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Dragon Magazine #182
Issue #182 Vol. XVII, No. 1 SPECIAL ATTRACTIONS Dragons: the lords of fantasy June 1992 9 Our annual tribute to our namesakeslong may they live! Publisher Not Cheaper by the Dozen Spike Y. Jones James M. Ward 10 Twelve of the DRAGONLANCE® sagas most egg-citing creations. Editor The Vikings' Dragons Jean Rabe Roger E. Moore 17 Linnorms: the first of a two-part series on the Norse dragons. The Dragons Bestiary Gregory Detwiler Associate editor 25 unhealthy branches of the dragon family tree. Dale A. Donovan Fiction editor F ICTION Barbara G. Young The Dragonbone Flute fiction by Lois Tilton Editorial assistant 84 He was a shepherd who loved musicbut he loved his audience more. Wolfgang H. Baur Art director R EVIEWS Larry W. Smith The Role of Computers Hartley, Patricia, and Kirk Lesser 55 From Mars to the stars: two high-powered science-fiction games. Production staff Gaye O'Keefe Angelika Lokotz Role-playing Reviews Lester Smith Tracey Zamagne Mary Roath 96 Now you can be the smallest of creatures or the most powerful. Through the Looking Glass Robert Bigelow Subscriptions\t 112 A collection of draconic wonders, for gaming or display. Janet L. Winters U.S. advertising O THER FEATURES Roseann Schnering Novel Ideas James Lowder 34 Two new horrific novels, spawned in the mists of Ravenloft. U.K. correspondent The Voyage of the Princess Ark Bruce A. Heard and U.K. advertising 41 This month, the readers questions take center stage. Bronwen Livermore The Wild, Wild World of Dice Michael J. DAlfonsi 45 Okay, so how many six-sided dice do you own? Kings of the Caravans Ed Greenwood 48 A land like the Forgotten Realms requires tough merchants! Dragonslayers on the Screen Dorothy Slama 62 Some handy guidelines for letting your computer be your DM. -
The Apocalyptic Post Table of Contents; for Both the Lazy and the Organized
Volume 1: The Issue 5: Winter/Spring Apocalyptic Post An Unofficial Gamma World E-zine Moses "Wolfy" Includes original content by: Derek Holland Derek Winston Wildermuth Kerry Jordan Randy Messick Sean Kindred • Volume 1: Issue 5: Winter/Spring The Apocalyptic Post Table of Contents; for both the lazy and the organized THE SLEETH SPEAKS Table of Contents It seems that these days we are only three steps from living Gamma World. Problem is that when the bombs - The Mutant Menagerie drop, we aren't going to be sprouting any wings. However The Ecology of the Land Shark - Kerry Jordan 1 - 3 the idea of humans with wings is something not so far fetched anymore anyways. Before Gamma World, we get The Ecology of the Borer Beetle - Kerry Jordan 4 - 5 to live in Cyberpunk, remember. Various Mutant Plants and Animals - Derek Holland 6 Giant worms - Derek Holland 7-8 Already we have robots to fight our wars. A recent article in the New York Times talks all about the uses of robots in - Gamma Flora the combat field ranging from spotting to killing. Laser light Thorny - 4th ed. Plant critter - Derek Holland 8 weapons are not a thing of the future, but rather a reality today. Taking animal husbandry to the next level all together, we have found both the human genome code - The Arms Race and the secrets to cloning. New weapons for 1st edition - Randy Messick 9 - 11 Primitive Ranged Weapons - Derek Holland 12 Without the benefit of DNA level manipulation, people GW5 Bio-Weapons - Sean Kindred 13 - 16 have done some pretty crazy things with our animals The Gamma World Shopper - Derek Winston 19 - 26 already. -
Marvel Fantasy Role Playing Game
MARVEL FANTASY ROLE PLAYING GAME A Fantasy RPG using the FASERIP System Table of Contents Character Creation ......................................................................................................................................................... 5 Race ........................................................................................................................................................................... 5 Origin of Power ......................................................................................................................................................... 6 Primary Abilities........................................................................................................................................................ 