Friday, September 21, 2018

Let's Read Polyhedron: Issue 6

You can check out previous posts in this series HERE.

Ok, let's see if Polyhedron can bounce back from a weak issue 5.


So I dig the Boot Hill sort of cover.

In the letters section someone writes in about a religious group trying to ban D&D from their school. Ah, memories of the satanic panic. What is interesting is TSR replies here that if you need help with "these sorts of problems" to write to them with "Attention: Duke" on the envelope. Maybe I don't know my TSR lore as well as others, so if you know anything about "Duke" and if their job was just dealing with crazy moms 24/7, let me know.

Where I'm Coming From references TSR's acquisition of SPI. Notes from HQ mentions how to become a Top Secret game admin for the RPGA, and again plugs the RPGA belt buckles (I want one).

Part 3 of the Jake Jaquet interview is terminally boring. They talk about calling the mag Dragon instead of The Dragon. Jake likes basic D&D over AD&D. There is a little talk about how computers could eventually influence the hobby but nothing is particularly prescient or worth mentioning.

Notes for the Dungeon Master basically talks about complaints about "realism" in D&D, something that has always seemed kind of silly to me. It is game about, like, elves and dwarves and stuff. This issue is a bummer so far.

Mercifully, Jim Ward manages to give us something worth reading with some Gamma World items. The Weapons of the Ancients include things like a Crystal of Seeing (glorified telescope) and a Holarator (used to project holograms). The flavor here is good and at least it is gameable material.

Spelling Bee spends a lot of time talking about adjudicating illusion spells. Dispel Confusion covers thief armor (no studded leather allowed), monks wearing bracers of defense (they can, but wouldn't want to according to the author...yeah right), and then a question/answer that really struck me as odd.

Someone asks about to-hit rolls for monsters with just hp listed. With AD&D, I always just used the max level on the HD chart as the base (16+ for AD&D), but here they say to divide the total hp by 4.5 for the HD and extrapolate from there. This would make many monsters/gods even more powerful...to the point where there would never be a point in rolling anything. Did anyone play that way? Like a Tarrasque would be a 66+ HD creature. I'm no mathematician, but using this system with the AD&D charts, the THACO would be 0 around 23 HD....so yeah, 66 HD would be what, THACO -21? I know its a tough monster, but sheesh. Weird answer imo. I looked at BECMI, knowing it deals with very high levels, and a 35+ HD monster has a THACO of 1, which is much more sensible. In fact, from 25-35 HD, all monsters stay at THACO 2. Maybe they didn't think this one through before answering, but they probably killed a LOT of PCs in the wake of this answer. Hey wait, now it is growing on me.



There is a solitaire scenario for Fight in the Skies. A list of some RPGA charter members. Tips on how to run your own D&D tournaments. The issue ends with another "Nor" comic.

Another not-so-good issue. Maybe #7 will be better.

Sunday, September 16, 2018

Classic-Era Waterdeep Products to Use (and Avoid) with Dragon Heist

The D&D community is abuzz with excitement about the new Waterdeep module, Dragon Heist. Aside from maybe Curse of Strahd, there seems to be more chatter and anticipation surrounding this release than any other so far. There is already a steady stream of fan content coming out on the DM Guild site, but as Waterdeep is probably the most famous D&D city of all time (other than maybe the City of Greyhawk), DMs can also benefit from the classic-era products that came before. Here are a few to check out (and some to avoid).

CITY SYSTEM: HIGH USABILITY 



Known for its massive map collection of the city, the real strength of this set comes from its booklet. Filled with random tables and useful info to expand your campaign, this is in my opinion the #1 classic-era product for Dragon Heist DMs.


VOLO'S GUIDE TO WATERDEEP: HIGH USABILITY


The creative travel-guide presentation of this book serves it well, effectively humanizing (demihumanizing?) the city with flavorful entries. Compatibility with the City System map keys is a huge plus. Part of what makes this and the City System box so useful is that most of the material doesn't rely on then-current events.


FR1 WATERDEEP AND THE NORTH: MODERATE USABILITY


This was the Waterdeep bible for a while, and it is a good book. Much of it could find some use in your game, but a good portion is focused on then-current events. I am no Realms expert but I am pretty sure they have been like exploded and put back together a lot of times since this came out, and a lot of the NPCs have been dead and buried for years.


THE RUINS OF UNDERMOUNTAIN: LOW USABILITY


As I expect most Dragon Heist DMs will segue into the upcoming Dungeon of the Mad Mage, you can skip the original Undermountain. There is scant Waterdeep or Yawning Portal info to be found here.


FRE3 WATERDEEP: COMPLETELY USELESS



Don't be fooled by the title. This is one of the worst modules TSR ever released. This is a novel tie-in that makes the Dragonlance adventures look like sandboxes. The party doesn't even get railroaded to Waterdeep until towards the end. A couple of generic floor plans are all you might find useful in this turd.

Note: I don't own the City of Splendors box set, so I didn't feel comfortable recommending it. From what I understand, it reprints a lot of FR1 and the City System, so I never felt the need to seek a copy out. That said, it could be another good option, just keep in mind it might overlap a lot with other products.

Monday, September 10, 2018

With Friends Like These...



Gygax's The Village of Hommlet is widely regarded as one of the greatest intro adventures for D&D and for good reason. It is the template for thousands of adventures that followed, with its manageable "home base", down-the-road dungeon, and campaign-starter plot. One of the great things that doesn't get mentioned a lot is how it introduces several NPCs that are there just to befriend, then betray the players. This kind of diabolical double-crossing is highly effective when not overused, and can give campaigns a real cinematic quality, with a-ha moments and unexpected reveals. Here are a couple of other ways I have used friends and former allies against the PCs.

RISE OF THE MEATSHIELDS

It is not surprising that the 1e DMG spends so much time discussing the morale and treatment of henchmen and hirelings. After all, the term "meatshield" isn't exactly loving, and it reveals a long history of shoddy treatment.  How much abuse are they supposed to take? How many of their friends do they need to see die before they have mutiny on their minds? A well timed revolt can prove a disastrous reminder to the PCs that their actions have consequences. Henchmen can hold grudges just as easy as the villains of a campaign. This won't be appropriate for some tables, but if you have a group of players that flippantly churn through henchmen like butter, it could be a fun twist. They know the patterns and weaknesses of the PCs, and as the song says they "work hard for the money so you better treat [them] right". Their family members may also have revenge on their minds for lost loved ones; this can even allow for long-term plotting against PCs over years of game time.

I KNEW I RECOGNIZED THAT GUY

Undead are the gift that keeps on giving, especially when they kill PCs. PCs killed by undead will often rise again as undead themselves. Some very memorable encounters have happened in my games over the years when the party encounters a fallen comrade. This doesn't have to be driven solely as a combat challenge; you can play up the drama of seeing an old friend literally falling apart, or depending on the tone of your campaign, it could even be milked for comedy. Never let a dead PC go to waste.



Have you ever done anything similar in your games?