Cover art: Gunder and Relvan Geawilder distribute their surplus toys on the streets of Ravens Bluff. Art by Jeff Easley.
This issue featured
Counterfeit Dreams: An AD&D Game Living City Adventure for 5-7 characters of levels 1-3.
The Conventions/Classifieds and Winter Fantasy 1990 pre-registration form were on the inside front and back of the mailing cover.
On the outside back of the mailing cover was an order form for back issues of Polyhedron and the new Polyhedron Introductory Issue & Gateway to the Living City Adventure Pack.
A list of conventions held in Nov. \'89.
Ads from readers looking for players, DMs, gaming clubs, games, etc.
Completing the Thief: A Preview of the Complete Thief Manual
The AD&D game\'s best loved rascals get a boost in a soon-to-be-released rules supplement for the Advanced
Mutant Materials: Minerals for Science Fiction Gamers
Mutations abound in the
GAMMA WORLD game, sometimes right beneath your character\'s feet.
Notes From HQ: Landmarks, The Game Fair, and The Missing
The GEN CON game fair, anniversaries, and renewals are discussed.
Fun In Games: A Turkey of a Game
Our columnist considers the ultimate combination of food and gaming and offers more slanguage.
With Great Power: Stalking the Wolfpack
Not every hero has super powers - The Wolfpack for
MARVEL SUPER HEROES:.Rafael Vega, Slag, Sharon, Wheels
The Living City: The Toysmiths
The Brothers Gaewilder are two reasons why Ravens Bluff has some of the happiest children in the Realms.
The Living City: The Brothers Galgolar Pawnshop
Need a loan? The Brothers Galgolar pawnshop probably can help, depending on what you\'ve got for collateral.
New Rogues Gallery: Ravens Bluff Personalities
A bevy of magic-users and one unusual boy fill this gallery\'s offerings for Advanced Dungeons & Dragons (2nd
GEN CON Game Fair Photo Pages
The Newszine Staff took a few candid shots in Milwaukee.
Counterfeit Dreams: An AD&D Game Adventure for 5-7 characters of levels 1-3
This is a tale of misdirection, betrayal, and revenge in the Living City. Shrewd parties can get the gold, but the
It Takes One to Play One: Report on a Scientific Method of Character Choice
A satirical look at how role-players choose their favorite character classes
Recalling Origins \'89, from the one responsible for coordinating all the Network\'s tournaments.
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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