Dungeon 140, 141 and 142 have no FR or Eberron content

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Voc,

If you say so. I was more thinking the anny the rest of us to write FR adventures so Tak can read them. :p :)
 

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Vocenoctum said:
Basically, Dungeon doesn't like to use too much NonCore support since too much will alienate readers, but the non-core stuff they do use tends to be the fringe of the campaign world, highlighting everything that makes the setting different, such as airships or warforged. In turn, this makes such adventures alienate Core readers more.

Wow, his first post said a lot more then I read :lol:
 

EyeontheMountain said:
But I think the OP should take the adventure path out of consideration, as I think it should be judged seperately from the other adventures. I do agree, however, that even with thsoe out, the magazine is still strongly core.

But is that such a bad thing. Core adventures can generally be imported to any game world, be it FR, E, or homebrew, with minimal changes. OA is harder, FR harder still and Eberron is the hardest of all to convert to a core game.

For myself, I can accept that Eberron will get neglected somewhat in normal adventures. I think the problem with the perception of Eberron being hard to convert into Core is the problem of always highlighting Unique Elements.

One of my main complaints with the adventure path, is that they don't seem to create it with other campaign settings in mind. I can accept that they're not going to set it there, but they should design it with enough malleability that there is a place in Eberron to put it. (If that makes sense to everybody.) They do the Eberron conversions, but they feel shoe-horned rather than designed from the start.

Sure the planes are different, but the concepts of the planes are the same, and the bad guys of the planes still dance to the same tunes.
 

Crothian said:
Wow, his first post said a lot more then I read :lol:

Sorry, you said "threads", plural, so I assumed you'd read the other threads. Judging purely by the followup thread, you do miss a lot of the actual discussion.
 


Where's :rolleyes: when I need him?

I've been positively thrilled with the quality of adventures in the last few issues of Dungeon. The "core setting" adventures have virtually all allowed for easy porting into other sessions, and the few setting-specific adventures have been pretty solid. I see no reason to demand more setting-specific adventures; I'm perfectly competent to adapt what the magazine gives me to a given campaign setting.

Better to have more setting-generic adventures IMO, than alienate subscribers with too many setting-specific ones. Don't see something you like? Write it and submit it! I'm going to have to write up my great idea for an Eberron adventure one of these days ... with suitable sidebars for adapting to Greyhawk and FR, of course.

James Jacobs gets a hearty "atta-boy" from me for his continued positive stewardship.
 

Yup; it's true. There haven't been many FR or Eberron adventures of late. Believe it or not. we HAVE been asking for them... we just haven't been getting many in. Certainly not enough to have several per year.

I'm not going to make any promises about what's coming in the next several issues, since things change all the time, but at this point, we've got three Eberron and one Forgotten Realms adventures waiting in the wings for publication; these four will all see print in 2007. I'm hoping to get in some more to bolster their ranks. And we do have Keith Baker and Eric Boyd providing advice on how to adapt the Savage Tide Adventure Path to Eberron or Forgotten Realms.

One thing I'm not willing to do, though, is to turn a generic adventure into an Eberron or FR adventure by just sprinkling some Eberron or FR pronouns over the top of the adventure. That just disapoints the Eberron or FR fan (and rightly so... it's a bait-and-switch tactic), and it alienates the fans of other worlds/home-brew worlds, who see "Forgotten Realms" or "Eberron" in front of an adventure and assume that they can't use that adventure in their game.

And while I'm dropping hints about campaign setting specific adventrues, fans of Mystara/The Known World and of Planescape will probably recognize some proper nouns in a couple of 2007's adventures as well...
 

I have to admit that the new adventure path has me interested in Dungeon for the first time in a long while.

To heck with FR and Eberron, more pirates! :)

The first scenario was none too shabby, looks to easy enough to port to other settings.

The Auld Grump
*EDIT* While Dungeon mentioning their desire to print more FR and Eberron stuff did not result in more submissions, I would be willing to bet that Savage Tide does result in more piratey submissions. :p
 
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Vocenoctum said:
Sorry, you said "threads", plural, so I assumed you'd read the other threads. Judging purely by the followup thread, you do miss a lot of the actual discussion.

I've read and participated in the others. takasi tends to ramble and not get to the point. I asked what his point was in the last of these threads and he's never really answered. Many people though do like to answer for him.
 

James Jacobs said:
And while I'm dropping hints about campaign setting specific adventrues, fans of Mystara/The Known World and of Planescape will probably recognize some proper nouns in a couple of 2007's adventures as well...

Pity it'll only be the nouns... Mystara is still my #1 world. I'll just have to scrounge the cash for that new DCC box set instead. :D

At any rate:

More usable content
+ more variety of adventures
- the typical mindless dungeon crawls

has made me a brand new subscriber, so I like what you guys are doing!
 

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