Dungeon #112 has arrived

I don't know if the "powers that be" are tracking this thread, but the inclusion of this adventure has just gotten me to purchase my first issue of Dungeon EVER!

Any future conversions of previous edition modules will also be met with an "instant buy" from me. I have all of these old modules sitting on my shelf just waiting for me to get around to converting them. I would pay good money to have it done in Dungeon for me. :D
 
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frog said:
Any future conversions of previous edition modules will also be met with an "instant buy" from me. I have all of these old modules sitting on my shelf just waiting for me to get around to converting them. I would pay good money to have it done in Dungeon for me. :D

Occasionally, we even print awesome new adventures. :)

--Erik Mona
Editor-in-Chief
Dungeon Magazine
 



Old Time Grouches

Erik Mona said:
>>>::Cue John Lennon music::
All we are saaaaaaaaying. . . .
is give the current editorial staff a chance. . . .

:)
>>>

I like the singing Erik, you can keep it up as far as I'm concerned. Might want to hire a song writer however, your parady is way below "Weird Al" standards.


Erik Mona said:
>>>Occasionally, we even print awesome new adventures. >>>

Yes, but I already have AT MINIMUM 4 different adventures for each level 1-15. And I only get to game 4 hours a week. I don't need any more adventures, I don't want them. I DON"T BUY DUNGEON.

I will be buying #112 and #117-120. Why? I'm a Greyhawk junkie. NOT "universal setting" greyhawk, but old-time, feels like Gygax, properly uses NPC's I remember Greyhawk.

Please make sure the powers that be realize me and my ilk are out there. We are in our 30's now. We have Loads of disposal income. Make us happy and we don't have to steal or copy what we "must" have anymore (not that we ever did, of course), we just buy it. We buy second copies of it for our kids so they don't ruin ours. We buy third copies so the boys quit arguing about who gets it now. We are a demographic Advertisers care about. REMIND THEM.

Thank you.
 

Occasionally, we even print awesome new adventures.

--Erik Mona
Editor-in-Chief
Dungeon Magazine

Oh I am aware that you print new adventures. I just happen to have 20 or 30 or 40 or 50 OLD adventures that I want to run without spending a week converting each one. And to echo Rostoff's sentiment, I have more adventures right now than I could use in a year, or even 2 or 3 years, IF they were converted. So I trudge along doing piecemeal conversions of my old 1st Edition (and older) adventures and hope that someone, somewhere, sometime, comes out with an "official" conversion.
 

Frog, Rostoff, and similar brethren,

I completely understand where you're coming from. The original adventure modules (most of them Greyhawk or proto-Known World) were like the Dead Sea Scrolls for me when I was growing up. I played nearly all of them as a kid, and when I got back into D&D after a brief absence around the time second edition came out, I pulled them out of mothballs and started studying them all over again. It was during that process, more than anything else, that I began to see a pattern in the old modules. Even though most had little more than a paragraph of "world building" in them, they fit into a larger tapestry of an emerging world that Gygax was also building in his novels and Dragon articles. I love that world, and I love the adventures that were (and are) its single most important component.

My associate editor (James Jacobs) and art director (Sean Glenn) are exactly the same way, although each of us brings different experiences, areas of expertise, and interests to the table. Once upon a time, D&D was _about_ adventures. It's our intent to match the excitement and brilliance of those original modules while at the same time attempting to provide something new. The tastes of gamers in general have shifted, somewhat, over the three editions of D&D. We can't always publish "old style" dungeon crawls, but we certainly embrace the format and aren't running away from it by any means.

We've got a lot of demographics to cover with the magazine. Lots of folks like the Forgotten Realms, others are dying to learn more about Eberron, and still others care nothing about setting, seeking only great plots and interesting NPCs. Each of the members of my staff, including myself, fit into these groups, but all of us are well versed in the classics that kicked this whole thing off, and it's certainly our intent to try to match the sense of wonder, danger, and exploration inherent to nearly every adventure with an alpha-numeric code.