6 Secondary Abilities.................................................................................................................................................... 6 Powers ....................................................................................................................................................................... 6 Talents ....................................................................................................................................................................... 7 Contacts ..................................................................................................................................................................... 7 Heroic Alignment ..................................................................................................................................................... -
Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
Thursday Friday
3:00 PM – 4:00 PM Thursday 4:00 PM – 5:00 PM 12:00 PM – 1:00 PM “Hannibal and the Second Punic War” “The History of War Gaming” Speaker: Nikolas Lloyd Location: Conestoga Room Speaker: Paul Westermeyer Location: Conestoga Room Description: The Second Punic War perhaps could have been a victory for Carthage, and today, church services and degree Description: Come learn about the history of war gaming from its certificates would be in Punic and not in Latin. Hannibal is earliest days in the ancient world through computer simulations, considered by many historians to be the greatest ever general, and focusing on the ways commercial wargames and military training his methods are still studied in officer-training schools today, and wargames have inspired each other. modern historians and ancient ones alike marvel at how it was possible for a man with so little backing could keep an army made 1:00 PM – 2:00 PM up of mercenaries from many nations in the field for so long in Rome's back yard. Again and again he defeated the Romans, until “Conquerors Not Liberators: The 4th Canadian Armoured Division in the Romans gave up trying to fight him. But who was he really? How Germany, 1945” much do we really know? Was he the cruel invader, the gallant liberator, or the military obsessive? In the end, why did he lose? Speaker: Stephen Connor, PhD. Location: Conestoga Room Description: In early April 1945, the 4th Canadian Armoured Division 5:00 PM – 6:00 PM pushed into Germany. In the aftermath of the bitter fighting around “Ethical War gaming: A Discussion” Kalkar, Hochwald and Veen, the Canadians understood that a skilled enemy defending nearly impassable terrain promised more of the Moderator: Paul Westermeyer same. -
A Free Fanmade Setting Conversion for Dungeons and Dragons 5E Written
a free fanmade setting conversion for DUngeons and Dragons 5e written by Emanuele Galletto Original Gamma worlD seTting by James M. Ward and Gary Jaquet RuLes conversion parTially based on Omega World, by Jonathan Tweet, Polyhedron Magazine #153 Wizards of the Coast’s D&D Gamma World line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb Disclaimer I do not own any rights on Gamma World, Dungeons and Dragons, or any of the creatures and/or characters, places and rules in this document. This PDF is and will always be available for FREE, and is nothing but a personal tribute to a great setting and an exciting rules system. TabLe of coNTeNTs CHAPTER or SECTION PAGE__ ✇ INTRODUCTION PAGE 3 - The Setting… What’s Up? PAGE 3 - The Rules… What’s New? PAGE 3 ✇ CHARACTER CREATION PAGE 4 - Summary PAGE 4 - Bios PAGE 5 - Mutations PAGE 8 - Gamma Wanderer Class and Level Progression PAGE 15 ✇ SKILLS PAGE 17 - New SKills Descriptions PAGE 17 ✇ EQUIPMENT PAGE 18 - Economy PAGE 18 - Armor PAGE 18 - Weapons PAGE 19 - Wanderer’s PacK PAGE 20 - Scavenged JunK PAGE 20 - Ancient Gear PAGE 22 ✇ RUNNING A GAMMA FIVE GAME PAGE 27 - Having Fun PAGE 27 - Terrain and Hazards PAGE 28 2 inTroDucTion Gamma World is a very special setting. First of all, it’s crazy, blending together sci-fi, fantasy, post-apocalypse, pulp narrative and humor. But there’s more to it than that. From its very beginning in 1978, Gamma World dared to thread on fears and anxieties that each and every one of us might face one day: nuclear conflict, radiation, aliens, the singularity complex. -
FAERIES™ a Complete Handbook of the Seelle
