that. your 1nitiative: First letter is from someone who's confused by all the built-up lore around the Living City. If only there was a convenient book where it was all collected for newcomers. Well you're in luck! Buy City of Raven's Bluff by Ed Greenwood himself. :teeth ting: More detail packed in than you can shake a stick at or your money back. Second is generally pleased at the work they do, but wonders why they haven't got a Living Dark Sun campaign. Because no-one's volunteered to run it, silly. Send in a good pitch and convince us you have what it takes, we'll happily give you the responsibility. Finally, some humorously hyperbolic praise from regular adventure writer Kevin Kulp, which leads to an equally humorous in-joke response from the editors about Flumph-apalooza. They're never going to release a sourcebook and trilogy of adventures devoted to lawful good jellyfish, so give it up. Well I guess they are OGL, so anyone could write that sourcebook now as long as it uses 3e rules. Summer Convention Love: After barely making Gen Con last year, they were worried that people would judge them for it, maybe not trust WotC as the new owners of D&D. They needn't have worried. It was a resounding success, bigger than ever by multiple measurements, with more tabletop tournaments run, more people dressed up and LARPing, more raised for charity, and over a thousand new people recruited into the RPGA. This took a lot of effort, so over a page is spent just giving proper credit to the 100+ people who made this happen, plus of course the winners of various awards, cutting into the space they have to actually describe specific events. I guess you could spend a full issue just telling stories from Gen Con and only scratch the surface of the small dramas and behind the scenes heroism that kept it all running. But those would make more interesting stories than just showing off the sheer size of your statistics. [/QUOTE]
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