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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7982285" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 10: Jan/Feb 1983</u></strong></p><p></p><p></p><p></p><p>part 1/6</p><p></p><p></p><p></p><p>32 pages. Like Dragon before them, they've decided to drop their definite article. It just doesn't fit the grammar of how people talk about them, so it can be removed like an appendix without affecting the functionality of the product at all. Will the inside be similarly streamlined? The cover certainly seems aerodynamic enough, with an angel saving a barbarian from some gnolls. Let's see if they'll soar successfully, or aim too high and plummet to their death like Icarus.</p><p></p><p></p><p></p><p>ESP: Their rapid expansion has resulted in the amount of mail they get recently increasing. That's pretty welcome to them. What's not so welcome is that a lot of them are asking for polyhedron to do modules. They don't have the room! Stop going on about it! Subscribe to Dragon as well if you want that kind of thing. We're already doing those one-page scenarios based on the covers, and now we're adding prefab dungeon rooms as well, but you need to learn to put together your own full adventures. It's frustrating when you become successful, but your audience has a different idea of what you should be doing than you'd intended, and you have to decide whether to pander to them or maintain your artistic integrity. I suspect there'll be further developments on this plotline in the future, as I don't see the pressure going away with just one refusal.</p><p></p><p></p><p></p><p>Letters: Our first letter follows on from the editorial, asking for more fiction and rules updates. Oh, and a t-shirt would be nice too. Once agin, they have to explain that they're a more specialist publication than Dragon, and also have a much smaller page count. There's no way they can fit everything people are asking for in. Put that on your T-shirt.</p><p></p><p>Then they print another letter asking for modules, so they can deny the request again, just a page later. This is obviously getting on their nerves.</p><p></p><p>Then we have a young twink asking for the rules for godhood. I don't believe you worked your way from 1st to 30th level legitimately in play if you're also having trouble finding people to play with. Go back and do it again, showing your working this time around, and we might consider it.</p><p></p><p>Someone asking if they ever plan to sell polyhedron to the general public. They might offload spares at conventions, but it'll never appear in actual shops. Gotta hold something back for your hardcore fans.</p><p></p><p>Finally, we have another person struggling to find people to play with. First, work on your own communication skills. You can't hope to convert people if you can't even keep straight what edition you're playing when talking to us. Manic overenthusiasm can be offputting.</p><p></p><p></p><p></p><p>The Knight-Error has a perfectly standard equipment list for an experienced adventurer. This is much less glamorous than the stories make it seem.</p><p></p><p></p><p></p><p>Tips for the Beginning GM: The push to cater to their new arrivals from last issue continues with several articles aimed at beginning players of different games. First up, they encourage gamma world GM's to work on their worldbuilding, design characters based on their cool factor rather than powergaming particular combinations of mutations, and not overdose on the ancient artifacts too quickly. Not quiiiite the way Jim Ward did it back in the early days, but they are trying to set a good example to the kids and tone back on the twinkery. Maybe they can learn to be not just as good, but better than the original designers. Otherwise what's the point of carrying on with life?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7982285, member: 27780"] [B][U]Polyhedron Issue 10: Jan/Feb 1983[/U][/B] part 1/6 32 pages. Like Dragon before them, they've decided to drop their definite article. It just doesn't fit the grammar of how people talk about them, so it can be removed like an appendix without affecting the functionality of the product at all. Will the inside be similarly streamlined? The cover certainly seems aerodynamic enough, with an angel saving a barbarian from some gnolls. Let's see if they'll soar successfully, or aim too high and plummet to their death like Icarus. ESP: Their rapid expansion has resulted in the amount of mail they get recently increasing. That's pretty welcome to them. What's not so welcome is that a lot of them are asking for polyhedron to do modules. They don't have the room! Stop going on about it! Subscribe to Dragon as well if you want that kind of thing. We're already doing those one-page scenarios based on the covers, and now we're adding prefab dungeon rooms as well, but you need to learn to put together your own full adventures. It's frustrating when you become successful, but your audience has a different idea of what you should be doing than you'd intended, and you have to decide whether to pander to them or maintain your artistic integrity. I suspect there'll be further developments on this plotline in the future, as I don't see the pressure going away with just one refusal. Letters: Our first letter follows on from the editorial, asking for more fiction and rules updates. Oh, and a t-shirt would be nice too. Once agin, they have to explain that they're a more specialist publication than Dragon, and also have a much smaller page count. There's no way they can fit everything people are asking for in. Put that on your T-shirt. Then they print another letter asking for modules, so they can deny the request again, just a page later. This is obviously getting on their nerves. Then we have a young twink asking for the rules for godhood. I don't believe you worked your way from 1st to 30th level legitimately in play if you're also having trouble finding people to play with. Go back and do it again, showing your working this time around, and we might consider it. Someone asking if they ever plan to sell polyhedron to the general public. They might offload spares at conventions, but it'll never appear in actual shops. Gotta hold something back for your hardcore fans. Finally, we have another person struggling to find people to play with. First, work on your own communication skills. You can't hope to convert people if you can't even keep straight what edition you're playing when talking to us. Manic overenthusiasm can be offputting. The Knight-Error has a perfectly standard equipment list for an experienced adventurer. This is much less glamorous than the stories make it seem. Tips for the Beginning GM: The push to cater to their new arrivals from last issue continues with several articles aimed at beginning players of different games. First up, they encourage gamma world GM's to work on their worldbuilding, design characters based on their cool factor rather than powergaming particular combinations of mutations, and not overdose on the ancient artifacts too quickly. Not quiiiite the way Jim Ward did it back in the early days, but they are trying to set a good example to the kids and tone back on the twinkery. Maybe they can learn to be not just as good, but better than the original designers. Otherwise what's the point of carrying on with life? [/QUOTE]
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