Friday, July 5, 2024
Polyhedron: Final Thoughts
Tuesday, June 18, 2024
Polyhedron: Issue #30
As has often been the case, this month's cover is drawn by Roger Raupp. It depicts the six characters from Christopher S. Jones's "Nienna & Friends," the first installment in "The New Rogues Gallery," which is "a continuing feature ... through which members may share their most interesting characters and NPCs." In truth, this is just an outgrowth of the "Encounters" column that began all the way back in issue #8, which had already morphed into something akin to this. In any case, "Nienna & Friends" presents write-ups (including AD&D stats) for the half-Drow fighter/magic-user Nienna, her human cleric mother, Rhodara Larith, and their protector, the Grey Elf magic-user Zered Camaron. Zered's son, Elerion, along with Nienna's evil Drow father, Tray-Dor, and his drider companion, Day-Ron, complete the group. In general, I like articles like this, if only because they give me some sense of what happens in other people's campaigns. I know "let me tell you about my character" is supposed to be cringeworthy, but I genuinely do enjoy this sort of thing (and occasionally indulge in it myself).
"In Search of the 12th Level Mage" by Roger E. Moore is a good article on the much-vexed question of demographics in Dungeons & Dragons. Moore takes a look at the population information provided in the revised World of Greyhawk boxed set and plugs it into the information found in the AD&D Dungeon Masters Guide regarding the makeup of NPC adventuring parties to arrive at a possible answer. His conclusion is that high level characters of any class are quite rare, especially so for magic-users, who number only about 200 out of every 1000 people (who are themselves only one-tenth of every 10,000 people). Of those 200, only 1 is 8th-level, meaning that the mage of the title would be a special NPC created and placed by the referee. Of course, the question of how many NPCs have classes/levels is itself an interesting one without a definitive answer. Even so, speculations like this are fun and an important part of worldbuilding in my opinion.
Brian Leikam's "In Defense of the Lowly Fighter" is, as its title suggests, a look at the fighter class in Dungeons & Dragons and how to make it more appealing to players. I wrote a post about this article three and a half years ago, so I won't say much more here. However, I largely agree with Leikam that fighters should be more common and better appreciated in D&D, especially nowadays, where the human fighter has more or less become synonymous with "boring."
"Ravager" is the first part of an AD&D adventure by Jeff Grubb. Though it doesn't mention it anywhere, I assume this was a RPGA tournament scenario at some point, since most of the adventures that appear in Polyhedron began life that way. Its premise is that a bandit-king, the eponymous Ravager, has arisen and, thanks to ancient magic, has made himself effectively immortal. The goal of the characters is to raid a tomb in the Grey Desert that might contain information on how to reverse this magic and render the Ravager mortal again. The tomb is small and filled with traps, tricks, and puzzles, in addition to monsters. I expect it would be a challenge to navigate it successfully. Included with the adventure are six pregenerated PCs whose names could well be Asterix characters: Necromantix, Logistix, Goldbrix, etc.
"The Treasure Chest" returns in limited form, offering just back issues of Polyhedron and four RPGA adventures written by Frank Mentzer, like To the Aid of Falx. There's also a similarly abbreviated "Fletcher's Corner" by Michael Przytarski, in which he muses about crossbreeds among the various D&D races, another much-vexed topic in gaming circles. Przytarski offers no new insights or answers here. Slightly more useful is Jeffrey A, Martin's "Beware the New Golems," which offers up four new golem types: copper, oak, brass, and shadow. The last one is notable, because it's a golem that can only be made by illusionists, something you don't see very often in AD&D, where the illusionist was, in my opinion, and underused and under-appreciated class.
Preston Shah's "Little Miss Sure Shot" was unexpected. It's not just a Boot Hill article, but a history lesson as well, providing historical details and game information on using Annie Oakley in your games. I like articles of this sort, but then I'm also a fan of historical gaming, so I'm probably not a good gauge of how well received articles like this would have been received. "New and Old" by James M. Ward is a one-page preview of some aspects of the upcoming new (third) edition of Gamma World. He also reiterates the oft-repeated promise that TSR planned to do a new edition of Metamorphosis Alpha to tie into it as well. That didn't happen, of course, but I don't doubt that it was planned.
