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 Review: Hexagram (Issue #11 - May 2023):: The Short Version? Hexagram #11 is probably a little more GM focused, but it's still a fun and inspirational issue.
Posted: Sat, 28 Feb 21:08:16

by sdonohue

Hexagram (Issue #11 - May 2023) is a 2023 release from Steve Jackson Games. It's a house organ for The Fantasy Trip and features work by a number of SJ Games stalwarts and some other designers. The artists are also mostly SJ Games regulars.

Presentation
This is available in both PDF and print versions. The print version is 39 pages (including the front cover) in a 5.5" x 8.5" landscape format. The covers are heavy stock and the whole is in black & white. The book is saddle-stapled and the pages are primarily in two-column layout. Both inside covers contain content.

Content
As always, the book starts with an editorial, a table of contents, and a letters section. The editorial addresses contents of this issue, some upcoming releases, and the need for some submissions for Quick Quests. After that we get the table of contents and the letters page.

The first article is Experiments in Alchemy by Jean McGuire is really sample output from the next article: Book Descriptions by Jean McGuire. This is a table rich article aimed at generating random book descriptions; it has 30 tables and covers everything from size, color, material, and typeface. The Skull Obelisks by James Eisert describes a column of skulls which constantly fight each other for dominance. If It Weren't for Bad Luck by Christoper Rice provides some suggestions for using a d26 called the bad luck die. It covers each of the 13 symbols on the die, what they mean, and how to counteract their ominous influence. Broken Spells by Steve Jackson addresses the issue of why nearly all the spells in TFT are very useful and it identifies why many spells exist but aren't really useful due to cost, side effects, or even ineffectiveness. Questions Three - Steve Jackson turns the tables and find Philip Reed asking the questions about the future of Hexagram. Street Children of Cidri by Howard Kistler provides some suggestions for roles children might play in a city from torch lighting Link-Boys to criminal Lookouts with adventure hooks for each. Cracked Crystal Ball Puzzle by Jean McGuire is a logic puzzle about remembering enough details from a dropped crystal ball to guess the party's marching order and so have the right spells ready. The Head of Baphomet by Howard Kistler details the titular artifact and provides an adventure hook using it. Greenwolves by P.D. Haynie is a work of fiction about the goblin scholar described in issue 10. Seven Deadly Motivations by Irene Zielinski provides some game suggestions for rolling a bane using the Seven Deadly Sins die and then exploring the effects on game play; it includes samples. Calling Forth the Full Bestiary: Expanding Summoning in TFT by T. Carter Ross is a very complete article on increasing the number of creatures available for summoning and totems and the creation of magic items for summoning. Futhark Puzzles by Benjamin Williams and Steve Jackson covers the use of the Futhark die to generate puzzles and as a tool for predicting the future. Letter to Lord Harshawn Concerning the Huldre Nob Apparition by Stefan Jones is a long work of fiction accompanied by rules for spirit animals which feature in the story. Patron at Large: Oswolt, the Urchin King by David Austin provides a young NPC who seems to know all the secrets of the city including when you might need his help.

Evaluation
In the editorial, Steve references this as the "weird die issue" and, with 3 articles using odd dice, that's a fair description. Despite that focus, there is still a lot of useful content here. The book description table is great and one I'll use in other games. The Urchin King and Street Children are two articles that could change the way you think about cities and children. Overall, there are a lot of great articles here, but it is probably more focused on GM content than player information.
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