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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8036980" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 21: Nov/Dec 1984</u></strong></p><p></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p></p><p>Module Building from A to Z: Since it seems like they'll be including a module in every issue for the foreseeable future, they need a lot more of them. So here's a particularly detailed set of rules about what they're looking for, and more importantly, what will get your submission summarily disqualified no matter how good it may be in other areas. Obviously there's no point in sending in adventures for non-TSR published or currently out of print games. Army vs army or save the world scenarios are a bit much given the size limitations we're working with. Try not to use too many obvious cliches, but conversely, be sparing with new monsters and magic items, especially ones that break the general patterns of current design. And no sex, drugs or rock n' roll, because TSR want to be family friendly and not give the satanic panic people any more ammunition. Basically, you've got to thread the needle between not being too different from what's already out there, and not an obvious rip-off of a specific thing that already exists, while also maintaining writing quality and clarity. A pretty tall order, and of course one their staff writers aren't bound by, as Gary's blatant rip-offs of Alice in Wonderland and King Kong demonstrate. All a bit tedious really. This is one reason why the d20 boom was so awesome, as it removed all this gatekeeping and let there be some really weird stuff in amongst the shovelware. </p><p></p><p></p><p></p><p>The RPGA Network Tournament Scoring System: After barely a year with a consistent scoring system, they decide it took too much bookkeeping and revert to the older, simpler, voting based one. How are you supposed to build consistent ranking tables if you keep on changing the rules? The best laid plans of mice and men eh? The rest of the article is just a recap of how it all works for new players who have only known the more recent system, and attempts to justify their decision post-hoc. It's all a bit tiresome, and reminds me that competitive tournament modules are not actually a very good environment for the roleplaying part of RPG's. There's a pretty solid limit on how much you can develop your character and their relationships with the world around them when everything has to be done and dusted in a single sitting. It once again makes me glad I never got heavily involved with that kind of scene.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8036980, member: 27780"] [b][u]Polyhedron Issue 21: Nov/Dec 1984[/u][/b] part 4/6 Module Building from A to Z: Since it seems like they'll be including a module in every issue for the foreseeable future, they need a lot more of them. So here's a particularly detailed set of rules about what they're looking for, and more importantly, what will get your submission summarily disqualified no matter how good it may be in other areas. Obviously there's no point in sending in adventures for non-TSR published or currently out of print games. Army vs army or save the world scenarios are a bit much given the size limitations we're working with. Try not to use too many obvious cliches, but conversely, be sparing with new monsters and magic items, especially ones that break the general patterns of current design. And no sex, drugs or rock n' roll, because TSR want to be family friendly and not give the satanic panic people any more ammunition. Basically, you've got to thread the needle between not being too different from what's already out there, and not an obvious rip-off of a specific thing that already exists, while also maintaining writing quality and clarity. A pretty tall order, and of course one their staff writers aren't bound by, as Gary's blatant rip-offs of Alice in Wonderland and King Kong demonstrate. All a bit tedious really. This is one reason why the d20 boom was so awesome, as it removed all this gatekeeping and let there be some really weird stuff in amongst the shovelware. The RPGA Network Tournament Scoring System: After barely a year with a consistent scoring system, they decide it took too much bookkeeping and revert to the older, simpler, voting based one. How are you supposed to build consistent ranking tables if you keep on changing the rules? The best laid plans of mice and men eh? The rest of the article is just a recap of how it all works for new players who have only known the more recent system, and attempts to justify their decision post-hoc. It's all a bit tiresome, and reminds me that competitive tournament modules are not actually a very good environment for the roleplaying part of RPG's. There's a pretty solid limit on how much you can develop your character and their relationships with the world around them when everything has to be done and dusted in a single sitting. It once again makes me glad I never got heavily involved with that kind of scene. [/QUOTE]
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