Showing posts with label dawn patrol. Show all posts
Showing posts with label dawn patrol. Show all posts

Tuesday, March 26, 2024

Polyhedron: Issue #19

Issue #19 of Polyhedron (September 1984), like the previous issue, features a cover illustration promoting one of TSR's licensed RPGs, in this case The Adventures of Indiana Jones. The reputation of the Indiana Jones game has long – and somewhat understandably – suffered as a result of the game's narrow focus and presentation, squandering its real potential as a vehicle for pulp adventure. The scenario included in this issue, "The Temple of the Chachopoyan Warriors "(written by Doug Niles), does little to correct this. The adventure reframes the opening scenes of Raiders of the Lost Ark as a means of introducing the game and its rules to newcomers. While adequate to that specific task, it also reinforces the sense that the RPG would never really rise above its limited source material and that's a pity.

This issue's "Two Cents" is a rebuttal to last issue's rebuttal to another article, appearing in issue #14 – yikes! If nothing else, it's a reminder that roleplayers have always liked to argue with another about almost anything. It's also a reminder that my patience is very limited when it comes to such things, then or now. That said, this issue's installment, by Christopher Gandy, at least makes a few solid points, most importantly that, for many players, roleplaying is an escape and an opportunity to do and experience things they'd never be able – or want – to do in real life. There's nothing wrong with this and it can, in fact, serve a useful purpose.

"Lost Ships, Madmen, and Pirate Gold" by Antonio "Crazy Tony" O'Malley is a fun article intended for use with Gangbusters, Call of Cthulhu, Daredevils, or any other roleplaying game set in the 1930s (interestingly, Indiana Jones is not mentioned). The general thrust of the three-page piece concerns the care and feeding of pulp adventure campaigns. O'Malley covers a wide range of topics – legendary treasures, historical mysteries, gangsters, and ghosts, among others – with an eye toward offering advice on how best to make best use of them in play. The article is both creative and practical and I remember enjoying it when I first read it long ago, an opinion that didn't much alter upon re-reading it.

"... And the Gods Will Have Their Way" by Bob Blake concludes the "Prophecy of Brie" series of adventures begun back in issue #16. The adventure takes up the interior twelve pages of this issue and is designed to be removeable by bending back the staples that hold it together. Though I never mad direct use of it, I appreciated its attempt to provide a consistent cultural backdrop for the scenario, in this case, pseudo-Celtic, rather than the usual vague mishmash found in most Dungeons & Dragons modules at the time. On the other hand, the fact that this "mini-module" took up half of the issue's page count was a bit of an annoyance. As always, I suspect that the editors of Polyhedron were struggling with figuring just what the 'zine was supposed to be and how it differentiated itself from TSR's other gaming periodical, Dragon.

Frank Mentzer presents the results of the RPGA Network Item Design Contest, consisting of six winners selected from a pool of "almost a hundred." The items were judged in the categories of "usefulness," "originality," and "rules compliance." The grand prize winner, whose creator received a lifetime membership to the RPGA, is the talisman of the beast. Written for AD&D, the talisman enables its wearer to shapechange into the animal associated with it, as well as to speak with animals of the same type. Usable seven times a week, any attempt at an eighth use traps the wearer in anima form until the curse is dispelled by the Great Druid. With the exception of the taser rifle, intended for use with Star Frontiers, all the other winners are for AD&D – a reminder, I suppose, of just how much more popular it was than any of TSR's other offerings.

Tim Kilpin's "If Adventure Has a Game ... er, Name, It Must Be Indiana Jones!" is a two-page overview of The Adventures of Indiana Jones Role-Playing Game. It's essentially an advertisement masquerading as an article, though I do appreciate that there are some quotes from David Cook, in which he explains his intentions while designing the game. Alas, his intentions included not just a desire for "fast action" but also hewing as closely as possible to the characters and events of the two movies released at the time. Not to sound like a broken record, but it's a real shame that TSR either didn't (or couldn't – I've seen claims that it was Lucasfilm that dictated this) open up the world of Indiana Jones a little more, so as to include original characters and situations. Ah, well!

James M. Ward's "Cryptic Alliance of the Bi-Month" looks at The Created, a group of sentient androids and robots that believe themselves superior to the human beings who created them. The Created make for a great antagonistic cryptic alliance in Gamma World campaigns, which is why I like them. Compared to earlier articles in this series, this one doesn't add much to our knowledge beyond making The Created even more explicitly villainous than we already suspected (their leader is android/robot hybrid called V.A.D.E.R. X and, no, there's no explanation for that acronym). 

"The Laser Pod" by Jon Pickens is a nice – and very useful – addition to the Star Frontiers starship combat system found in Knight Hawks. One of the oddities of baseline Knight Hawks is that fighter craft are too small to carry any type of laser weapons. Instead, they're armed exclusively with rockets. While this makes sense within the context of the starship construction rules, it nevertheless felt a little disappointing to those of who'd grown up imagining fighters dogfighting with lasers. Pickens presents a clever little option that simultaneously stays true to the original rules while also giving us laser fanatics what we've wanted all along. Bravo.

Finally, there's "Dispel Confusion" with more questions and answers about TSR's various RPGs. While reading this issue's sampling, a few thoughts occurred to me. First, the AD&D questions are overwhelmingly technical in nature, which is to say, they're about how to interpret the text of the rules as written, whereas the questions for most of the other games are much more in the realm of advice on how to handle situations the rules don't explicitly cover. This might simply be a consequence of AD&D having more rules than other TSR games, but I suspect it may speak to the culture surrounding AD&D as well. Second, there are no questions in this issue about Boot Hill. I can't help but wonder if this is reflective of its relatively small fanbase at the time.

As always, Polyhedron continues to be something of a moving target. Every issue offers a different mix of content, coverage, and quality, which, I suppose, is fairly typical of a zine that is increasingly relying on outside submissions for its content. Still, I find the inconsistency a little bit frustrating, making my enjoyment of this series similarly inconsistent.

Tuesday, March 19, 2024

Polyhedron: Issue #18

Serendipity is a funny thing. No sooner did I mention my childhood affection for Spider-Man than I find that issue #18 of Polyhedron (July 1984) features everyone's favorite web-slinger facing off against the Scorpion on its cover. This only makes sense, of course, since TSR's Marvel Super Heroes debuted around this time and was a big hit for the company. In fairly short order, it seemed as if there were nearly as many adventures being released for MSH as there were for Dungeons & Dragons, though my memory might well be faulty.

Spidey and the Scorpion form the basis for this issue's "Encounters" article, written by none other than Jeff Grubb, the designer of Marvel Super Heroes. Like all previous "Encounters" articles, this one is brief, but Grubb nevertheless makes the most of the limited space, presenting a scenario in which Spider-Man must rescue J. Jonah Jameson from a subway car that's been commandeered by Scorpion. It's straightforward and simple but does a good job, I think, of presenting the kind of situation in which the Web-head often found himself.

