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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8988071" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 136: June 1999</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>32 pages. Nice callback to issue 69 on the cover there. Good to see they've got an artist who pays attention to the lore. Also, good luck to that thief trying to fence what they stole, given how well connected this place's owner is in the Raven's Bluff underworld. Let's find out what new things they introduce in this issue, and if they're connected to preexisting ones in a consistent way that makes them both better than the sum of their parts.</p><p></p><p></p><p></p><p>Announcements: Time for another big list of who’s in charge of what now, most with email addresses so you can easily contact them. Greg Sherwood replaces Brian Burr as the guy at the top of the Living City organisation. He now has about 30 people underneath him (counting made more difficult by some people appearing multiple times, plus the person running the Harpers is as secretive OOC as they are IC) showing how complex running the Living City has become. Still room for more, they’re in the market for a new person to handle the semi-retirements and high level adventures in particular and always willing to listen to your ideas. (then turn down many of them because they don’t fit or don’t have the resources) If you’re willing to put in the free work you can get in and work your way up. Make sure you diversify what you do, because otherwise you’ll be left in the lurch when they decide to drop LC for Living Greyhawk next edition.</p><p></p><p></p><p></p><p>Notes from HQ: Speaking of diversifying, the editorial is also about their support of systems other than D&D. Despite being by far their most played campaign, Living City actually scores fairly low in terms of average rating per adventure. Depending on how they weight the statistics, the games that most reliably satisfy the people playing in them are Alternity and Paranoia, with Virtual Seattle, Threads of Legend, Living Jungle and Call of Cthulhu runners-up. I guess that’s another demonstration of how many people play D&D simply because it’s the biggest thing around and easy to find players for, when in an ideal world they’d be playing something else. You’ve got to have a vanilla option for the other flavours to make sense. A good reminder that pleasing all the people all the time is a near impossible task, organised play involves lots of compromises, which only grow the bigger a setting gets and that there’s lots of different ways you can interpret the same set of statistics. The people playing smaller games are more likely to be playing what they want to play and less likely to be swept along by metaplot that they can’t do anything to influence or bogged down in bureaucracy. There’ll always be a place for home games no matter how much technology improves the massively multiplayer ones.</p><p></p><p></p><p></p><p>Table Talk: Lots more decathlon stuff filling up this column. First up, a new competition asking you to come up with the story behind the cover image. Who is she, and why is she risking this robbery? The winners of the monster creation competition, which we’ll see the results of over the next couple of issues. The next few deadlines coming up: Best new event idea for next year, best multi-round tournament, best report on what happened at Gen Con, most new certified Judges, most non Living tournaments played. A bunch of things deliberately intended to patch their current weak points and get more people doing them. Finally, a little promo for NASCRAG and their “insane” attempts to get tournament gamers to roleplay a little more. Will you get into the spirit of things and join them? Business as usual then, revealing the RPGA’s flaws, but in a way that makes it obvious they’re aware of them and want to do something about them. Add a few volunteers, then they can solve them and expand their goals again.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8988071, member: 27780"] [b][u]Polyhedron Issue 136: June 1999[/u][/b] part 1/5 32 pages. Nice callback to issue 69 on the cover there. Good to see they've got an artist who pays attention to the lore. Also, good luck to that thief trying to fence what they stole, given how well connected this place's owner is in the Raven's Bluff underworld. Let's find out what new things they introduce in this issue, and if they're connected to preexisting ones in a consistent way that makes them both better than the sum of their parts. Announcements: Time for another big list of who’s in charge of what now, most with email addresses so you can easily contact them. Greg Sherwood replaces Brian Burr as the guy at the top of the Living City organisation. He now has about 30 people underneath him (counting made more difficult by some people appearing multiple times, plus the person running the Harpers is as secretive OOC as they are IC) showing how complex running the Living City has become. Still room for more, they’re in the market for a new person to handle the semi-retirements and high level adventures in particular and always willing to listen to your ideas. (then turn down many of them because they don’t fit or don’t have the resources) If you’re willing to put in the free work you can get in and work your way up. Make sure you diversify what you do, because otherwise you’ll be left in the lurch when they decide to drop LC for Living Greyhawk next edition. Notes from HQ: Speaking of diversifying, the editorial is also about their support of systems other than D&D. Despite being by far their most played campaign, Living City actually scores fairly low in terms of average rating per adventure. Depending on how they weight the statistics, the games that most reliably satisfy the people playing in them are Alternity and Paranoia, with Virtual Seattle, Threads of Legend, Living Jungle and Call of Cthulhu runners-up. I guess that’s another demonstration of how many people play D&D simply because it’s the biggest thing around and easy to find players for, when in an ideal world they’d be playing something else. You’ve got to have a vanilla option for the other flavours to make sense. A good reminder that pleasing all the people all the time is a near impossible task, organised play involves lots of compromises, which only grow the bigger a setting gets and that there’s lots of different ways you can interpret the same set of statistics. The people playing smaller games are more likely to be playing what they want to play and less likely to be swept along by metaplot that they can’t do anything to influence or bogged down in bureaucracy. There’ll always be a place for home games no matter how much technology improves the massively multiplayer ones. Table Talk: Lots more decathlon stuff filling up this column. First up, a new competition asking you to come up with the story behind the cover image. Who is she, and why is she risking this robbery? The winners of the monster creation competition, which we’ll see the results of over the next couple of issues. The next few deadlines coming up: Best new event idea for next year, best multi-round tournament, best report on what happened at Gen Con, most new certified Judges, most non Living tournaments played. A bunch of things deliberately intended to patch their current weak points and get more people doing them. Finally, a little promo for NASCRAG and their “insane” attempts to get tournament gamers to roleplay a little more. Will you get into the spirit of things and join them? Business as usual then, revealing the RPGA’s flaws, but in a way that makes it obvious they’re aware of them and want to do something about them. Add a few volunteers, then they can solve them and expand their goals again. [/QUOTE]
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