"Dispel Confusion" is reduced to one page and tackles only AD&D questions, nearly all of which are highly technical in nature. With hindsight, this is one of those aspects of the TSR era of D&D that seems baffling. At the time, though, a fair number of gamers, myself included, really did care about "official" answers to rules questions. Finally, there's Errol Farstad's review of Timemaster, which he thought had "potential to be very enjoyable," even though it still had a few "rough spots." That's a fair assessment, I think.
And that's all folks – the end of my re-reads of Polyhedron. Next week, as I stated at the beginning of this post, I'll share some final thoughts about the more than 20 issues I read during my time as a subscriber. There's frankly a lot to say on the subject and I think it's deserving of its own post.
Tuesday, June 11, 2024
Polyhedron: Issue #29
Tuesday, May 28, 2024
Polyhedron: Issue #28
"Notes from HQ" contains an update on "the City Project" first announced in issue #25. Editor Penny Petticord mentions that "the legal aspects of the project have not yet been completely resolved," but does not elaborate on precisely what this means. She might be alluding to the assignment of copyrights, given that this project will include submissions from many outside sources, though there are other possible explanations. Interestingly, Petticord makes no mention of the placement of the setting within the World of Greyhawk or any other setting. Gary Gygax's imminent departure from TSR might explain this omission. In any event, the project would eventually be shifted to the Forgotten Realms when Ed Greenwood's campaign setting became the default setting of AD&D in 1987.
"Adventure Among the Clouds" by Jeff Martin is an AD&D article that tackles the subject of cloud islands – floating "land" masses that can serve as adventure locales. The existence of such islands was first confirmed in the Monster Manual's description of cloud giants and elaborated upon further in module UK7, Dark Clouds Gather. In this article, Martin describes the origin, composition, and inhabitants of cloud islands, along with notes on how these magical places affect spells and magic items. His overall approach reminds me a lot of a condensed version of what Roger E. Moore pioneered with his "The Astral Plane" article in Dragon #67 (November 1982), though, sadly, less interesting. Cloud islands are potentially fascinating places and very much in keeping with AD&D-style fantasy, but Martin, in my opinion, treats them in a rather mundane way. It's a shame.
Back in the day, Frank Mentzer was a machine when it came to penning RPGA AD&D tournament adventures. This issue includes another one, "The Great Bugbear Hunt," intended for characters of levels 5–7. The set-up is that, while out in the wilderness, a passing band of bugbears slew the horses of a party of adventurers and stole all the items in the saddlebags. Among them is a magic-user's spellbook. Naturally horrified by this turn of events, he enlists the aid of others to venture back into the wilderness in an attempt to find the bugbears and retrieve it. The scenario is, in effect, a scavenger hunt in a wilderness filled with monsters and other obstacles. This one looks like a lot of fun, with plenty of varied and challenging encounters.
"The Specialist Mage" by Jon Pickens introduces a new idea for use in AD&D games: the specialist mage. Bear in mind, this is 1986, three years before the release of Second Edition, which formalized specialist mages as an option for player character magic-users. Here, the idea is presented as being for NPCs only – a common dodge employed in the pages of Dragon to justify its articles on new classes without running afoul of TSR dicta about "no new character classes." Pickens's version of the specialist mage receives XP bonuses if he employs more spells of his chosen specialty, in addition to having access to unique spells unavailable to non-specialists. In this issue, he presents numerous new necromancy spells, though they were intended only for use by "an NPC villain." Where have I heard that before?
Michael Przytarski's "Fletcher's Corner" is focused on the creation and judging of tournament scenarios, a topic that I must confess holds little interest for me. That he is given three pages to elucidate his thoughts on the topic makes it even less compelling somehow. Of course, this is the official newszine of the Role Playing Game Association, which sponsored innumerable tournaments at GenCon and elsewhere, so this is exactly the kind of content that should be here. That it holds no interest for me says more about my weirdness than it does about the article. Alas, I'm the one writing this post.
In terms of the number of articles, issue #28 has among the fewest in some time. That's probably due to the fact that "The Great Bugbear Hunt" adventure takes up half of the issue's 32 pages. Likewise, all the remaining articles, with the exception of "Notes from HQ," are at least three pages long. I probably wouldn't have even commented on this if any of them had any of them stood out as notable in some way. Instead, they're mostly fine if unexceptional, so I took greater note of how few there were than I otherwise might have.