James M. Ward's "Cryptic Alliance of the Bi-Month" focuses on the mutant mirror image of the Knights of Genetic Purity, the Iron Society. Also known as the Mutationists, the Iron Society seeks to rid the post-apocalyptic Earth of all non-mutated life, with pure strain humans being the primary target of their ire. Needless to say, this makes the Society an object of fear in Gamma World and I always felt that they'd be used primarily as antagonists in most campaigns. Compared to the Knights, who might excellent villains in my opinion, the Iron Society somehow feels a bit more one-note and the article does little to change my mind on this, alas.

"Remarkable, Incredible, Amazing" by Steve Winter. As you might guess from its title, it's an overview of the then-newly released Marvel Super Heroes RPG. It's basically an advertisement intended to entice gamers into buying TSR's latest product and, in that respect, it does a fair job. Much more interesting is Roger E. Moore's "Kobolds and Robots and Mutants with Wings." Over the course of three pages. Moore talks first about the joys of "hybrid" games that mix and match rules and setting elements, something that even the AD&D Dungeon Masters Guide discusses briefly. He then moves on to talk about various hybrid games he's run, such as when AD&D adventurers made use of a well of many worlds to travel to the universe of Bunnies & Burrows to fight rats in thrall with agents of the Cthulhu Mythos. Finally, he presents a lengthy discussion of kobalts – kobolds who traveled to Gamma World's setting, were mutated by radiation, and then bred true as a distinct species. Moore stats them up for both GW and AD&D and presents lots of information on how they could be used in both games. As I said, it's a very interesting article and a reminder of just how imaginative a writer Moore was.

"The Magic-User" by James M. Ward presents yet another "archetypical" [sic] example of a Dungeons & Dragons class, including her personality, skills, possessions, and holdings. In this case, that's Delsenora, an older woman who uses potions of longevity to retain her youth, who has a particular hatred for powerful undead, like vampires and liches. She also has a passion for flying through the use of magic. Consequently, she's built her castle high in the mountains, in a place otherwise inaccessible to those without flight. Appended to the end of Delsenora's description are two more magic-users, one by Ward (named Lidabmob – Bombadil spelled backwards) and another by Susan Lawson, presumably a RPGA member.

"Two Cents" by Joseph Wichman is a rambling opinion piece in which the author, another RPGA member, covers a number of vaguely related topics under the header of "roleplaying." He begins by arguing, contra the "Two Cents" column in issue #14, that roleplaying is not the same as acting and that any referee who expects his players to immerse themselves deeply in their roles is being unreasonable. He also touches on "troublesome" players, evil characters, and player vs character knowledge – all perennial topics in the gaming magazines of my youth. While I don't disagree with anything the author writes here, the article is somewhat frustrating to read, since it bounces around from one subject to the next.

"Layover at Lossend" by Russ Horn, yet another RPGA member, is a short Star Frontiers scenario set on the titular planet of Lossend. The format of the single-page scenario reminds me a bit of the "Encounters" feature, in that it includes of player characters to be used in conjunction with it. The adventure itself isn't particularly worthy of comment, since it's very short and sketchy, leaving most details to the referee to work out. What is interesting is that Horn refers to the referee – the official term for the Game Master in the game – as "the DM."  This is obviously just a small slip-up, both on the part of the writer and the Polyhedron editorial staff. However, I think points to the extent to which the terminology of Dungeons & Dragons had become the defaults in RPG discussions, even discussions about other games.

"Money Makes the World Go Round" by Art Dutra – again, an RPGA member – is a thoughtful little piece about the role of money and treasure in an ongoing D&D campaign. Dutra's focus is primarily from the side of the referee, highlighting the ways that money can be used to both motivate and impede player characters. He points out all the costs that PCs can incur during a campaign, especially those that are overlooked, like training and converting gems into coins, among many others. Dutra is absolutely correct, in my opinion, that referees often fail to take into account the, if you'll forgive the pun, value of money as a driver of a campaign. My only criticism is that focusing on taxes, exchanges rates, hidden costs, and other expenses can very quickly become tedious, or at least that's been my experience. Finding a way to keep money in mind without degenerating into an exercise in bookkeeping would be truly worthwhile topic for an article or essay.

Speaking of tedious, this issue's "Dispel Confusion" is largely filled with very persnickety rules questions of the sort that bore to tears. Whether because of laziness or a lack of intelligence, I've always been much more of a rulings guy rather than a rules guy, so this stuff frequently baffles me. I'm especially baffled by questions that begin "Can I ...?" as if the sender felt he needed TSR's permission to introduce something into his own campaign. I suppose these are the inevitable fruits of the company's attempts to maintain tight control over all of its games and to discourage its customers from buying or making use of "inferior" supplementary materials.

Issue #18 of Polyhedron shows the continued evolution of the 'zine. Perhaps the biggest change is the inclusion of many more articles submitted by RPGA members. That's a welcome change, though the quality of those submissions seems to vary quite a bit. Over time, I suspect that, too, will change, but, for the moment, it gives the issue a much more uneven feel than some of its immediate predecessors. Nevertheless, I look forward to seeing what future issues have in store. 

Wednesday, January 17, 2024

Polyhedron: Issue #17

Issue #17 of Polyhedron (May 1984) is immediately notable for its cover, which features an uncredited 19th century engraving rather than an illustration by one of TSR's staff artists. Nevertheless, the engraving is being used to illustrate one of this issue's articles, a long "Encounters" piece by Kim Eastland about which I'll speak shortly. Because of hos different this cover looks compared to its predecessors, it's one that I remember well, even if I didn't recall anything about the article to which it's connected.

The issue kicks off with a long letter in which a reader comments that he is "not a member of the RPGA Network in order to get a second helping of articles every month. DRAGON does a good job monthly." Instead, the reader wants to hear the opinions and ideas of RPGA members rather than "professional writers." It's a fair criticism, I think, though, as I noted last week, it's not one I shared. Editor Mary Kirchoff explains that the preponderance of articles by TSR staff members is due to a lack of submissions by RPGA members. Reading this now, I must admit to some surprise at this. I would have imagined that members would have jumped at the chance of writing for Polyhedron, but apparently not. (Of course, given that I never submitted anything during the time I was a subscriber means that I have no room to criticize.)

Kim Eastland's "Encounters" concerns a ruined temple that the characters came across while traveling elsewhere. Outside the ruin is the servant of an adventurer whose employer left him outside while he ventured within to investigate. That was more than a day ago and the adventurer has not returned since. What then follows is a three-page description of the temple, its contents, and denizens, accompanied by illustrations that (mostly) are in the same style as the cover. Though lacking a map, the temple is quite fascinating, since it includes a number of tricks and traps within it, as well as some valuable treasure. I think it'd make an intriguing side encounter for an ongoing campaign.

The Knights of Genetic Purity are James M. Ward's "Cryptic Alliance of the Bi-Month" for use with Gamma World. Pure strain human supremacists, the Knights fall squarely on the side of villains, at least in most of the GW campaigns with which I am familiar. The article thus devotes most of its two pages to details of the alliance's personnel and weaponry, so as to aid the referee in using them as adversaries. We also get a couple of legends associated with the cryptic alliance, such as "Pul Banyon," a seven foot-tall mutant slayer and a king named "Art" who was betrayed by his "human-looking mutant" wife. I remember liking this article more than is probably deserved upon re-reading it. I don't think it's bad so much as uninspired, which is a shame, because I think the Knights of Genetic Purity make great adversaries for a Gamma World campaign.