FAERIES™ A Complete Handbook of the Seelle Sampleby Sarah Link and John Snead file WWW.ATLAS-GAMES.COM Credits WrlUenbf Sarah Llnl!and Jahn Snead Storie.ltJ' Marl< Reln•Haven. LlsuStevens and Jonathan ,...., Addtlloa.Imaterlal, J.M. capenila, car1 Schnurrand Marl!Reln•Haven Dnelopmenl: J.M. Caparula, Marl!Reln•Ha�n and John Brnndt EdltlnfiLisa Stevens OrltllUllCoaceptl: Mari? 12eln•Haqen Production:Nicole Llndroos Cower Art: CherylMll ndus Tiiie LoQo• Rlchard Thomas InteriorArt: Charles Dou11heny, Erle Hotz, JeffMenfi6, RichardThomas, Marl!Reln•Hawen A r.U.U••ce peno11: StewanWlecR Anu._, .-..Creeled .,-, JonathanTweet and Marl! Re!n•Hagen Special, Special Thanbs Milfk "Sony about all thosesentence fra gments!' Reln•Hagen, for tl'arlng himself away from his cum>1lt project to dosome valuable development on this toog awaited supplement. Lisa"Keep thatmall man away from me!" Stevens, forgiving up onthe 24 hour-a-day \VC!rk ethic 111 favor of a healthierlifestyle (includinggroce ry shopping and otherfree time pursuits) . Jonathan"So Jong, Peoria."TwHt, for his original faerieco ntributi ons, and hlsappreciarion of the magical and the fanWtic. May your name always bein print. John "Yet another obnoxiouschart ." Brmdt, for spending the time to gently integrate all the separate influences which eventually� up this fine supplement. Nicole "Sony,Bllnky, gottago!" Lln droos,for limiting her indentured scn.'itude to Ot\esmall companyal 11time and delvingink! this p1ojeclwith lnzlhhand s. Cheryl "Those little peopleare hard todo!" Mandua, for her wonderfully evocative fame rover. Klchud "Well, If you'd saidso In the first place . " Thomu,for makingthing-s a little more curvy, the middle skinnier and the ends hang down a little farther. -
An Introduction to Ars Magica TM
Promises, Promises An Introduction to Ars Magica TM A free Jump Start Kit including abbreviated rules, a ready-to-play scenario, rule summary handouts, and six pregenerated characters detailed in the Ars Magica rulebook and its supplements (some of which are described Welcome! Before You Begin elsewhere in this booklet). These can be found throughout the world in fine game Welcome to Ars Magica!™ This Jump First of all, if you’d like to play the sce- stores. If you have trouble finding Ars Start Kit is your invitation to Mythic nario in this Jump Start Kit, stop reading Magica (or any Atlas Games product), Europe™, a land of medieval adventure now. If you’re planning to be the storyguide, please ask your retailer or contact us directly where the legends are real. Here, jealous begin by reading the Background Briefing at the address below. faeries guard dark forests, powerful dragons and Rules Briefing found towards the end of Remember to have a good time! If terrorize innocent villages, kings rule by this book. If you read the scenario first, you’ll something comes up that you don’t under- divine right, and mighty wizards call on the probably be confused. stand, don’t sweat it. The Ars Magica rule- ars magica — the art of magic. Once you’ve digested the background book covers a lot of things that can’t be This Jump Start Kit contains everything material, go ahead and read the scenario. addressed here. You have plenty of time you need to play your first game of Ars You’ll want to be familiar with it so you can ahead of you to investigate the full spectrum Magica. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
Trust in Smart City Systems
January 2020 TRUST IN SMART CITY SYSTEMS Characteristics and Key Considerations Executive Summary The Smart Cities Council, a global advocate for smart city adoption, states that the term “smart cities” still lacks a universally agreed upon definition. [1] However, the term generally refers to the integration of information technology (IT) with the management and operation of civic functions. As these civic functions can include operational technology (OT) elements that monitor and operate physical systems, a smart city system can be seen as representing the intersection of the IT, OT, and public service domains of practice. All three domains are represented by mature fields of practice, but their combination in cross-domain projects can expose gaps within each domain, where key characteristics important to one domain might not be considered by the others. If not addressed, these gaps can introduce security, safety, and privacy risks, including risks to critical infrastructure and its underpinning