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[Dungeon] Dungeon/Polyhedron Goes Monthly
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<blockquote data-quote="Thomasson" data-source="post: 604182" data-attributes="member: 4929"><p>I think loads of other folks have answered this question quite well. Let me answer, as well, since I'm not only the DUNGEON editor but also a reader (I sound like that Hair Club for Men guy). <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>I don't typically run modules straight out of the magazine in my home campaign. I would, if they fit the situation. As I've said before, that's the basic guideline I use to determine whether an adventure is worth printing. But I've used countless maps from issues past and present. Those alone have saved me hours of prep time I'd much rather devote to developing cool storylines, unique NPCs, and hatching plots to monkey with my players. I also use DUNGEON for stat blocks. Again, developing this on my own is a huge time-suck. Heck, even supplementing my game from DUNGEON, I still spend most of my prep time developing stat blocks. It's still saved me hours of time. On top of that, I get to use the occassional adventure whole cloth. When Matt Sernett (Associate Editor for DRAGON) was still in my campaign, I had an extra reason to hold back on using adventures since he had often read them in advance. But now I plan on implementing even more ideas from the magazine in my campaign. It's not that I'm not capable of coming up with my own adventure ideas, which I do frequently anyway because it's fun and rewarding. And while the time factor is a hefty contributor, there's something more. In a way, reading DUNGEON is like sitting around the table with four or five other DMs every couple months and swapping ideas and war stories, then taking that information and applying it to my game.</p><p></p><p>And no offense taken. <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></blockquote><p></p>
[QUOTE="Thomasson, post: 604182, member: 4929"] I think loads of other folks have answered this question quite well. Let me answer, as well, since I'm not only the DUNGEON editor but also a reader (I sound like that Hair Club for Men guy). ;) I don't typically run modules straight out of the magazine in my home campaign. I would, if they fit the situation. As I've said before, that's the basic guideline I use to determine whether an adventure is worth printing. But I've used countless maps from issues past and present. Those alone have saved me hours of prep time I'd much rather devote to developing cool storylines, unique NPCs, and hatching plots to monkey with my players. I also use DUNGEON for stat blocks. Again, developing this on my own is a huge time-suck. Heck, even supplementing my game from DUNGEON, I still spend most of my prep time developing stat blocks. It's still saved me hours of time. On top of that, I get to use the occassional adventure whole cloth. When Matt Sernett (Associate Editor for DRAGON) was still in my campaign, I had an extra reason to hold back on using adventures since he had often read them in advance. But now I plan on implementing even more ideas from the magazine in my campaign. It's not that I'm not capable of coming up with my own adventure ideas, which I do frequently anyway because it's fun and rewarding. And while the time factor is a hefty contributor, there's something more. In a way, reading DUNGEON is like sitting around the table with four or five other DMs every couple months and swapping ideas and war stories, then taking that information and applying it to my game. And no offense taken. ;) [/QUOTE]
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