"Variants, House Rules, and Hybrids" by Roger E. Moore, on the other hand, is a terrific article. Over the course of three pages, Moore looks at the merits and flaws of introducing variant rules into your ongoing RPG campaign, as well as presenting examples of such variants (critical hits, new classes, etc.). What's most remarkable about this piece is not Moore's advice, which is indeed good, but the fact that it appears in the pages of Polyhedron at all. Moore acknowledges, at the start of his article, that TSR's policy is that "it's better to game with the rules as they are," but he nevertheless feels that "everyone has different ideas on what makes a game fun." From the vantage point of 2024, this might seem non-controversial, but, at the time, for people like myself, who hung on every word that proceeded from the mouth of Gygax, it was a Very Big Deal and I am grateful for it.

"The Fighter" by James M. Ward is the start of a new feature, intended to present an "archetypical [sic]" example of a Dungeons & Dragons character class "to give a general idea of what characteristics and/or quirks a superior, balanced character in a particular character class would have." Ward presents Ian McPherson as his example of the archetypal fighter, detailing his personality, skills, equipment, and holdings. It's notable that the article is light on game mechanics, which surprised me. I would have thought we'd at least get game statistics for Ian, but we do not. Instead, the following article, "Two New NPCs," presents two brief write-ups of unique fighters, one a dwarf and one a half-orc, written by Ward and Roger E. Moore respectively. These write-ups do include stats and are thus more immediately usable.

"Disguised Weapons" by Nicholas Moschovakis presents six hidden weapons for use with Top Secret. This is a no-nonsense "meat and potatoes" gaming article of the sort that used to fill gaming magazines at the time. Likewise, Kim Mohan's "Wishes Have Their Limits" also belongs to a hoary gaming magazine genre, namely, articles about how to constrain and otherwise rein in the power of magic wishes in D&D. Mohan attempts to present, over the course of three pages, a series four "laws" for adjudicating wishes. His laws are all fine, if you feel the need for such things, but, these days, I'm generally quite lenient with wishes and reality warping magics, because I see in them the opportunity to inject a little chaos into the status quo of a campaign. Maybe I'm weird.

"DM Talk" by Carl Smith looks at the various approaches to refereeing D&D, offering thoughtful insights and advice. Though obviously geared more toward novice DMs, I think he still says things of potential interest to more experienced ones. In particular, I like his division of RPG players into one of three "levels," each of growing sophistication, with Level 1 being "roll playing" and Level 3 being a high degree of immersion. He then tailors his advice for the referee based on the current level of the campaign and the needs of its players. It's not a world changing article, but it's solid and looks at the subject from a slightly different perspective, which I appreciate.

"Dispel Confusion" presents the usual assortment of questions and answers related to TSR's various RPGs. The most notable questions this time around are one concerning the fact that the monster Zargon from The Lost City is stated to be "no god" and yet his clerics have spells. How is this possible? According to the answer, "there is in fact a greater evil force behind Zargon" and it is this mysterious being who is granting spells to his cleric. I have to admit that's quite intriguing! Another question concerns whether there are female dwarves, which the questioner apparently doubted. Obviously, the answer is in the affirmative. Did anyone seriously doubt this?

Issue #17 also includes another mini-module, "The Incants of Ishcabeble," by Bob Blake. It picks up from the mini-module included in the last issue and takes the characters to the abandoned tower of the ancient wizard, Ishcabeble. I have an affection for abandoned towers of all sorts, so I'm naturally inclined to like this one, too, which features a good mix of puzzles, tricks, traps, and combat. 

The transformation of Polyhedron continues, though, as I theorized previously, not all of its readers are entirely happy with its new direction as Dragon Jr. Of course, Polyhedron was, to my recollection, always in a state of flux, never quite knowing its niche within the larger constellation of TSR gaming periodicals. As a result, each issue was, to some degree, an experiment to determine what worked and what didn't. This one is no different in this regard and, as we shall see in weeks to come, quite a lot didn't work, hence the regular need to launch new columns and features that soon disappear, only to be replaced by others. 

Thursday, January 11, 2024

Polyhedron: Issue #16

Issue #16 of Polyhedron (February 1984) is the beginning of a couple of new features for the RPGA newszine. First and most notably, the issue includes an 8-page removable "mini-module" in its center. I'll have more to say about this shortly, because it was a fairly big deal at the time. Secondly, this issue marks the start of James M. Ward's "Cryptic Alliance of the Bi-Month" series for use with Gamma World. I was (and remain) very fond of this series, so I'll likewise have more to say about it later in this post.

In her "... from the editor" column, Mary Kirchoff explains that the RPGA has decided to stop producing exclusive merchandise, including exclusive AD&D adventure modules. Consequently, each issue will no longer include a catalog, freeing up about ten pages for additional gaming material. This month, that means the aforementioned mini-module. Kirchoff also mentions that, with the increase in space available for game material, she's looking for more submissions from readers. This call will bear some interesting fruit in future issues.

The issue proper begins with "Encounters" by Doug Behringer. This Top Secret scenario pits "NATO agent" – whatever that means – Dean Wiles versus two GRU operatives (Mike Duplie and Gregor Campleliski – I guess these are supposed to be Russian ...) as he attempts to help an East German laser scientist defect to the West. Other than the cool illustration by Roger Raupp depicting Wiles flying a gyrocopter, there's not much to recommend this article. I wish it were otherwise, as Top Secret was a game I greatly enjoyed in my youth.

Much better is "The Followers of the Voice" by James M. Ward, which details the titular cryptic alliance for Gamma World. Ward begins the article by explaining that "90% of all the adventure that goes on in the GAMMA WORLD game" is instigated by cryptic alliances, which gives some insight into how Ward views the play of the game. For that reason, each installment of the series will provide information about history, leadership, goals, geographic locations, and legends associated with each alliance. It's a solid format and one that I appreciated back in the day. The Followers of the Voice, who worship computers, were never my favorite alliance, however, and reading this article did little to change that. Even so, there's something amusingly quaint about seeing the alliance's symbol from the vantage point of 2024:

There's also a legend about a Follower named Jony who scatters seeds that grow into trees whose fruits are computer programs. As I said, it's all very quaint.

"The Shady Dragon Inn" by Carl Smith is an expansion of the Dungeons & Dragons product of the same name, providing additional details about the eponymous inn. "Hot Shots and Cold Water" by Roger E. Moore offers advice on handling "hot shot" players and their over-powered characters. This is precisely the sort of question that led Gary Gygax to create The Tomb of Horrors. For his part, Moore counsels not simply trying to humble boastful players by killing their characters but rather trying to find new and interesting ways to challenge them that don't involve combat or even game mechanics – social maneuvering, politics, religious strife, etc. He also suggests that referees consider the role their own practices may have played in creating hotshots with high-level PCs and course correcting so as to avoid the problem in the future. Like most Moore efforts, it's a good piece, filled with solid advice clearly born of years of experience.

