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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8970335" data-attributes="member: 27780"><p><strong><u>Polyhedron UK Issue 4: March 1999</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>64 pages. Another issue on, a little bigger, a few more features. Once again they're making a big deal of their non-D&D content on the cover, with both Star Wars and Call of Cthulhu apparently very popular around here. Hopefully at least some of it will be good as well. Time to get to the halfway point of our little British excursion and beyond. </p><p></p><p></p><p></p><p>Network News: Another issue, some more little bits of progress to report. They've merged the membership database and the one that contains everyone's tournament records, making everything more easily searchable. I hope it's something a little more sophisticated than an excel file because those get very slow and clunky when you hit tens of thousands of entries. They're also getting close to officially launching Sarbreenar, the UK offshoot of the Living City campaign. What kind of challenges will they face and how will it differ to big city life? Will they actually get to do much there before the edition change arrives and the whole Living City is cancelled to make way for Living Greyhawk anyway. 10 years may be more than enough to fully explore a weekly home campaign and reach such obscene levels of power that the rules start to break down, but in a Living world, it still feels like they've barely scratched the surface of what they could do if they had a consistent long-term ruleset. But anyway, they've got a busy schedule of conventions throughout the summer. They should be able to get some interesting stories out of them in an issue or two. I'll do my best to make sure they aren't completely washed away by the waves of time.</p><p></p><p></p><p></p><p>Fiction: Sharke's Cannon by Iain Lowson. We've put elves, dwarves & orcs in medieval times, the cyberpunk near future and IIIINNN SPAAAAAACEEEE!!!!! Now someone's had the bright idea of doing a fantasy infused Napoleonic wargame. Our obvious Sean Bean expy has to deal with all the trials and tribulations of his earthly counterpart with extra magic and interspecies bickering on top. It's basically 6 pages of a single battle, giving us brief introductions to a whole bunch of characters who are probably also based on other real historical figures or book characters as they struggle to survive. Despite the peril, it's still a fairly humorous affair, with plenty of banter between the characters making light of the situation. So this is technically promotion for a new game line, but it's not a hard sell, showing you the kind of thing you do and trying to make it look fun. Doing a bit of googling, World of Flintloque is now on it's 3rd edition and still has a small but hardcore fanbase, so what they're doing is evidently working. Probably not going to see any more about it, since this is all very UK specific, but it's still a welcome bit of variety. </p><p></p><p></p><p></p><p>Horror in the Skies: Our Call of Cthulhu adventure decides to go heavy on the pulp side of it's influences, as the PC's wind up trapped on a zeppelin voyage that goes wrong. You're on the Hindenberg in 1937, heading from Germany to New York. Unfortunately, a high ranking Nazi who also worships an elder god has come up with a plan to smuggle a horde of SS agents to america in suspended animation to unleash them and cause havoc. Doubly unfortunately for everyone, the suspension spell has a nasty flaw, turning it's subjects into zombies if they're under for too long. Now there's a whole load of muthafuckin' zombies in this muthafuckin' zeppelin and you're flying over the middle of the Atlantic so jumping would be doubly certain death. You're going to have to fight them, preferably in a way that doesn't explosively puncture the balloon, find the guy responsible, deal with him and his Formless Spawn servants before you get to New York, otherwise a lot of people could die. A pretty interesting bottle scenario that does give a default sequence of events, but it would be easy enough to depart from that and treat it more like a site-based dungeon, making this one of the least linear adventures they've done in a while. A bit silly, but in a good way. Any adventure that gets to use a phrase like Attack of the Nazi Zombies is a fun one in my book. Overall, this adventure gets a thumbs up from me.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8970335, member: 27780"] [b][u]Polyhedron UK Issue 4: March 1999[/u][/b] part 1/5 64 pages. Another issue on, a little bigger, a few more features. Once again they're making a big deal of their non-D&D content on the cover, with both Star Wars and Call of Cthulhu apparently very popular around here. Hopefully at least some of it will be good as well. Time to get to the halfway point of our little British excursion and beyond. Network News: Another issue, some more little bits of progress to report. They've merged the membership database and the one that contains everyone's tournament records, making everything more easily searchable. I hope it's something a little more sophisticated than an excel file because those get very slow and clunky when you hit tens of thousands of entries. They're also getting close to officially launching Sarbreenar, the UK offshoot of the Living City campaign. What kind of challenges will they face and how will it differ to big city life? Will they actually get to do much there before the edition change arrives and the whole Living City is cancelled to make way for Living Greyhawk anyway. 10 years may be more than enough to fully explore a weekly home campaign and reach such obscene levels of power that the rules start to break down, but in a Living world, it still feels like they've barely scratched the surface of what they could do if they had a consistent long-term ruleset. But anyway, they've got a busy schedule of conventions throughout the summer. They should be able to get some interesting stories out of them in an issue or two. I'll do my best to make sure they aren't completely washed away by the waves of time. Fiction: Sharke's Cannon by Iain Lowson. We've put elves, dwarves & orcs in medieval times, the cyberpunk near future and IIIINNN SPAAAAAACEEEE!!!!! Now someone's had the bright idea of doing a fantasy infused Napoleonic wargame. Our obvious Sean Bean expy has to deal with all the trials and tribulations of his earthly counterpart with extra magic and interspecies bickering on top. It's basically 6 pages of a single battle, giving us brief introductions to a whole bunch of characters who are probably also based on other real historical figures or book characters as they struggle to survive. Despite the peril, it's still a fairly humorous affair, with plenty of banter between the characters making light of the situation. So this is technically promotion for a new game line, but it's not a hard sell, showing you the kind of thing you do and trying to make it look fun. Doing a bit of googling, World of Flintloque is now on it's 3rd edition and still has a small but hardcore fanbase, so what they're doing is evidently working. Probably not going to see any more about it, since this is all very UK specific, but it's still a welcome bit of variety. Horror in the Skies: Our Call of Cthulhu adventure decides to go heavy on the pulp side of it's influences, as the PC's wind up trapped on a zeppelin voyage that goes wrong. You're on the Hindenberg in 1937, heading from Germany to New York. Unfortunately, a high ranking Nazi who also worships an elder god has come up with a plan to smuggle a horde of SS agents to america in suspended animation to unleash them and cause havoc. Doubly unfortunately for everyone, the suspension spell has a nasty flaw, turning it's subjects into zombies if they're under for too long. Now there's a whole load of muthafuckin' zombies in this muthafuckin' zeppelin and you're flying over the middle of the Atlantic so jumping would be doubly certain death. You're going to have to fight them, preferably in a way that doesn't explosively puncture the balloon, find the guy responsible, deal with him and his Formless Spawn servants before you get to New York, otherwise a lot of people could die. A pretty interesting bottle scenario that does give a default sequence of events, but it would be easy enough to depart from that and treat it more like a site-based dungeon, making this one of the least linear adventures they've done in a while. A bit silly, but in a good way. Any adventure that gets to use a phrase like Attack of the Nazi Zombies is a fun one in my book. Overall, this adventure gets a thumbs up from me. [/QUOTE]
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