Sadly, the next issue is the April Fool's Day issue, so I don't think it'll prove much better ...
Tuesday, May 21, 2024
Polyhedron: Issue #27
Tuesday, May 14, 2024
Polyhedron: Issue #26
Tuesday, May 7, 2024
Polyhedron: Issue #25
Tuesday, April 30, 2024
Polyhedron: Issue #24
Tuesday, April 23, 2024
Polyhedron: Issue #23
April Fool's issues were a staple of my youth, but they're very difficult to pull off. Partly, that's because humor can be very subjective and, partly, that's because most attempts at humor, especially in writing, are simply not very good. Consequently, I greeted the arrival of issue #23 of Polyhedron (April 1985) with some trepidation, despite its delightful cover by Tom Wham (take note of the bolotomus and snits in the bottom lefthand corner). However, I'm happy to say that this particular April Fool's Day issue is (mostly) pretty good. In fact, there are a couple of articles that I still find rather amusing even now – not laugh-out-loud funny, but intellectually droll, if that distinction means anything.
The issue begins with another installment of "News from HQ" that explains the nature of this issue:
If this is your first issue of the POLYHEDRON Newszine, I'd like to take this opportunity to welcome you to the RPGA Network, and let you in on the gag. Five out of the six issues you will receive with each year of membership will bring you club news, informative articles on your favorite game systems, and a chance to make a serious contribution to the hobby by sharing your ideas with other members. This is not one of those five.That's the kind of humor I'm talking about. The editorial goes on to explain that this issue was "conceived in madness and dedicated to the proposition that there is room for levity in gaming." I wholeheartedly agree, as anyone who's ever played in one of my campaigns will tell you. Yes, even the ones occasionally featuring unpleasant stuff. Games are supposed to be fun, after all, and it's important not to lose sight of that.
Much less funny is "An Official Policy Statement," whose entire shtick is using $64 words to say silly things about, in this case, "the sex lives of monsters." As I said above, humor writing isn't easy.
Tuesday, April 16, 2024
Polyhedron: Issue #22
Penny Petticord's "News from HQ" has two items worthy of note. The first is an announcement that Polyhedron is actively seeking submissions from readers. Petticord states that "only a few members" have thus far been making submissions and she'd like to change that. I wish I'd paid more attention to this at the time, because I made several submissions to Dragon while I was in high school and all were rejected. I might have had a better shot with Polyhedron, given the dearth of submissions. Secondly, Petticord warns readers that the next issue will a "special April Fool" issue, so "don't believe anything you read" in its pages. Fair enough!
This issue also features a large letters page, with multiple letters written in response to Roger E. Moore's "Women in Role Playing" essay from issue #20, While not all of the letters were critical, many of them were, largely because the readers felt that Moore had "belittled" or otherwise failed to understand female gamers. Though Moore apologizes for any unintended offense, he nevertheless stands by what he wrote, noting that it's an important topic in need of more frank discussion. Some things never change, I guess.
Gary Gygax returns to this issue, writing yet again about marlgoyles and their reproduction. He provides AD&D stats for every stage of the creature's growth from hatchling to mature. It's baffling to me, but it's definitely in keeping the naturalism that's a hallmark of his worldbuilding. He also provides stats for a "monster" that was somehow left out of Monster Manual II – amazons. Amazons, in Gygax's vision, are a female-dominated society of barbarians, with menfolk in secondary or support roles. Beyond that, he doesn't have much more to say about them, which I found a little disappointing, because they're a great fantasy concept worthy of inclusion in D&D.
Frank Mentzer's "Spelling Bee" focuses on druid spells and abilities. Interestingly, Mentzer concern this time seems more focused on reining in druid abilities (like shapechange) that he thinks can be easily abused rather than on finding new and creative ways to make use of them. "The RPGA Network Tournament Ranking System" article is not especially interesting in itself, at least to me. However, the accompanying ranked list of RPGA judges and players is. Gary Gygax, for example, is the only Level 10 Judge, just as Frank Mentzer is the only Level 9. There are no Level 8 or 7 Judges and only one Level 6 (Bob Blake). The names on both lists include quite a number of people who either were at the time or would later be associated with TSR or the wider RPG world. It's a fascinating window on a particular time in both the hobby and the industry.