Kim Eastland pens a pair of articles this issue. The first, "Boredom," focuses on those aspects of play that can lead to yawning during a session and how best to deal with them. He briefly covers eight sources of boredom: 
  1. Impossible odds
  2. Mont Haul worlds
  3. Long-winded GMs
  4. Unprepared GMs
  5. Random encounters GMs
  6. Map-crazed GMs or players
  7. Overly creative GMs
  8. The "stuck-in-a-rut" campaign
Some of these problems are fairly obvious, while others are less so. For example, by "overly creative," Eastland means simply a GM who is constantly inventing new and unusual game elements that make it impossible for players to properly judge how to approach them, leading to a "why bother trying?" attitude that kills enthusiasm. 

Eastland's other article, "Research is Not a Dirty Word," is a kind of alternate Appendix N, focusing primarily on non-fiction books that Eastland feels offer inspiration to harried referees. For example, the Osprey "Man-at-Arms" series is given an endorsement, as is The Dictionary of Imaginary Places. As you might expect, it's a very idiosyncratic list and regrettably short, but it's probably useful, especially to younger referees who haven't read as widely as have us oldtimers. "Photo Session," on the other hand, is just a filler article consisting of public domain NASA concept art of space platforms and lunar rovers. The accompanying text (with no listed author) attempts to connect the illustrations to Star Frontiers by offering cursory ideas of how to use them as inspiration. 

"Monty Haul and the German High Command" by James M. Ward is another reprint from Dragon. It is, however, a very fun article, recounting a game of the World War II miniatures game to which fantasy elements, such as magic. Though mostly played for laughs, I found the article fascinating in the way it casually depicts the introduction of ahistorical and indeed fantastical things into a WWII game. I remember reading about many such incidents in the early years of the hobby. I'm not sure it was ever a commonplace practice, but the fact that it happened at all intrigued me, particularly given my own hidebound prejudices at the time.

"Dispel Confusion" continues to grow in size, taking up three pages in this issue. As is often the case, the questions often seem to arise out of a failure at reading comprehension. I suppose one could be more charitable and suggest that the real problem is that many rules were poorly or unclearly phrased and that's fair. RPG rulebooks have never been paragons of clarity. Still, reading these now, I find myself shaking my head at the things players actually bothered to ask TSR for "official" clarification. But that's the kind of mindset the company encoureaged and one to which I was myself sometimes prone.

Finally, there's "The Riddle of Dolmen Moor" by Bob Blake. It's an AD&D scenario that was apparently first used as part of a series of connected scenarios for use in RPGA tournaments. As a stand-alone adventure, it doesn't offer much other than fighting undead among some barrow mounds on the titular Dolmen Moor. However, it's got an interesting pseudo-Celtic flavor to it that I found intriguing at the time. It's being part of a larger narrative about the prophesied return of an ancient king was similarly novel. Consequently, I have a strange fondness for this "mini-module" and its sequels. They'd eventually all be collected into two AD&D modules that were published in 1985.

Issue #16 of Polyhedron marks, as I wrote earlier, yet another step along the road toward the transformation of the newszine into something more akin to "Dragon Jr.," albeit with its own unique flavor. I welcomed this when I was a subscriber, precisely because I was never an active member of the RPGA and cared little for keeping up with the latest news and views about conventions. I rather suspect that TSR came to understand that many of their subscribers were like me and so began to tailor Polyhedron's content accordingly. I wonder how this might have been seen by RPGA members who actually did care about cons and tournaments.

Tuesday, December 19, 2023

Polyhedron: Issue #15

Could the cover of issue #15 of Polyhedron (December 1983) by Keith Parkinson be any more 1980s if it tried? Like most recent issues, the illustration depicts a character from the "Encounters" feature, in this case an 8th-level Dungeons & Dragons fighter named Edrie Solo. Edrie is the player character of Randy Solo (no relation), who was the second-place winner of the RPGA membership drive announced all the way back in issue #3. His prize included an illustration of his character by his favorite artist (Parkinson), as well as a brief scenario involving her, written by James M. Ward. My teenage self thought that was a pretty cool prize – and it is.

The issue marks the department of Kim Eastland as publisher of Polyhedron, a role he took over from Frank Mentzer about a year and a half prior. Eastland is, for me anyway, one of the more mysterious members of TSR's staff. I remember his name, but, until I started re-reading Polyhedron, I don't think I could have told you what he did at the company. Looking back over his credits, he wrote or contributed to a number of modules for TSR RPGs throughout the '80s, though, as I said, until I made the effort, I don't think I could have recalled any of them. That probably says more about my aging memory than it does about him.

Issue #15 also marks the end of the RPGA catalog as part of Polyhedron. Apparently, like me, many readers felt that it took up too many pages that could have been more profitably used for gaming content. From this point on, all RPGA merchandise was sold exclusively through the Dungeon Hobby Shop in Wisconsin. I remember this shift, because I suddenly started receiving a copy of the DHS catalog in the mail a couple of times a year. I adored the catalog, because it included both gaming products I'd never heard of before and those I of which I had heard but never seen in the wild. I wish I still had my copies, because I suspect they'd be a treasure trove of information and nostalgia.

The letters page is mostly ephemera, but one letter and its response stood out:

While I don't doubt the sincerity of the response, I nevertheless find it odd, because, so far as I can recall, no other periodical, then or now, includes copyright or trademark symbols when printing the name of a product that's under legal copyright. As a practice, it's something I only ever recall seeing in TSR's '80s-era magazines and publications. I really can't fathom who advised TSR to undertake this approach, because it's absolutely obnoxious.

"Dispel Confusion," as always includes a wide variety of questions about all of TSR's roleplaying games. The only one that really caught my attention was the following, since it pertained to a favorite adventure of mine.
As I stated in my original retrospective post about Murder in Harmony, its central mystery is difficult to unravel, but it's far from impossible. I find it amusing that someone actually bothered to write into Polyhedron, hoping that author Mark Acres would confirm the identity of the murderer.

"The AD&D Game Exam" by Philip Meyers is a reprint of an article that originally appeared in issue #47 of Dragon. Polyhedron editor Mary Kirchoff mentioned earlier in this issue that she'd be reprinting articles from Dragon that would otherwise never seen reprinting in, say, The Best of Dragon anthologies, no doubt in order to find more material to fill the 'zine's pages now that the RPGA catalog had been removed. The exam presented in the article is pretty tough, bordering on the obsessive in my opinion. I consider myself pretty knowledgeable about AD&D, but many of the questions asked here are beyond my feeble intellect. 

"Do It Yourself" by Roger E. Moore tackles solo adventuring in AD&D. Like all of Moore's articles, this one is pretty good, touching on a lot of matters that are of relevance to its subject. Moore spends time discussing arena combat, dungeon delving, and wilderness adventures as options. In each case, he provides not only ideas for how to proceed but points the reader toward existing tools, like the random tables in the Dungeon Masters Guide, that would be of assistance. He also, wisely, I think, suggests that characters used in a solo campaign should not be integrated into a "regular" campaign, because of the differences in style and outcome. I suspect many solo characters acquired a much more impressive array of magic items, for example, than would be typical in a well-refereed multi-player campaign.

Moore returns with an installment of "Notes for the Dungeon Master" aimed at high-level adventures. Again, lots of solid and useful advice here. Though I rarely had the opportunity to make use of any of his suggestions, I nevertheless recall wishing I could have, because he made high-level adventures sound like fun. I also recall the article for its delightful accompanying illustration by Larry Elmore:
To this day, I make references to Sir Kay Mardt from time to time. No one else seems to know what I'm talking about.

