(un)reason
Legend
Dungeon issue 72: Jan/Feb 1999
part 1/5
109 pages. Tony Diterlizzi takes the cover once again on their biggest issue yet by a solid margin. Even discounting the 16 pages devoted to the Fast-Play game it'd still squeak ahead of any of it's predecessors. Will that mean lots of little adventures, some extra large ones, or just extra padding out with adverts? Well, at least it's progress, whichever way they use those extra pages.
Editorial: Chris's arrival has already increased the amount of continuity dramatically. But of course he can't do it without the right kind of submissions. So this editorial is in praise of those adventures that have a bunch of ideas for what could happen afterwards at the end. Who might be annoyed by the PC's heroics and seek revenge. What obvious uses do the cool magic items and treasure they found along the way have? Who might think these are just the right people to hire for another job? What else might be going on in a town you visited in the past? If you do it right these little ideas can lead to longer adventures than the original, or someone else writing up a sequel and the world you created starting to feel like a collaboration rather than a solitary point in the darkness. Put them in, show how your adventure could be linked to other adventures from previous issues or official modules. It only takes a small amount of extra space but could make all the difference between your adventure staying on the shelf or becoming one that lots of people put in their own campaigns and have tales to tell about how it went for their group. Another message that I strongly approve of, since I'm all about finding those obscure connections in the massive ongoing tapestry of the universe.
Letters: First letter reminds all the people complaining about too much or not enough of the kinds of adventures they like that the best solution is to submit more of what you want. Even if your specific adventure doesn't get accepted, it'll still give them data points on what is popular and likely to interest the readers.
Second is generally complimentary of everything but the Alternity adventure (although they wouldn't mind a Gamma World one if anyone's writing them) but would like to see their cover artwork without all the promotional blurbs. Since that means they need to fill a page less each issue they'll put the uncovered version in both Dragon & Dungeon for the next few years.
Third wants more Challenge of Champions and more solo modules. The editors have no objection to either of those. It has been a while since anyone submitted a solo adventure, hasn't it.
4th wants more 1st level adventures that you can use straight away with new characters to start a campaign. Preferably ones with more puzzles than combat because you die very easily at 1st level and t'd be nice to make it to 2nd.
5th also wants adventures more clearly written and aimed at noobs. It's very frustrating when your young DM just has no clue what they're doing and things go slowly if they go at all. If it's no fun they'll probably stop playing before they have a chance to get any better.
6th wants more Alternity and various setting-specific adventures. It's not as if you could play every adventure in a single campaign even if they were all generic so they might as well cast their net a little wider.
7th praises their Fast-Play adventure. It was indeed ultra easy to run so it definitely did it's job. The regular ones have all been pretty good recently as well.
Finally, a long one full of little questions about Kingdom of Ghouls, which Wolfgang & Chris are happy to answer. It crams a lot of info in, so it's no surprise that some bits are a bit sketchy and need clarification. (or the DM to make those details up themselves) Hopefully he remembers to put those details in the expanded full book version.
part 1/5
109 pages. Tony Diterlizzi takes the cover once again on their biggest issue yet by a solid margin. Even discounting the 16 pages devoted to the Fast-Play game it'd still squeak ahead of any of it's predecessors. Will that mean lots of little adventures, some extra large ones, or just extra padding out with adverts? Well, at least it's progress, whichever way they use those extra pages.
Editorial: Chris's arrival has already increased the amount of continuity dramatically. But of course he can't do it without the right kind of submissions. So this editorial is in praise of those adventures that have a bunch of ideas for what could happen afterwards at the end. Who might be annoyed by the PC's heroics and seek revenge. What obvious uses do the cool magic items and treasure they found along the way have? Who might think these are just the right people to hire for another job? What else might be going on in a town you visited in the past? If you do it right these little ideas can lead to longer adventures than the original, or someone else writing up a sequel and the world you created starting to feel like a collaboration rather than a solitary point in the darkness. Put them in, show how your adventure could be linked to other adventures from previous issues or official modules. It only takes a small amount of extra space but could make all the difference between your adventure staying on the shelf or becoming one that lots of people put in their own campaigns and have tales to tell about how it went for their group. Another message that I strongly approve of, since I'm all about finding those obscure connections in the massive ongoing tapestry of the universe.
Letters: First letter reminds all the people complaining about too much or not enough of the kinds of adventures they like that the best solution is to submit more of what you want. Even if your specific adventure doesn't get accepted, it'll still give them data points on what is popular and likely to interest the readers.
Second is generally complimentary of everything but the Alternity adventure (although they wouldn't mind a Gamma World one if anyone's writing them) but would like to see their cover artwork without all the promotional blurbs. Since that means they need to fill a page less each issue they'll put the uncovered version in both Dragon & Dungeon for the next few years.
Third wants more Challenge of Champions and more solo modules. The editors have no objection to either of those. It has been a while since anyone submitted a solo adventure, hasn't it.
4th wants more 1st level adventures that you can use straight away with new characters to start a campaign. Preferably ones with more puzzles than combat because you die very easily at 1st level and t'd be nice to make it to 2nd.
5th also wants adventures more clearly written and aimed at noobs. It's very frustrating when your young DM just has no clue what they're doing and things go slowly if they go at all. If it's no fun they'll probably stop playing before they have a chance to get any better.
6th wants more Alternity and various setting-specific adventures. It's not as if you could play every adventure in a single campaign even if they were all generic so they might as well cast their net a little wider.
7th praises their Fast-Play adventure. It was indeed ultra easy to run so it definitely did it's job. The regular ones have all been pretty good recently as well.
Finally, a long one full of little questions about Kingdom of Ghouls, which Wolfgang & Chris are happy to answer. It crams a lot of info in, so it's no surprise that some bits are a bit sketchy and need clarification. (or the DM to make those details up themselves) Hopefully he remembers to put those details in the expanded full book version.