(un)reason
Legend
Dungeon Issue 3: Jan/Feb 1987
part 1/5
68 pages. Well, this is an odd selection of fashion and colour choices. Either these explosions are happening in the middle of the night, and everyone's fleeing in their bedclothes, or this is set in a land before the invention of trousers. Let's see where this set of adventures will take us, and if they'll bother to include much culture and worldbuilding amongst them.
Editorial: Only a couple of issues in, and Roger is already noticing very definite patterns in the submitted adventures. People love their evil wizard masterminds, so a vastly disproportionate number of big bads are wizards or illusionists. Illusionists are even less likely than generalist spellcasters to appear as anything other than enemies. A trickster who uses their powers for good? What is this, a saturday morning cartoon?! Meanwhile, the lesser enemies are most likely to be interchangeble fighty sorts. Why not mix things up, have a high level fighter leading an army of low level wizards each using their one or two spells a day in a logistically intelligent manner? You can't avoid cliches entirely, but at least you can mix them up and subvert them sometimes, and that's how you keep them from getting boring.
Letters: Our first two letters are about the logistics of submitting to the magazine, just like Polyhedron. They really need to get the number of submissions up for both publications, so they're pushing hard to get this sorted out.
Next we have a bit of errata for one of the adventures last issue. Perfectly normal editing mistake.
Then we have a letter asking where all the modules for evil parties are? Bad guys can break into random people & creature's homes, kill them and take their stuff too. It's not exclusively a thing heroes do.
Finally, we have someone afraid their players will buy the magazine too and know the adventures they're using on them. That could be said of using any prefab module. That's why you should change things around or use it as inspiration to make your own instead.
part 1/5
68 pages. Well, this is an odd selection of fashion and colour choices. Either these explosions are happening in the middle of the night, and everyone's fleeing in their bedclothes, or this is set in a land before the invention of trousers. Let's see where this set of adventures will take us, and if they'll bother to include much culture and worldbuilding amongst them.
Editorial: Only a couple of issues in, and Roger is already noticing very definite patterns in the submitted adventures. People love their evil wizard masterminds, so a vastly disproportionate number of big bads are wizards or illusionists. Illusionists are even less likely than generalist spellcasters to appear as anything other than enemies. A trickster who uses their powers for good? What is this, a saturday morning cartoon?! Meanwhile, the lesser enemies are most likely to be interchangeble fighty sorts. Why not mix things up, have a high level fighter leading an army of low level wizards each using their one or two spells a day in a logistically intelligent manner? You can't avoid cliches entirely, but at least you can mix them up and subvert them sometimes, and that's how you keep them from getting boring.
Letters: Our first two letters are about the logistics of submitting to the magazine, just like Polyhedron. They really need to get the number of submissions up for both publications, so they're pushing hard to get this sorted out.
Next we have a bit of errata for one of the adventures last issue. Perfectly normal editing mistake.
Then we have a letter asking where all the modules for evil parties are? Bad guys can break into random people & creature's homes, kill them and take their stuff too. It's not exclusively a thing heroes do.
Finally, we have someone afraid their players will buy the magazine too and know the adventures they're using on them. That could be said of using any prefab module. That's why you should change things around or use it as inspiration to make your own instead.