technology. These risks are not some “distant future” concern. In 2018, investment in smart city technologies is expected to reach $22 billion, and the investment is expected to grow in the future. [2] Hundreds of projects have been deployed or are in some stage of development within the United States. Since these systems are often intended to remain in use for years or decades, the impacts of failures to fully address risks introduced by these systems can be felt for years to come. Between the potential for lingering impact and the aforementioned connection to critical infrastructure, the relevance of smart city projects to the Cybersecurity and Infrastructure Security Agency (CISA) which is charged with securing this critical infrastructure, is straightforward. -
My Back Pages #5 Rich Lynch
My Back Pages #5 Rich Lynch My Back Pages #5 a few more of my articles and essays Well, the Dog Days of August have arrived again. The midsummer heat and high humidity here in the D.C. area once again have made the outdoors an unpleasant experience. A few weeks of this weather is almost enough to make me look forward to winter snows again. But not quite. Anyway, the coming of August means that the annual World Science Fiction Convention is not far in the future. It’s invariably a fascinating event and is always something to be looked forward to. My wife Nicki and I have been to twenty-six Worldcons, in cities as close to home as Baltimore and as far away as Glasgow and Melbourne. This year’s Worldcon is in a place that neither it nor we have been before – Reno. Nowadays Reno is a gamblers’ paradise, but back in the late 1850s the area just south of Reno was the site of a gold and silver rush of immense and historic proportions. So we’re looking forward to not only the convention, but also to seeing some of the history surrounding that part of the “Wild West”. The previous time a Worldcon came anywhere close to this section of the United States was back in August 2008 when, as you will read, Denvention was only one of many conventions (and not nearly the largest) that visited Denver that month. Rich Lynch Gaithersburg, Maryland August 2011 CONTENTS OF THIS ISSUE Denver 2008 ......................................................................................................................... 3 previously published in Variations on a Theme 65 (September 2008) A Tale of Two Worldcons (co-written with Nicki Lynch) .................................................. -
An Ethnography of Contemporary Gaming Subculture Christopher Shane Brace University of Arkansas, Fayetteville
University of Arkansas, Fayetteville ScholarWorks@UARK Theses and Dissertations 8-2012 Of Dice and Men: An Ethnography of Contemporary Gaming Subculture Christopher Shane Brace University of Arkansas, Fayetteville Follow this and additional works at: http://scholarworks.uark.edu/etd Part of the Social and Cultural Anthropology Commons Recommended Citation Brace, Christopher Shane, "Of Dice and Men: An Ethnography of Contemporary Gaming Subculture" (2012). Theses and Dissertations. 488. http://scholarworks.uark.edu/etd/488 This Thesis is brought to you for free and open access by ScholarWorks@UARK. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected], [email protected]. OF DICE AND MEN: AN ETHNOGRAPHY OF CONTEMPORARY GAMING SUBCULTURE OF DICE AND MEN: AN ETHNOGRAPHY OF CONTEMPORARY GAMING SUBCULTURE A thesis submitted in partial fulfillment of the requirements for the degree of Master of Art in Sociology By Christopher S. Brace University of Arkansas Masters of Business Administration, 2005 University of Arkansas Bachelor of Arts in Middle East Studies & Anthropology, 2003 August 2012 University of Arkansas ABSTRACT Tabletop roleplaying is a dynamic and flourishing hobby that has become increasingly accessible to a wide variety of participants. The games themselves, as well as the gaming subculture, offer players a number of personal and social benefits that continue to enrich their lives long after they leave the table. Using Goffman's theories of Dramaturgy and Frame Analysis, this paper seeks to examine the positive impact of gaming in three key areas. The first is an analysis of the subculture which includes the evolution of the games, the growth and diversification of the roleplaying community, and the current shift in stereotypes about gaming.