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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9306502" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 96/155: Jan/Feb 2003</u></strong></p><p></p><p></p><p></p><p>part 8/10</p><p></p><p></p><p></p><p>Inside Genetech: Unlike most of the other minigames, the setting stuff comes before the crunch and is surprisingly long, giving us 6 pages of both real world history of medical experimentation and how the world of Genetech is in advance of our own. They’ve been successfully producing enhanced humans of various kinds since the 80’s, which means the first ones are just now reaching adulthood and being used openly as supersoldiers by not so ethical countries like Albania and Israel. The USA is mildly less xenophobic in this timeline, (did 9/11 happen here? They don’t say, but given development times at least some of the writing probably happened before then.) so they’ve banned human experimentation (at least publicly) and let Moreaus who can escape their handlers and reach the states claim asylum, but that doesn’t mean things are great for them there either, between general racism from many normal people, not being trusted because they might actually be spies rather than genuine escapees, crappy bureaucracy, organised crime and general ecological problems due to pollution. It’s all very cyberpunk, only with less cyber and more wetware than the average cyberpunk setting. So there’s several obvious campaign models in here, as well as obvious ways to transition between them in one campaign. Going from mission based adventures for the government or secret society that created you, to beating your own path as escapees, the on the run campaign arc, reaching somewhere safe(ish) and trying to integrate into free society, then quite possibly winding up being captured or recruited by another secret society and having to go back to the mission based format again because that’s the only way to make a living with your highly specialised skillset. (only hopefully with slightly better conditions and equipment) Between them, a decent GM should be able to keep things interesting for a nice long campaign, or at least as long as the quite fast 3e xp system allows. (and without any supernatural powers, at least your characters don’t become setting-breaking the way spellcasters can no matter how high level you get)</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9306502, member: 27780"] [b][u]Dungeon/Polyhedron Issue 96/155: Jan/Feb 2003[/u][/b] part 8/10 Inside Genetech: Unlike most of the other minigames, the setting stuff comes before the crunch and is surprisingly long, giving us 6 pages of both real world history of medical experimentation and how the world of Genetech is in advance of our own. They’ve been successfully producing enhanced humans of various kinds since the 80’s, which means the first ones are just now reaching adulthood and being used openly as supersoldiers by not so ethical countries like Albania and Israel. The USA is mildly less xenophobic in this timeline, (did 9/11 happen here? They don’t say, but given development times at least some of the writing probably happened before then.) so they’ve banned human experimentation (at least publicly) and let Moreaus who can escape their handlers and reach the states claim asylum, but that doesn’t mean things are great for them there either, between general racism from many normal people, not being trusted because they might actually be spies rather than genuine escapees, crappy bureaucracy, organised crime and general ecological problems due to pollution. It’s all very cyberpunk, only with less cyber and more wetware than the average cyberpunk setting. So there’s several obvious campaign models in here, as well as obvious ways to transition between them in one campaign. Going from mission based adventures for the government or secret society that created you, to beating your own path as escapees, the on the run campaign arc, reaching somewhere safe(ish) and trying to integrate into free society, then quite possibly winding up being captured or recruited by another secret society and having to go back to the mission based format again because that’s the only way to make a living with your highly specialised skillset. (only hopefully with slightly better conditions and equipment) Between them, a decent GM should be able to keep things interesting for a nice long campaign, or at least as long as the quite fast 3e xp system allows. (and without any supernatural powers, at least your characters don’t become setting-breaking the way spellcasters can no matter how high level you get) [/QUOTE]
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