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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7997237" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 13: Jul/Aug 1983</u></strong></p><p></p><p></p><p></p><p>part 1/6</p><p></p><p></p><p></p><p>34 pages. Oooh, a big transdimensional crossover on the cover. That should be interesting in the Encounters column. What, they're skipping that this time? Well, that sucks. Obviously not ready to go full Avengers on us. They need to set their ambitions a little higher. Oh well, let's see what they've actually included instead, and if it's any good.</p><p></p><p></p><p></p><p>From the publisher: This is again used as a Coming Soon. A fair number of modules, but few outright classics, they appear to be hitting the point of diminishing returns on some of these series. Gary's not just one, but two riffs on Alice in Wonderland, the one-on-one gamebooks, the Tomb of Martek? Meh. Six endless quest books, more than any of the other lines is getting. Huh. They barely talk about those in Dragon or Polyhedron. They must actually be quite big sellers to get that many releases. X5, the first basic D&D module that has any continuity with previous ones? Now that's a bit more exciting. As is their first non-module bit of setting building, World of Greyhawk, courtesy of Elminster's distant relation Pluffet Smedger. They can't resist building up a little depth, even if it is still pretty silly. It is nice to have choices. </p><p></p><p></p><p></p><p>From the editor: Looks like my intuition was right. The rules questions are one of the most demanded things in the newszine. They're so important to them in fact that they're putting just those pages on tougher cardstock so they last longer. Bold of you to assume they won't be invalidated by edition changes in a few years. I guess that shows just how important a good system actually is to gaming. I guess it's like saying being rich won't make you happy. No, but it sure does remove a lot of the more obvious impediments.</p><p></p><p></p><p></p><p>Letters: As with last issue, we have someone wanting to submit their stuff. Another thing they get a lot, but your odds of success are not great. Here's the new address if you want to try anyway.</p><p></p><p>Then we have to deal with a particularly arcane little bureaucratic naughty word-up. Human error will always creep in somewhere. </p><p></p><p>Someone asking why they haven't done a D&D movie. They're trying. Hollywood is a tough market to sell too. They have managed to do a cartoon, which will be starting shortly. Watch it when it comes out, increase the odds of more multimedia licences in the future.</p><p></p><p>Someone asking why the new Gamma World modules don't have map co-ordinates. Do you really want your setting tied down that much? Put them where it makes sense in your campaign.</p><p></p><p>Someone wondering why they gave us stats for deities if they're just going to turn around and tell us not to use them. Let's just say opinions within the company are divided and ever-evolving.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7997237, member: 27780"] [b][u]Polyhedron Issue 13: Jul/Aug 1983[/u][/b] part 1/6 34 pages. Oooh, a big transdimensional crossover on the cover. That should be interesting in the Encounters column. What, they're skipping that this time? Well, that sucks. Obviously not ready to go full Avengers on us. They need to set their ambitions a little higher. Oh well, let's see what they've actually included instead, and if it's any good. From the publisher: This is again used as a Coming Soon. A fair number of modules, but few outright classics, they appear to be hitting the point of diminishing returns on some of these series. Gary's not just one, but two riffs on Alice in Wonderland, the one-on-one gamebooks, the Tomb of Martek? Meh. Six endless quest books, more than any of the other lines is getting. Huh. They barely talk about those in Dragon or Polyhedron. They must actually be quite big sellers to get that many releases. X5, the first basic D&D module that has any continuity with previous ones? Now that's a bit more exciting. As is their first non-module bit of setting building, World of Greyhawk, courtesy of Elminster's distant relation Pluffet Smedger. They can't resist building up a little depth, even if it is still pretty silly. It is nice to have choices. From the editor: Looks like my intuition was right. The rules questions are one of the most demanded things in the newszine. They're so important to them in fact that they're putting just those pages on tougher cardstock so they last longer. Bold of you to assume they won't be invalidated by edition changes in a few years. I guess that shows just how important a good system actually is to gaming. I guess it's like saying being rich won't make you happy. No, but it sure does remove a lot of the more obvious impediments. Letters: As with last issue, we have someone wanting to submit their stuff. Another thing they get a lot, but your odds of success are not great. Here's the new address if you want to try anyway. Then we have to deal with a particularly arcane little bureaucratic naughty word-up. Human error will always creep in somewhere. Someone asking why they haven't done a D&D movie. They're trying. Hollywood is a tough market to sell too. They have managed to do a cartoon, which will be starting shortly. Watch it when it comes out, increase the odds of more multimedia licences in the future. Someone asking why the new Gamma World modules don't have map co-ordinates. Do you really want your setting tied down that much? Put them where it makes sense in your campaign. Someone wondering why they gave us stats for deities if they're just going to turn around and tell us not to use them. Let's just say opinions within the company are divided and ever-evolving. [/QUOTE]
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