
Polyhedron #1: A Look Back at TSRâs Legendary Newsletter
This was the birth of something special...
In the summer of 1981, Polyhedron magazine made its debut as the official newsletter of the Role-Playing Game Association (RPGA), a division of TSR. This inaugural issue, edited by Frank Mentzer and published under the guidance of E. Gary Gygax, was TSRâs attempt to create a direct line between the company and its most dedicated players.
For fans of Dungeons & Dragons, Advanced Dungeons & Dragons, and classic TSR titles, Polyhedron #1 offers a fascinating time capsule of the hobbyâs early days. This review will explore its highlights, hidden gems, and how it set the stage for future issues.
The Birth of Polyhedron
Before Polyhedron, TSR already had Dragon Magazine, but Polyhedron was something different. It wasnât just a collection of RPG articles; it was an insiderâs look into the RPGA, catering specifically to members. This first issue, published quarterly by TSR, was meant to create a tighter-knit community of serious role-players who were interested in tournament play, official rulings, and behind-the-scenes insight from the creators of D&D. I remember when I first got a hold of this, and subscribed as a member, it was a thrill to get one of these in the mail. It felt special, as I was part of an elite nerd club lol.
Highlights from Polyhedron #1
An Interview with Gary Gygax
No premiere issue would be complete without a feature on the man himself. Gygaxâs interview offers a fascinating peek into his mindset at the time. He discusses the origins of Dungeons & Dragons, the influence of miniatures wargaming, and the future of the game. One of the most striking aspects of this interview is his concern over house rules and modifications to OD&D and AD&D, which he felt could lead to inconsistencies in tournament play.
The Fastest Guns That Never Lived
This article, penned by Brian Blume, is a BOOT HILL piece focusing on legendary Hollywood gunslingers, translated into TSRâs western RPG system. The piece covers everyone from The Lone Ranger to Clint Eastwoodâs Man with No Name, complete with in-game stats. Itâs a fun reminder that TSR was experimenting with genres beyond just fantasy.
The Fight in the Skies
A deep dive into TSRâs WWI aerial combat board game, this article gives a historical and mechanical breakdown of Fight in the Skies (later known as Dawn Patrol). It covers the evolution of the game, optional rules, and a glimpse at its passionate player base.
Gamma World Gets Some Love
Jim Ward contributes an article with some expansion ideas for Gamma World, TSRâs post-apocalyptic sci-fi RPG. This section provides house rules and additional content to flesh out campaigns, a great example of how Polyhedron sought to enhance the roleplaying experience beyond just D&D.
Dispel Confusion: Official AD&D Q&A
One of the most useful sections in this issue is Dispel Confusion, where TSRâs Game Wizards answer common AD&D rules questions. Given the complexity of OD&D and AD&D, this Q&A section provides much-needed clarity on game mechanics like spell acquisition, monster damage, and rules for paladins dealing with lycanthropy.
Letters to the Editor: Gamers Sound Off
The first Polyhedron issue features letters from enthusiastic gamers excited about the RPGA. Many express their hope that the organization will provide a structured community for role-playing fans and improve tournament play standards. Itâs a nostalgic look at a time when TSR was growing into the industry leader for tabletop RPGs.
Fantasy Roleplaying Ideas for DMs
A section dedicated to Dungeon Masters includes creative tricks and traps to use in Dungeons & Dragons campaigns. Some ideas are classic staples, like cursed treasure and misleading illusions, but others show the ingenuity of early DMs looking to challenge their players.
With that saidâŚ
For any TSR or Gygax historian, Polyhedron #1 is a fascinating read. It captures a moment in time when tabletop RPGs were transitioning from their wargaming roots to the broader storytelling experiences we know today. If you can get your hands on a copy, itâs well worth diving intoânot just for nostalgia, but to gain a deeper appreciation of where role-playing games came from and where theyâre going. And who knows? Maybe next time, weâll take a look at Polyhedron #2âŚ