"Mas Day in New Hope" is a bit of Christmas-themed nonsense for Gamma World by James M. Ward. The scenario involves an "X.M.A.S. Unit" – a robotic Santa Claus with a grav sled pulled by similarly robotic reindeer – that's been modified to act as a weapon of mass destruction attacking a peaceful village. As I said, it's nonsense but amusing enough, if you're in the right frame of mind. "House Rules In" by Mike Carr looks briefly at some Dawn Patrol rules variants that players might find useful. Carr notes that house rules are often the test bed for eventual rules changes, so there's nothing inherently wrong with them, so long as all the players are on board with them.

There are two Gangbusters articles in this issue, starting with "The Vesper Investigation" by Antonio O'Malley. This is a short, two-page scenario intended for one to three private investigator characters. Ostensibly an investigation into the disappearance of a young woman's uncle, the adventure turns into more than that – including, possibly, a ghost story. David Cook's "Casin' the Joint" looks at sources of literary inspiration for Gangbusters games, particularly pulp novels. Among those he suggests are the stories of Doc Savage and other globetrotting heroes, like the Shadow and the Spider. Taken together, the two articles point toward an alternate future where Gangbusters broadened its subject matter to include a wider range of interwar subject matter, not just cops and robbers.

"Cash & Carry for Cowboys" by Glenn Rahman is another reprint from Dragon, in this case issue #54. The article is a listing of historical prices for various items not listed in the equipment list for Boot Hill. I love articles of this sort, especially so back before the Internet made it possible to find this sort of information with relative ease. Finally, there's Merle Rasmussen's "College Courses and Vital Statistics," which presents a series of courses Top Secret agents can attend – and their costs and the time required to do so. These courses increase an agent's skills and abilities once completed. I've always liked the idea of characters undertaking training in-game to improve themselves, so this article had defnite appeal for me. I wish I'd had the chance to use it when I last played the game.

Polyhedron continues to transition into something. Based on various comments in this issue, it's clear that, like me, a lot of its readership wanted to see more gaming material in its pages rather than updates about conventions and other RPGA activities. At the same time, it's also clear that the 'zine's staff was not prepared for this shift in focus, hence the reprinting of Dragon articles to pad out its page count. As I recall, the staff eventually gets the balance right and Polyhedron became something quite good and distinctive. How long that process takes is something I'm keen to see, as I continue to re-read these issues from my youth.

Wednesday, December 13, 2023

Polyhedron: Issue #14

Issue #14 of Polyhedron (October 1983) makes an change to the "Encounters" series begun in issue #8. Originally, the series presented wholly original NPCs created by TSR designers for use with one of the company's many roleplaying games. In this issue (and the next), the featured NPCs are the creations of RPGA members – and are player characters from their home campaigns. The first example of this is member Sonny Scott's PC, Swat, and his cave bear companion, Ox, as described by writer Roger E. Moore and illustrated by Jeff Easley.

Contrary to the hoary gamer joke, I really would like you to tell me about your character. Hearing about others' characters is often a good way to gain insights into how they're playing the game. That's why I particularly enjoyed the installments of "Encounters" in issues #14 and #15: they gave me a little glimpse into what others were doing with Dungeons & Dragons at their own tables.

The RPGA Network Scholarship announced way back in issue #3 finally has a recipient: a young man by the name of David Lee Griffith from Aurora, Illinois, who was headed to the University of Chicago to study physics. The scholarship is for $1000. I have no idea how much the University of Chicago cost at the time, so it's difficult to say how significant a scholarship this would have been. Still, I find it notable that TSR offered a scholarship at all.

This issue's "Two Cents" column is by Christopher Gandy, who presents "Views on 'Role' Playing." In his one-page essay, he criticizes how little many players actually play their character as different from themselves. As he suggests:

Next time you or your players roll up a set of characteristics, don them like an actor would his wardrobe and portray someone new, someone unique, someone else. Don't just play at a role-playing game, role play during the game.

The extent to which roleplaying is or should be analogous to acting has long been a vexatious topic in RPG circles. Gary Gygax, for example, once famously fulminated against what he called "amateur thespianism," while other luminaries in the hobby held opinions closer to that of Christopher Gandy. As with many such topics, I don't think there's any single correct answer beyond what everyone at the table prefers, but it's good to be reminded that these questions have been with us for decades.

"Dispel Confusion" now takes up four pages, largely because it provides answers to many more questions about the rules of TSR's roleplaying games. Despite their large number, none of the questions in this issue are worthy of comment – which, to be fair, is pretty typical of these kinds of columns (with the exception of "Sage Advice" when Jean Wells was writing it). 

"The Lone Wolf" by James M. Ward is a Gamma World article devoted to describing a type of character, whether player or non-player character, who "is perfect for balancing the deadliness of an Ancient installation with the power that can be gotten from looting such a place." The Lone Wolf is thus a very potent character with high ability scores and hit points, as well as a sizable arsenal of high-tech devices. His purpose is as a guide and guardian so that PCs do not "loose [sic] heart" and avoid the dangers of the setting's most lethal ruins. I imagine that Ward wrote it to throw a bone to those GW players who balked at how deadly the game can be and wanted a surer means of protection than "intelligence and role-playing skill."

"D&D Name Means More Than Just Modules" is an article about which I have written before. Since I stand by my original comments on that, I'll move on to Roger E. Moore's "Artifacts, Relics, and DM Headaches." This is a solid, three-page article full of thoughts and advice on introducing artifacts and relics – immensely powerful magic items – into a campaign. It's good stuff, with plenty of ideas to consider, including the fact that the appearance of an artifact or relic is sure to bring its possessor to the attention of others who will undoubtedly want it for themselves. Moore's primary point is that an artifact or relic is not just another magic item. While they certainly can be brought into a campaign to good effect, they can also upset things – and not just "game balance" – to such an extent that the Dungeon Master should think carefully before doing so.

I'm going to pass over two one-page articles about conventions, because they're only of ephemeral interest, especially to me, since I've never been much of a con-goers. Much more significant in my opinion is this small blurb placed at the bottom corner of a page:

Talk about a blast from the past! I'd completely forgotten about the existence of the Other Worlds Club at Waldenbooks. This really brings back happy memories for me, since I maintained a membership with the club for years and was an avid reader of its newsletter, Xignals. 

"Ambush on Lossend" is a short, mercenary adventure for Star Frontiers, written by Steve Winter. While nothing groundbreaking, I rather like it for its down-to-earth, "gritty" feel, which reminds me more of something GDW would have produced for use with Traveller than what I'd come to expect for Star Frontiers. Finally, there's "Membership Drive Winners," which highlights three RPGA members, Clyde "Sonny" Scott, Randy Solo, and Steve Lierly, who recruited a large number of people to join the association. The top two winners – Scott and Solo – received trips to GenCon, along with various other rewards, including illustrations of their characters (which, in turn, form the basis of the "Encounters" articles in issue #14 and #15).

Issue #14 is definitely a step down from its predecessor, since it didn't have quite as much gameable material in its pages. Still, there's enough here that it held my attention while re-reading it, which is a decent enough gauge of its overall quality.  

