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Dungeon #99 - Is the end near?
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<blockquote data-quote="Darrin Drader" data-source="post: 913946" data-attributes="member: 7394"><p>You know, I really hope all this moaning and complaining by people who are unwilling to let go of the (troubled) past and mistakes made by TSR (T$R) won't result in the cancellation of Polyhedron. Before this integration of the two mags, I was a very loyal Dungeon subscriber. I mean why wouldn't I be? There's great stuff there. With a little work, even the 2nd edition stuff can ba hauled out, dusted off, and reused under 3rd edition. Sure, the stat blocks won't work, but that's why you check it for balance issues before actually trying to run it. In effect, what you are getting out of the old stuff is all the fluff since the crunch no longer interfaces with our current platform.</p><p></p><p>Polyhedron is great stuff. Pulp D20 was the first game that started to reformat things for a modern RPG. Using that alone, there is enough to take the ball and run into a D20 Modern or future setting. But then D20 Modern was released and ended up having major differences from pulp. So now, if we want, we have two sources we can draw on to run something different. The more the rules are tweked to fit a unique genre, the more optional rules there are to choose from to get just the right game to make each individual happy. I know a lot of people who decided that they wanted a more gritty and hard hitting D&D game, so they adopted the Wound/Vitality system from Star Wars into their D&D game. Of course this doesn't even address those people that actually want to run one of these mini-games. I have used much of this material in my games (Omega World & Spelljammer), and I'm glad it was published.</p><p></p><p>This approach benefitted Star Wars with Star Wars Gamer magazine by giving us all the space combat system we wanted, which was incorporated into the Revised Edition.</p><p></p><p>OK, so maybe you don't want so many pages devoted to what is essentially experimentation. I guess Dragon must be a really bad idea then, since virtually all of its content can be categorized as fluff or optional and experiemental rules.</p><p></p><p>The bottom line is that a business decision had to me made. It was made. I think the mag is better for it. If it absolutely comes down to a decision between going B&W and losing it altogether, then I guess it should go B&W, but in doing so, I firmly believe that the loss of the polish of the magazine will drive away a lot of the newer subscribers who have come to expect this. Lets not forget that despite the money issues, according to everything we've been told, subscriptions went through the roof as soon as 3E was released.</p><p></p><p>So my vote goes to leaving things as they are now. I like getting a new Dungeon every month and I enjoy the Poly section.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 913946, member: 7394"] You know, I really hope all this moaning and complaining by people who are unwilling to let go of the (troubled) past and mistakes made by TSR (T$R) won't result in the cancellation of Polyhedron. Before this integration of the two mags, I was a very loyal Dungeon subscriber. I mean why wouldn't I be? There's great stuff there. With a little work, even the 2nd edition stuff can ba hauled out, dusted off, and reused under 3rd edition. Sure, the stat blocks won't work, but that's why you check it for balance issues before actually trying to run it. In effect, what you are getting out of the old stuff is all the fluff since the crunch no longer interfaces with our current platform. Polyhedron is great stuff. Pulp D20 was the first game that started to reformat things for a modern RPG. Using that alone, there is enough to take the ball and run into a D20 Modern or future setting. But then D20 Modern was released and ended up having major differences from pulp. So now, if we want, we have two sources we can draw on to run something different. The more the rules are tweked to fit a unique genre, the more optional rules there are to choose from to get just the right game to make each individual happy. I know a lot of people who decided that they wanted a more gritty and hard hitting D&D game, so they adopted the Wound/Vitality system from Star Wars into their D&D game. Of course this doesn't even address those people that actually want to run one of these mini-games. I have used much of this material in my games (Omega World & Spelljammer), and I'm glad it was published. This approach benefitted Star Wars with Star Wars Gamer magazine by giving us all the space combat system we wanted, which was incorporated into the Revised Edition. OK, so maybe you don't want so many pages devoted to what is essentially experimentation. I guess Dragon must be a really bad idea then, since virtually all of its content can be categorized as fluff or optional and experiemental rules. The bottom line is that a business decision had to me made. It was made. I think the mag is better for it. If it absolutely comes down to a decision between going B&W and losing it altogether, then I guess it should go B&W, but in doing so, I firmly believe that the loss of the polish of the magazine will drive away a lot of the newer subscribers who have come to expect this. Lets not forget that despite the money issues, according to everything we've been told, subscriptions went through the roof as soon as 3E was released. So my vote goes to leaving things as they are now. I like getting a new Dungeon every month and I enjoy the Poly section. [/QUOTE]
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