(un)reason
Legend
Polyhedron Issue 10: Jan/Feb 1983
part 6/6
Rune Scry's code looks like a digital clock face this issue. 2^7=128 different shapes are possible, which is more than enough for every number and letter if you fudge a bit. You can easily get your message across, even if the resolution may not be enough to satisfactorily depict 8008135 yet. Have fun figuring it out.
Modules: Ahh, the days when the number of modules they'd published could be listed on a single page. Yes, for some reason, they decide to do an index of them here. Probably to encourage all the new readers to buy them. Can't buy what they don't know about, after all. Gotta Collect 'em all! only works when people believe it's an achievable goal. Not very impressed by this. Come back when there's enough that it's actually a challenge to list them all, let alone play them.
Tournament Tips Too: It's a lot of people's first tournament lately. We already had one article on running your first tournament in issue 6. It's already time for another one. There's less personal storytelling this time, instead sticking to a bullet-pointed list of tips, most of which are basic organisational ones that can be applied to setting up and advertising any event. Like a lot of the articles in the past couple of issues, it's definitely aimed at a lower level of expertise than the previous one, as they try to cater primarily to their brand new readers. Which means it's less useful and interesting to me. This is going to be a problem for a while, isn't it.
Notes from HQ: This editorial has to repeat another PSA they did a few issues ago in greater detail. Stay in school kids! Don't become so obsessed with gaming that you abandon all your other hobbies, neglect your studies and alienate your friends. Otherwise you won't be able to get a job, and'll wind up living in your parent's basement with no-one to play with, and no money to buy more gaming products. (and how will we stay in business then?
) Another result of their rapid expansion at this point. Most of the new players are on the young side, and they have to deal with that and accept that they're now role models to some degree, whether they like it or not. They already have enough problems with the satanic panic people without giving people actual good reasons to be annoyed with them. Under those circumstances, making extra effort to simplify and explain the rules and keep new products family friendly seems perfectly reasonable, even if it's somewhat irritating to read about in hindsight.
Treasure Chest and Club Membership are identical to last time, which means the last 9 pages are of no great interest. Twice the page count does not mean twice the useful content, and it was inevitable padding would slip in at some point.
The trends from last issue intensify here, with a lot of emphasis on catering to the new arrivals and keeping things PG-13. They've set up their organised play systems, and now they've got to refine them and figure out how to get people to stick to them. Then, hopefully we can have even more fun together once the new guys get a bit more experienced.
part 6/6
Rune Scry's code looks like a digital clock face this issue. 2^7=128 different shapes are possible, which is more than enough for every number and letter if you fudge a bit. You can easily get your message across, even if the resolution may not be enough to satisfactorily depict 8008135 yet. Have fun figuring it out.
Modules: Ahh, the days when the number of modules they'd published could be listed on a single page. Yes, for some reason, they decide to do an index of them here. Probably to encourage all the new readers to buy them. Can't buy what they don't know about, after all. Gotta Collect 'em all! only works when people believe it's an achievable goal. Not very impressed by this. Come back when there's enough that it's actually a challenge to list them all, let alone play them.
Tournament Tips Too: It's a lot of people's first tournament lately. We already had one article on running your first tournament in issue 6. It's already time for another one. There's less personal storytelling this time, instead sticking to a bullet-pointed list of tips, most of which are basic organisational ones that can be applied to setting up and advertising any event. Like a lot of the articles in the past couple of issues, it's definitely aimed at a lower level of expertise than the previous one, as they try to cater primarily to their brand new readers. Which means it's less useful and interesting to me. This is going to be a problem for a while, isn't it.
Notes from HQ: This editorial has to repeat another PSA they did a few issues ago in greater detail. Stay in school kids! Don't become so obsessed with gaming that you abandon all your other hobbies, neglect your studies and alienate your friends. Otherwise you won't be able to get a job, and'll wind up living in your parent's basement with no-one to play with, and no money to buy more gaming products. (and how will we stay in business then?

Treasure Chest and Club Membership are identical to last time, which means the last 9 pages are of no great interest. Twice the page count does not mean twice the useful content, and it was inevitable padding would slip in at some point.
The trends from last issue intensify here, with a lot of emphasis on catering to the new arrivals and keeping things PG-13. They've set up their organised play systems, and now they've got to refine them and figure out how to get people to stick to them. Then, hopefully we can have even more fun together once the new guys get a bit more experienced.