Wednesday, December 6, 2023

Polyhedron: Issue #13

Issue #13 of Polyhedron (August 1983) is dubbed a "special issue," because, in the words of its editor, Mary Kirchoff, more "strictly gaming aid articles." What that means is that, unlike previous issues, this one includes no RPGA ephemera, only articles for use with TSR's various roleplaying games. This is precisely what I'd hoped to see in the pages of Polyhedron when I first started to subscribe to it. Alas, the 'zine would return to its earlier form with issue #14, but I nevertheless enjoyed this one, singular though it was.

The letters page contains two letters of note. One asks about the possibility of a D&D movie, while the other questions why Deities & Demigods includes "fighting abilities and statistics" for the gods described therein. Here's the response regarding a D&D movie:

The story of the D&D movie Gary Gygax was supposedly working on during his time in Hollywood is the stuff of legend. I know very little about it myself, but Jon Peterson, has written a lengthy essay about its history and development that's well worth your time. 

The Deities & Demigods question is interesting, both for the answer (provided by DDG co-author James M. Ward) and for its asker, a name that might be recognizable to those familiar with the luminaries of the OSR:
And here is Ward's answer:

This is pretty much the same logic employed by Tim Kask in the foreword to Gods, Demigods & Heroes, the predecessor to the DDG. I'm not entirely sure what to make of it, except that it suggests TSR felt a need to police the boundaries of power within D&D. What an odd thing!

"Dispel Confusion" contains the usual assortment of questions about TSR's stable of roleplaying games. Of these, one stands out as worthy of being highlighted:
One can quibble about whether these are indeed "the two most important concepts in the D&D game," but I find it difficult to disagree that both of these concepts in the answer are indeed significant ones, particularly the second one. My ongoing House of Worms campaign – which will celebrate its ninth year of continuous play in March 2024 – is largely propelled by player choice and the consequences of those choices, for example.

Mary Kirchoff provides another installment of "Under Construction," this one being something of a follow-up to the one that appeared in issue #10. Like its predecessor, it's clever and flavorful – a good example of a dungeon "special." The issue also includes a "policy statement" from the publishing division of TSR, regarding Dragon and the newly-acquired Ares:
In short, TSR decided to focus Dragon solely on fantasy RPGs, shifting science fiction RPGs over to Ares. This was a huge disappointment to me at the time, because then, as now, I prefer SF to fantasy and I had no interest in subscribing to yet another gaming magazine. Ultimately, like everything else TSR did with the former SPI's properties, this move was ill-considered and failed. In time, Ares would cease to exist as a stand-alone magazine and sci-fi content would be re-incorporated into Dragon in the form of the Ares Section, which would become one of my favorite parts of the magazine.

Roger E. Moore's "Gods, Demigods, and DMs" is yet another look at the apparently vexed question of how to handle interactions between deities and powerful player characters. Moore's advice is generally very good, relying on both mythological tales, the AD&D rules, and common sense as guides. He quite reasonably believes that the gods should not be seen as "pushovers" even by the mightiest PCs and that the DM should pull out all the stops when roleplaying gods and demigods that their awesomeness is fully manifest. As I said, he provides lots of solid advice and examples, but I still have to wonder: were battles with the gods so commonplace that TSR needed to address it again and again?

"Spelling Bee" by James M. Ward looks at just two spells: continual light and its reverse, continual darkness, in order to show how versatile and useful they can be in play. I appreciate articles like this, because I've long felt that (A)D&D has too many spells, especially when one considers how many ways even a handful of spells can be used by a clever caster. Pointing out all the ways existing spells might be employed goes some way, I think, toward alleviating the need for further, ever more specific, spells – at least that's my feeling.

"The Hive Master" by Harold Johnson is an unusual four-page adventure for use with Gangbusters. I say "unusual," because, unlike all previous scenarios written for the game, this one doesn't deal with bootlegging or bank robbery but instead with efforts by a mad scientist – Professor Abe Malefica – to get his revenge on the world who mocked him by releasing a specially-bred type of harvester bee into the world. It's pulp nonsense of the highest order and I hated it at the time. Looking at it now, though, I have a better appreciation for what Johnson was doing, even if he refers to Malefica as an "entymologist." 

The issue includes a double-sided cardstock reference sheet of Dawn Patrol rules and tables. I still have mine inside my game box to this day. "Ecosystem," another by Ward, looks at the ramifications of the environment in Gamma World on adventure scenarios. "Go West, Young Gamer" by Steve Winter suggests the inclusion of four new ability scores to Boot HillCoordination, Observation, Stature, and Luck – as a way to further differentiate characters in the game. Given that BH is a very primitive game in terms of mechanics, this makes some sense. Does anyone know if these were these incorporated into the third edition of the game by chance?

"Raid on Theseus" by Doug Niles is a starship combat scenario for use with Knight Hawks. Kim Mohan's "Psionic Pspells" is a lengthy (four pages) article looking at "spells resembling psionic powers" from every possible angle. These spells are enumerated in Appendix C of the AD&D Dungeon Masters Guide, but Mohan is, for some reason, interested in explaining the logic behind each spell's inclusion in the list in order to better understand AD&D magic, psionics, and the interplay of the two. I cannot say I share his enthusiasm for the topic. "The Condor Assignment" by Allen Hammack is ostensibly a Top Secret article, but it's mostly a review of then-current espionage media, like the Bond novel, Icebreaker

Other than the obligatory RPGA catalog at the end, that's issue #13. Though no longer than its immediate predecessors, it certainly feels meatier to me, probably because of the lack of RPGA ephemera that didn't interest me at the time and interests me even less four decades later. This issue represents what I always wanted Polyhedron to be, but very rarely got – a pity.

Tuesday, November 28, 2023

Polyhedron: Issue #12

Issue #12 of Polyhedron (June 1983) features a very striking cover by Larry Elmore that depicts a pegasus-riding warrior about to engage a red dragon in aerial combat. Like all of the newszine's recent covers, this one draws inspiration from the issue's installment of "Encounters" about which I'll write shortly. 

The issue proper kicks off with an editorial by Kim Eastland – now the publisher of Polyhedron – in which he discusses several matters. The first of these is that Polyhedron has joined TSR's publishing division. I've often called the 'zine "Dragon's little brother" in jest, but, starting with this issue, it's actually somewhat true. Consequently, Mary Kirchoff, who serves as editor, will see her attention divided between Polyhedron and other TSR periodicals. On the other hand, the look and layout of Polyhedron clearly benefitted from this arrangement.

Eastland also discusses the many and various meanings of "official" with regards to TSR and the RPGA. That he has to do this at all is painful reading in retrospect, particularly when it comes to the contortions relating to Gary Gygax's columns in Polyhedron and elsewhere. I'm not sure that the fans of any RPG company has ever been as obsessed with "officialdom" as those of TSR, but they clearly were. Sad to say, I was one of them. It's all so silly now, yet, at the time, it seemed oddly important to me and so many others.

The letters page contains one interesting letter and reply, concerning the omission of the Cthulhu and Melnibonean chapters of Deities & Demigods:
As with all such replies by TSR spokesmen, I'm sure there are additional complexities to be considered. Nonetheless, it's a fairly straightforward and plausible answer to a longstanding and much debated "mystery" of D&D history.