"In the Black Hours" is an AD&D adventure for levels 6–9 by David Cook. The scenario is unusual in a couple of ways, starting with its lengthy backstory about a high-level mage who learned the true name of the demon lord Juiblex and, in order to protect himself, was eventually forced to imprison the demon with a magical crown. That crown has now come into the possession of a merchant who wishes to protect it from would-be thieves (employed by Juiblex's demonic underlings who wish to free him). The characters are hired by the crown's present owner to protect it over the course of the night when he believes the thieves will make their attempt. There's a lot going on here and the basic structure of the adventure – mounting a defense against waves of attackers – seems well suited to a tournament set-up. If anyone ever played this scenario (or one like it), I'd be very curious to hear how it went.
"Away with Words" by Frank Mentzer is a 26-word multiple choice quiz that challenges the reader's knowledge of High Gygaxian words. It's a fun enough little diversion, though less hard now, thanks to the ubiquity of online dictionaries. "Unofficial New Spells for Clerics" by Jon Pickens does exactly what it says: offers a dozen new spells for use by clerics. Most of these spells are connected in some way to existing magic items, like the staff of striking or necklace of adaptation, filling in gaps in the spell list that, logically, should exist. While that certainly makes sense, it's also boring and exactly the kind of magic-as-technology approach that I've come to feel kills any sense of wonder in a fantasy setting.
"Dispel Confusion" continues to narrow its scope. This issue we're treated only to questions pertaining to D&D, AD&D, and Star Frontiers. Most of them are the usual collection of nitpicks and niggling details. However, one stood out as noteworthy (and indeed unexpected):
Tuesday, April 9, 2024
Polyhedron: Issue #21
Issue #21 of Polyhedron (January 1985) features a cover illustration by Timothy Truman, who produced a lot of artwork for TSR throughout the 1980s before going on to greater success as a comic book artist. The piece depicts the protagonist of this issue's "Encounters" article, facing off against a creature of para-elemental ice, but, as I'll explain shortly, I have some questions.
The issue starts with another "Notes from HQ" article by Penny Petticord. Her position is RPGA Network Coordinator, which I assume is the title of the head of the RPGA. However, starting with issue #22, Petticord will also be the editor of Polyhedron, taking over from Mary Kirchoff, who'd been on the staff of the newszine since issue #5. She would then devote herself full-time to fiction, writing numerous Dragonlance novels and later becoming part of TSR's book publishing division.
Next up is the aforementioned "Encounters" article by James M. Ward. The scenario sees a young paladin named Ren Grakkan on a quest to retrieve "the most potent of all artifacts," the white cloak of enchanting (or is it charming? The text is inconsistent) for his unnamed lady love. The cloak is found in a cave guarded by para-elemental ice monsters. As I noted, I have a couple of questions. First, Ren is described as a paladin, but he looks more like a classic sword-and-sorcery barbarian based on Truman's illustration. The text at least supports this, since he's described as wearing no armor but only bracers of defense (AC 4) and having Dexterity 18 (hence a –4 defensive adjustment). Even so, he looks nothing like what I'd expect of a "paladin," but perhaps I simply lack imagination. (I suppose it's possible the artwork depicts the cloak's original owner, a barbarian lord, who lost it in battle against the ice creatures, but then why isn't the cloak shown?) Second, this so-called "potent artifact" Ren is seeking makes its wearer's charm and illusion spells harder to resist, especially if the wearer is female. Could it be that Ren's "lady love" is actually a sorceresss who's charmed him? There's no evidence of this in the text, but the thought occurs to me. (Also, why does Ward keep re-using the name "Ren" for his characters?)
Sonny Scott's "Observations from a Veteran Gamer" is short piece of fluffy advice from a long-time player of AD&D who's also a stalwart of the RPGA. I don't mean to be so dismissive, but there's nothing here you've never heard a thousand times before. More interesting is Gary Gygax's "Why Gargoyles Don't Have Wings But Should." The article begins with classic Gygaxian boasting: he speaks of his association with Flint Dille ("Did you know his grandfather invented Buck Rogers?") and their upcoming joint projects. Then, he moves on to his dissatisfaction with depictions of both the gargoyle and the mar(l)goyle from Monster Manual II. The illustrations for both, Gygax says, lack wings and this should be corrected in "some future edition" of AD&D. For reference, here are the two illustrations in question:
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"Don't try to tell me those dark shadows are wings!" Thus spake Gygax. |