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[Dungeon] Dungeon/Polyhedron Goes Monthly
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<blockquote data-quote="Thomasson" data-source="post: 592955" data-attributes="member: 4929"><p>The initial concept might have been to print a magazine that was profitable, but while DUNGEON was produced by Wizards of the Coast, for a time we were viewed as a marketing vehicle, not expected to show a profit. That changed just a few months before the DUNGEON/POLY merger, resulting in the numbers examination by Wizards that nearly resulted in the magazines' cancellation. </p><p></p><p>We don't really have numbers on the magazine prior to the Wizards acquisition, due to TSR's "interesting" bookkeeping practices. But with our best hypothetical guesses, there's no way the magazine was profitable (although numbers can always be toyed with to make it appear so).</p><p></p><p>By the way, none of us here at Paizo felt offended by anyone's comments. We have simply been trying to quell the tide of misinformation and answer as many questions as we are able. I stand by my comment about POLY's usefulness to a D&D game, with a caveat: If you play something along the lines of hard-core Greyhawk or the Realms, with no really wacky campaign elements, I could see how you might think POLY doesn't have anything for you. I would suggest you broaden your horizons a bit. For an example, my D&D campaign now features flying ships (from Spelljammer in issue #92), mutants (from Omega World in issue #94), and I'm thinking about working moreaus (from Genetech in issue #96) in there with the mutants somehow. I still haven't figured out how I can get mechas and '70s racing into D&D, but I'm working on it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>All of the things I mentioned, I think, have fantasy flavor that I can slap right into my campaign, so I have. </p><p></p><p>If anyone took offense at my comments, my apologies. And no, we don't only want to hear positive feedback. We do like to hear the reasons why those of you who don't like certain things about the magazine feel the way you do. "I don't like it" is okay, but "I don't like it because" is better. Some of our responses might have been off target because we responded with one meaning in mind, while you were trying to say something else entirely.</p><p></p><p>Let me start that ball rolling: For those of you who don't find any value in POLYHEDRON, why is that? More specifically, what is it about your game that prevents you from mining Mini-Games for useful material? (I'm honestly curious.) Is it a time factor? Is it a flavor issue? Something else entirely?</p></blockquote><p></p>
[QUOTE="Thomasson, post: 592955, member: 4929"] The initial concept might have been to print a magazine that was profitable, but while DUNGEON was produced by Wizards of the Coast, for a time we were viewed as a marketing vehicle, not expected to show a profit. That changed just a few months before the DUNGEON/POLY merger, resulting in the numbers examination by Wizards that nearly resulted in the magazines' cancellation. We don't really have numbers on the magazine prior to the Wizards acquisition, due to TSR's "interesting" bookkeeping practices. But with our best hypothetical guesses, there's no way the magazine was profitable (although numbers can always be toyed with to make it appear so). By the way, none of us here at Paizo felt offended by anyone's comments. We have simply been trying to quell the tide of misinformation and answer as many questions as we are able. I stand by my comment about POLY's usefulness to a D&D game, with a caveat: If you play something along the lines of hard-core Greyhawk or the Realms, with no really wacky campaign elements, I could see how you might think POLY doesn't have anything for you. I would suggest you broaden your horizons a bit. For an example, my D&D campaign now features flying ships (from Spelljammer in issue #92), mutants (from Omega World in issue #94), and I'm thinking about working moreaus (from Genetech in issue #96) in there with the mutants somehow. I still haven't figured out how I can get mechas and '70s racing into D&D, but I'm working on it. ;) All of the things I mentioned, I think, have fantasy flavor that I can slap right into my campaign, so I have. If anyone took offense at my comments, my apologies. And no, we don't only want to hear positive feedback. We do like to hear the reasons why those of you who don't like certain things about the magazine feel the way you do. "I don't like it" is okay, but "I don't like it because" is better. Some of our responses might have been off target because we responded with one meaning in mind, while you were trying to say something else entirely. Let me start that ball rolling: For those of you who don't find any value in POLYHEDRON, why is that? More specifically, what is it about your game that prevents you from mining Mini-Games for useful material? (I'm honestly curious.) Is it a time factor? Is it a flavor issue? Something else entirely? [/QUOTE]
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