This issue sees the appearance of "Two Cents," a new column devoted to RPGA member opinions and suggestions. It's a fine idea for a column, though, if the first installment is any indication, few of the ideas on offer are all that remarkable. Gali Sanchez, a name I most strongly associate with Pacesetter Games, is the author of this issue's "Encounters," featuring Grifton Dunsaway, a human fighter, riding Orrex, a pegasus, as they do battle with Forszahn, a red dragon. Though evocative in concept, there's not much more to the encounter, which is too bad. I very much love the idea of aerial combats in D&D; I've just never seen them handled very well under the rules of the game.

There is a "Convention Update" on RPGA events about which there's little to say. "Dispel Confusion" is three pages in length this time, covering all of TSR's RPGs. The questions cover a wide range of topics, from the ridiculous to the sublime. My favorite question – or, more accurately, response – concerns the lethality of Gamma World, as answered by designer James M. Ward. 
GWQ: The GAMMA WORLD game system is so deadly, my players complain that their characters get killed off almost before they have rolled them up! What can I do to help them last long?

GWA: If your characters are constantly dying, they're probably not being very careful. The game was designed to test the intelligence and role-playing skill of everyone who tries their hand.

Ward does go on to offer some genuinely useful advice about how to moderate the game's deadliness for beginners, but I can't help but chuckle at his initial response.

"Basically Speaking" by Jon Pickens takes a look at mass combat in Dungeons & Dragons. It's a topic of long-term interest to me, but, unfortunately Pickens doesn't provide much in the way of concrete guidance on how to integrate large battles into D&D beyond "read some Tony Bath." Good advice, certainly; I guess I'd hoped for more. "Knight Hawks: A New Dimension" by Doug Niles is an overview of the Knight Hawks boxed starship rules set for Star Frontiers. It's mostly a bit of advertising dressed up as an article, alas. 

Part III of Frank Mentzer's "Mapping From Square One" continues its focus on how to describe dungeon rooms to players engaged in mapping. It's good stuff and I appreciate the effort Mentzer put into this, even as I realize that, by comparison, my own maps have always been rather straightforward. Mentzer, meanwhile, favors rooms like this:

Yikes!

Gary Gygax takes over "Notes For the Dungeon Master" this issue, with a very nice two-page discussion of how to create a campaign setting of one's own. Gygax introduces the "bullseye method" of using concentric circles of detail – lots toward the center and less with each "ring" around it, at least to start. Merle Rasmussen's "Roles" looks at the various kinds of agents possible in a Top Secret campaign – double agent, triple agent, mole, blunt instrument, etc. It's too short in length but offers some food for thought nonetheless. The same can't be said about Kim Eastland's continuation of his series on the RPGA tournament scoring system. Perhaps I am unduly harsh and this would have been of interest to RPGA members at the time. Now, it's tedious ephemera of the worst kind.

Leaving aside the RPGA catalog that takes up the final eight pages of the issue, that's it for issue #12. 

Wednesday, November 22, 2023

Polyhedron: Issue #11

Issue #11 of Polyhedron (April 1983) is another whose cover I remember well, because, unlike all of its predecessors, it features a historical photograph of a World War I German pilot. I've long been a sucker for this sort of thing, since it brings the past alive in a way that no drawing or painting, no matter how well executed, can ever hope to do. In this case, the photo is meant to complement the issue's "Encounters" article by Mike Carr, which outlines a scenario for Dawn Patrol, in which German and British dogfighters face off against each other.

"Notes from HQ" focuses not on RPGA ephemera but on TSR. The column's author, Kim Eastland, begins by unveiling the company's new logo:

Though my personal affections lie with TSR's earlier Game Wizards logo – the depicting the silhouette of a wizard – there's no denying that this 1983 logo was both memorable and long-lasting, being used well into the AD&D 2e era. Eastland explains that the logo is intended to "resemble a maze in structure (which credits TSR's first love – FRPG's)." The remainder of "Notes from HQ" is devoted to announcing the imminent release of various products for most of its RPGs, as well as Endless Quest books and miniature figures.

The letters page fills two pages and begins with the following:
I can't help but wonder whether Mary Kirchoff's strongly negative response was reflective of TSR's official policy and was itself a hedge against unhinged criticisms of D&D that were starting to gain traction in certain circles. Also included is a letter from pre-Dragon Roger E. Moore and a plea to publish the ages of RPGA members appearing in its directory. The letter writer is an adult and has found that almost all the members in his area are children – further evidence perhaps of the extent to which TSR's efforts to expand the hobby to younger people was, in fact, successful.

Mary Kirchoff's "The Allegory of the Party" is a bit of humorous fiction intended to broach the subject of "problem players," by which she means those whose actions "impair a role playing game, both in the playing atmosphere they create, and how far the party or campaign progresses." Re-reading this article now is a bit of serendipity, given my musings about so-called murderhobos yesterday. Articles like this are a reminder that I've been very fortunate over the years in playing with friends who've (broadly) been on the same page as I with regards to what I want out of roleplaying. If Kirchoff's fiction is any indication, not everyone is so lucky.

"Getting Started" by Mike Carr is another Dawn Patrol article, this time presenting some very basic thoughts on how to introduce players to the game. I wish I could say there was any deep wisdom here that I haven't read many times before, but I cannot. That's no knock against the article; it's simply evidence that I've been at this a long time. "Dispel Confusion" once again answers questions about the D&D, AD&D, Boot Hill, Dawn Patrol, Gamma World, Gangbusters, Star Frontiers, and Top Secret games. As is often the case, none of the questions is worthy of extended comment. However, I do find it interesting that, in response to a D&D question, Frank Mentzer reiterates that D&D and AD&D are "different game[s]," adding emphatically "Don't mix the two!" 

Mentzer's "Notes for the Dungeon Master" continues the discussion of deities begun last issue. As before, his concern is dealing with reports of high-level player characters slaying gods and demigods, something he deems not only impossible but also unwise within the context of the campaign. Part II of Mentzer's "Mapping from Square One" is, I have to admit, rather tedious. He goes on at length, presenting a wide variety of corridor types, how they differ from another, and how they should be described. Here's the accompanying illustration:
As I said about Part I of this series, I appreciate what Mentzer is trying to do here. My main concern is that, in his effort to cover all the bases, he may be undermining its utility to its intended audience of neophyte cartographers.

James M. Ward's "Under Construction" presents a new locale for Gamma World: a crashed shuttle from an orbital research station now overgrown with alien fungus. It's a fun little mini-dungeon concept and I must admit I've repurposed versions of it in various games I've run over the years. Frank Mentzer's "Spelling Bee" tackles druid spells and their overlooked uses. 

"Escalation and Blackmail" is a very strange, two-page article by Gary Gygax. In it, he addresses two related concerns about the play of AD&D. The first concerns the first part of the title, namely characters who achieve high level too quickly and/or easily. Gygax claims that it should be uncommon for characters in a properly refereed AD&D campaign to reach 20th level. By "properly refereed," he means following all the game's rules as written and adjudicated by "superior DM's" (his words). The second concern related to players who coerce and bully their DM to give them what they want without regard for either the rules or the health of the campaign. As I said, it's a very peculiar article. Gygax suggests at the start of the article that he's addressing problems brought to his attention about behavior in the RPGA. Since I never participated in any RPGA activities, I can't say how widespread they might have been. Was it really bad enough to warrant this sort of pontifical denunciation?

