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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9238693" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 93/152: Jul/Aug 2002</u></strong></p><p></p><p></p><p></p><p>part 10/10</p><p></p><p></p><p></p><p>Start Your Engines: There are some similarities here with the ship-to-ship combat rules last issue, but also a fair number of differences too. They actually have to worry about speeds being somewhat realistic when compared to human movement rates on a grid, since people have a lot more experience with cars than spaceships. This may well involve using a different scale battlemat for your cars to your humans if you don’t want them to go off the table in a couple of turns. If you have Matchbox or Hot Wheels models those will serve nicely. There are a decent number of stunts listed that you can try, but also a decent number of consequences beyond just straight-out destruction that you can suffer for failing at them. If you can’t be bothered to fully stat out the NPC crews, they have a simplified system for that, which definitely makes sense if you just want to get to the action. The number of vehicles and ways you can customise them is also decent but not comprehensive, but unlike last issue, erring on the side of lighter play is a good thing and it doesn’t feel like this is screaming out for a larger page count to fill in obviously missing details. I’d still have to test it out to see how well the rules handle in actual play, but I feel a little more enthusiastic about doing so than the previous three mini-games, where I already have a similar property to compare it to and in many cases find it wanting.</p><p></p><p></p><p></p><p>Hitting the Streets: We finish things off with 6 pages of bibliography and roleplaying advice to get you in the spirit of ’76. World events, sports, scientific breakthroughs, popular books, music and movies of the year. The movies are probably the most important bit, with things like Vanishing Point or Death Race 2000 instantly showing you how the game is supposed to be played. You start slightly before the race, so you can get in a bit of roleplaying with the other competitors. You have to deal with rough terrain, fights with the other drivers, traps and if you’re not careful, attracting the attention of the law. Many of the competitors will crash or spin out during the course of the race, sometimes fatally, sometimes able to patch things up with a quick pit stop and get back in the game. Despite all the shenanigans, the final stretch of the race will probably be close-fought by the remaining cars. Then once you win, you blow the cash on partying and upgrades and do it all over again. Definitely sounds like fun once, but can it sustain an extended campaign? Or would it be best to use it as a one-off in a larger modern game? Anyone actually try this and how did it turn out?</p><p></p><p></p><p></p><p>The adventures in this one are quite samey, but at least it’s in good ways, encouraging recurring antagonists and solving problems without resorting to violence every time. On the other hand, the minigame is the most interesting yet, picking a distinctive topic and covering it in a way that doesn’t overstay its welcome, although there are still a few easily spotted design flaws. They might not have the same level of polish as the official D&D books, but I’m definitely interested to see just how many other niche topics they’ll manage to cover before the format changes again. Onto the next issue, which is apparently going to be brought to us by the letter O.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9238693, member: 27780"] [b][u]Dungeon/Polyhedron Issue 93/152: Jul/Aug 2002[/u][/b] part 10/10 Start Your Engines: There are some similarities here with the ship-to-ship combat rules last issue, but also a fair number of differences too. They actually have to worry about speeds being somewhat realistic when compared to human movement rates on a grid, since people have a lot more experience with cars than spaceships. This may well involve using a different scale battlemat for your cars to your humans if you don’t want them to go off the table in a couple of turns. If you have Matchbox or Hot Wheels models those will serve nicely. There are a decent number of stunts listed that you can try, but also a decent number of consequences beyond just straight-out destruction that you can suffer for failing at them. If you can’t be bothered to fully stat out the NPC crews, they have a simplified system for that, which definitely makes sense if you just want to get to the action. The number of vehicles and ways you can customise them is also decent but not comprehensive, but unlike last issue, erring on the side of lighter play is a good thing and it doesn’t feel like this is screaming out for a larger page count to fill in obviously missing details. I’d still have to test it out to see how well the rules handle in actual play, but I feel a little more enthusiastic about doing so than the previous three mini-games, where I already have a similar property to compare it to and in many cases find it wanting. Hitting the Streets: We finish things off with 6 pages of bibliography and roleplaying advice to get you in the spirit of ’76. World events, sports, scientific breakthroughs, popular books, music and movies of the year. The movies are probably the most important bit, with things like Vanishing Point or Death Race 2000 instantly showing you how the game is supposed to be played. You start slightly before the race, so you can get in a bit of roleplaying with the other competitors. You have to deal with rough terrain, fights with the other drivers, traps and if you’re not careful, attracting the attention of the law. Many of the competitors will crash or spin out during the course of the race, sometimes fatally, sometimes able to patch things up with a quick pit stop and get back in the game. Despite all the shenanigans, the final stretch of the race will probably be close-fought by the remaining cars. Then once you win, you blow the cash on partying and upgrades and do it all over again. Definitely sounds like fun once, but can it sustain an extended campaign? Or would it be best to use it as a one-off in a larger modern game? Anyone actually try this and how did it turn out? The adventures in this one are quite samey, but at least it’s in good ways, encouraging recurring antagonists and solving problems without resorting to violence every time. On the other hand, the minigame is the most interesting yet, picking a distinctive topic and covering it in a way that doesn’t overstay its welcome, although there are still a few easily spotted design flaws. They might not have the same level of polish as the official D&D books, but I’m definitely interested to see just how many other niche topics they’ll manage to cover before the format changes again. Onto the next issue, which is apparently going to be brought to us by the letter O. [/QUOTE]
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