Dungeon #112 has arrived

thalmin said:
Should I save you a copy?

could you?? i'd be ever so happy. :D now that i'm moving back to the North side tomorrow i won't be an hour away from your store anymore, so i might just be able to get there from time to time!
 

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Greyhawk City

Erik,
This probably isn't the right place to ask but what ever happened to the awesome project that detailed the buildings of Greyhawk City (originally presented in the RPGA/Greyhawk supplement)? Any chance the rest of the locations will see the light of day?

Brad
 


I hate to be an ass, but I gotta weigh in here.

I'm one of those people who was a big fan of the Polyhedron side of Dungeon. When I heard that they were ditching Poly in the process of making Dragon the player's magazine and Dungeon the DM's magazine, I had an attitude of "wait and see".

I realize that it's not at all fair to judge the new format on this issue (since this is not the new format and is a bridge from the old to the new,) BUT...

Bleah!!!

If this is any indication of the new direction for the magazine, I will most definitely not be renewing my subscription...

:eek: :\ :(

edited to fix formatting...
 
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BOZ said:
could you?? i'd be ever so happy. :D now that i'm moving back to the North side tomorrow i won't be an hour away from your store anymore, so i might just be able to get there from time to time!
Done. You going to pick it up at the Game Day?
 

I got this earlier this week, and it's the BEST issue of Dungeon I have ever read. Absolutely great.

The more Greyhawk stuff I get, the more I like the world.

I do have a couple of gripes. My players are going to get to certain points and say 'how does this work', and in true 1e style there's no rules applications even when there easily could be! Magic items/wonderous architecture with no rules explanations, an undead type the description says is called by greater planar ally (which only calls outsiders and elementals) and a few little things like that.

but over all the adventure is extremely well written, entertaining and deadly.

Nice work!
 

dzubak said:
Erik,
This probably isn't the right place to ask but what ever happened to the awesome project that detailed the buildings of Greyhawk City (originally presented in the RPGA/Greyhawk supplement)? Any chance the rest of the locations will see the light of day?

Brad

Or, indeed, a "Return to the Greyhawk Ruins"! :)
 

Laslo Tremaine said:
If this is any indication of the new direction for the magazine, I will most definitely not be renewing my subscription...

There's no reason to think that this will be the future of the magazine at all.

Except in the 'there is only DnD material' sense. And if you liked it for the non-DnD stuff, well duh, of course you won't renew. :\
 

Olive said:
My players are going to get to certain points and say 'how does this work', and in true 1e style there's no rules applications even when there easily could be!
Yup, that annoyed me as well. One of the nice things about 3e/3.5 is that the rules are flexible enough to cover a wide variety of D&D-style weirdness. But too often, we still get non-rules-based stuff. Oh well.

I would be interested to know how much of the actual Maure Castle was written by Rob Kuntz, and how much by the Dungeon mag. guys. My guess is that Mr. Kuntz supplied his old notes on the dungeon -- which had previously been used for Mordenkainen's Fantastic Adventure. Indeed, some of the descriptive passages are identical. Anyway, I don't think (?) that Mr. Kuntz is a d20 game mechanic, so my guess is that the Dungeon guys translated things into 3.5 rules. Which can't have been easy!

Anyway, it's a great adventure, one that I will enjoy inflicting upon my players.
 

Joshua Randall said:
I would be interested to know how much of the actual Maure Castle was written by Rob Kuntz, and how much by the Dungeon mag. guys. My guess is that Mr. Kuntz supplied his old notes on the dungeon -- which had previously been used for Mordenkainen's Fantastic Adventure. Indeed, some of the descriptive passages are identical. Anyway, I don't think (?) that Mr. Kuntz is a d20 game mechanic, so my guess is that the Dungeon guys translated things into 3.5 rules. Which can't have been easy!

My understanding, from Rob's comments on his own site, is that all of the additions and updating to the material that originally appeared in WG5 (the first 3 levels) were done entirely by Erik and crew. The new (4th) level is all Rob's work -- the descriptions and so on -- but he only provided 'minimal d20' stats and left it up to the experts (i.e. Erik and crew) to fill in the details. Rob is moderately familiar with 3E/d20 (he tried to make a go at writing d20 modules before he burned out on it) but apparently doesn't like thinking in that 'mode' and feels that focusing too much on numbers/balance/etc. stifles his creative impulses.
 

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