There's a second part of the "Tournament Scoring System" that I must admit I simply could not read. More interesting were the reviews of the two Mattel electronic D&D games: the Computer Fantasy Game and the Computer Labyrinth Game. The reviews are predictably positive, but I am willing to overlook that, owing to my own weird fondness for both games. Neither one is good by any reasonable definition. However, I played them extensively upon their release and had fun with them despite their flaws. There's nothing wrong with a dose of nostalgia now and again.

Issue #11 continues Polyhedron's evolution toward something more akin to a proper gaming magazine. It's still very focused on RPGA matters, which is understandable, given its origins, but the number of articles of general interest to players and referees of TSR's RPGs is increasing. That's why I remained a subscriber for so long and why I look forward to re-reading future issues. 

Wednesday, November 15, 2023

Polyhedron: Issue #10

For reasons many and various, I've always had a soft spot for Gamma World, which was long one of my favorite roleplaying games, though I have not had the chance to play it at length for some time. Consequently, the Jeff Easley cover illustration to issue #10 of Polyhedron (February 1983) conjures up many fond memories of playing the game. It's also a good way to kick off what editor Mary Kirchoff dubs "the GAMMA WORLD® issue." That probably goes some way toward explaining why this particular issue of the 'zine sticks in my head after all these years.

The issue places its Letters page at the front this time rather than relegating it to the back, as was the case previously. I usually don't mention this feature, because the letters tend to focus on banal and/or ephemeral matters. This time, there's one letter I find intriguing. The writer takes issue with the oft-repeated statement that AD&D is "for adults." The writer explains that he doesn't "know one individual over 30 who enjoys AD&D or D&D®." He adds that he "wish[es] there would be more Dungeon loving Dads and Monster loving Moms." Kirchoff then addresses the "subject of getting adults involved" in roleplaying games. To this, Kirchoff replies:
My own early experiences of the hobby involved several adult players, including the father of one of my friends (who was a hex-and-chit wargamer), so it's an odd question for me. In fact, when I first started seriously playing D&D – this would have been early to mid-1980 – the impression I had at the time was that it was primarily an adult pastime, because I initially knew very few kids who played beyond those whom I'd personally introduced to the hobby. That started to change very quickly and, by the time this letter appeared, in early 1983, I suspect the demographics had skewed considerably toward younger players.

This issue's installment of Ron Shirtz's "The Knight-Error" comic hit home.
It's a much-needed reminder that, for all its connections to the fantasy literature that preceded it, Dungeons & Dragons doesn't really emulate any of them and is essentially it's own distinct genre.

"Tips for the Beginning GM" by Mike Price (author of Famine in Far-Go and co-author of The Cleansing War of Garik Blackhand) provides the first bit of Gamma World content for the issue. Like most such articles – especially short, one-page ones, like this one – it's advice is mostly very broad and equally applicable to any RPG. The main thing that Price suggests that I think is genuinely useful is his suggestion to photocopy a section of a present-day atlas to establish the locations of landmarks and ruins. Of course, this advice is tempered by the fact that Gamma World's apocalypse occurs centuries from now, making a 20th century map a shaky foundation on which to build a campaign map (but then this is a longstanding problem with the setting of the game).

"Dispel Confusion" presents questions and answers for most of TSR's RPGs from the time: AD&D, Boot Hill, Dawn Patrol, Gamma World, Star Frontiers, and Top Secret. The questions are the usual mix of genuinely unclear matters in the rules and obvious stuff that suggests the questioner has poor reading comprehension. My hat is off to the TSR employees given the job of answering these queries; they had greater patience than I could have mustered. The issue also includes another pun-filled "Reiga Nerd" story entitled "A Mad-Djinn-Airy Tale." I'm not a fan myself, but Gygax loved puns, so who am I to judge?

Frank Mentzer's "Mapping from Square One" is the first part of a three-part series focuses on, well, mapping. The intention behind the series is to win over "map-haters" to the joys – and benefits – of mapping in D&D and other RPGs. This seems a worthy goal, as I've often lamented the way that mapping has slowly declined in importance in D&D over the decades. The first part devotes itself primarily to establishing the basics of how to map, such as tools and terminology. Mentzer also suggests that it's the job of the referee to correct errors on the players' map if they're made due to error or inexperience. I think that's good advice, though it wasn't commonplace during my own early days in the hobby.

James M. Ward's "Encounters" presents a situation for Gamma World, in which a pure strain human is rescued from a band of mutant arks (dog men) by a member of a new mutant species, the flynns. The cover image above depicts the scene quite nicely. Frank Mentzer returns with another installment of "Notes for the Dungeon Master." This time he inveighs against treating the gods as high-level monsters that can be killed by appropriately powerful characters. It's perfectly sensible advice, of course, but it might seem to run counter to the approach of Deities & Demigods, which does include game stats for divine beings (though, to be fair, that book does indicate that no mortal being can slay a god permanently, even if he should somehow defeat one in combat). I remember lots of people back in the day whose campaigns include the defeat of deities by player characters.

"Basically Speaking" by Jon Pickens looks at (among several other topics) the vexed question of how the D&D and AD&D games differ from one another. Pickens claims that the difference lies in their "intended audiences." The gist of his explanation is as follows:
It's an interesting perspective and one I find much more congenial than Gygax's claim that D&D had become a "non-game." Mind you, I am biased: I much prefer the open-ended approach of D&D over the more cramped style of AD&D (even if I still adore many of its distinctive elements).

"Under Construction" is a new column that describes a room or location that can dropped into a referee's campaign. The premier example, by Mary Kirchoff, is a dungeon room cursed by a jealous goddess. The room, which has a rose theme, traps those who enter it unless they can puzzle out the meaning of a rhyme written on the floor. Though perhaps a bit overwritten in its description, the room is clever and very much in keeping with the kinds of chambers I remember in the dungeons of "killer DMs" of my acquaintance.

"Getting Started in Gangbusters Game" by Mark Acres offers up ten short tips for new referees, none of which are really unique to that game. It's filler content of no lasting value, alas. Even so, it's still more interesting than the two pages of "The Official RPGA™ Tournament Scoring System." I know Polyhedron is the RPGA 'zine, but come on! "Flight of Fancy" by Mike Carr is a brief Dawn Patrol scenario involving a zeppelin. Frank Mentzer returns (again) with another "Spelling Bee." His chosen topic is a good one: spell coordination. By this he means only that players of spellcasting characters should confer with one another before selecting spells, so that they might benefit from certain synergies. He provides several examples, which is certainly helpful. The remainder of the issue is devoted to another catalog of RPGA-only items.

Issue #10 is a very solid one and, as I said at the beginning of this post, a particular favorite of mine. I feel like the 'zine is now on much more solid footing, with a wider variety of content. That pleased me when I first received it, because I played multiple TSR games, not just Dungeons & Dragons. Looking back on it now, it pleases me even more.