I know you've got enough adventures to last forever. All of us do. But what makes us DMs, I think, is an appreciation for a well-crafted encounter, a sense of wonder about just what might be lurking in the dark corner of that abandoned ruin, and a curiosity about how our friends will react when presented with our interpretation of a given module's events.

We're going to aim for the fence in the new Dungeon. We'll probably end up hitting our share of foul balls, but we've every intention of delivering some memorable game balls to our old school fans in the outfield stands.

Give us a try over the issues with the giant Greyhawk map. Give the adventures a good look, and let me know what you think. I suspect you'll like what you see.

Thanks for your time and your interest in the magazine.

--Erik Mona
Editor-in-Chief
Dungeon Magazine
 

Erik Mona said:
Frog, Rostoff, and similar brethren,

I completely understand where you're coming from. The original adventure modules (most of them Greyhawk or proto-Known World) were like the Dead Sea Scrolls for me when I was growing up. I played nearly all of them as a kid, and when I got back into D&D after a brief absence around the time second edition came out, I pulled them out of mothballs and started studying them all over again. It was during that process, more than anything else, that I began to see a pattern in the old modules. Even though most had little more than a paragraph of "world building" in them, they fit into a larger tapestry of an emerging world that Gygax was also building in his novels and Dragon articles. I love that world, and I love the adventures that were (and are) its single most important component.

My associate editor (James Jacobs) and art director (Sean Glenn) are exactly the same way, although each of us brings different experiences, areas of expertise, and interests to the table. Once upon a time, D&D was _about_ adventures. It's our intent to match the excitement and brilliance of those original modules while at the same time attempting to provide something new. The tastes of gamers in general have shifted, somewhat, over the three editions of D&D. We can't always publish "old style" dungeon crawls, but we certainly embrace the format and aren't running away from it by any means.

We've got a lot of demographics to cover with the magazine. Lots of folks like the Forgotten Realms, others are dying to learn more about Eberron, and still others care nothing about setting, seeking only great plots and interesting NPCs. Each of the members of my staff, including myself, fit into these groups, but all of us are well versed in the classics that kicked this whole thing off, and it's certainly our intent to try to match the sense of wonder, danger, and exploration inherent to nearly every adventure with an alpha-numeric code.

I know you've got enough adventures to last forever. All of us do. But what makes us DMs, I think, is an appreciation for a well-crafted encounter, a sense of wonder about just what might be lurking in the dark corner of that abandoned ruin, and a curiosity about how our friends will react when presented with our interpretation of a given module's events.

We're going to aim for the fence in the new Dungeon. We'll probably end up hitting our share of foul balls, but we've every intention of delivering some memorable game balls to our old school fans in the outfield stands.

Give us a try over the issues with the giant Greyhawk map. Give the adventures a good look, and let me know what you think. I suspect you'll like what you see.

Thanks for your time and your interest in the magazine.

--Erik Mona
Editor-in-Chief
Dungeon Magazine

Erik,

I completely understand the need to cover your demographics. I also really appreciate the "blast from the past" that you gave us with this latest issue. My hope is that this isn't just a "one shot" to celebrate the anniversary of DnD, but rather something that could become a semi-regular item. That would definitely peak my interest in becoming a regular Dungeon subscriber. An annual or biannual "Blast from the Past" conversion issue would make my day/month/year.
 

Erik, I know this is probably the last thing you want to hear about, but have the fulfillment issues from last month been cleared up? The Paizo website says my issue shipped on the 16th, but I have yet to see it. Previously, I'd get it about a day after I first started seeing "Contents of Dungeon #XXX" threads here.
 

I haven't received mine yet either, even thought I've flipped through at FLGS. I'm guessing the fulfillment problem isn't fixed yet. It seems like the game shops are getting their's when the subscribers should and vice versa.
 

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