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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8074672" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 28: Jan/Feb 1986</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Fletcher's Corner: This column fails to co-ordinate with their other departments, and returns to a topic they did only 3 issues ago - how to be a good GM in a tournament game. However, while that was focussed more on how to run a good individual game, this also looks at the logistics of creating a whole tournament from scratch, writing your own multi-part adventure to run the teams through, and getting enough players and GM's to run the whole thing. Which is a considerably longer and more challenging process than reading a preprepared module and sitting down to run it for 4 hours, then filling in a few forms, before grabbing some food and doing it all again for the next round. Unsurprisingly, the thing that comes up over and over again is to prepare in advance. Always prepare more than you think you will need, because the stress you'll be under if you try to wing it will be quite considerable. Make sure the modules aren't finished the night before (pointedly not looking at you, TSR staff writers), make sure you get them to the prospective judges soon enough that they have time to prepare too, make sure there are enough of them and make sure the space you're running the games in is big enough to accommodate all this. It's a bit repetitive, but you really do need to hammer that point home. So not a fun read, but a helpful one. </p><p></p><p></p><p></p><p>A curious issue, as there's much fewer articles than usual, but they're unusually long and significant. So it was interesting to read about, but I struggled to find as much to write about it as usual. Oh well, if that keeps up, maybe we can get through this a bit faster than I originally anticipated. Let's see if it's a trend or just another outlier.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8074672, member: 27780"] [b][u]Polyhedron Issue 28: Jan/Feb 1986[/u][/b] part 5/5 Fletcher's Corner: This column fails to co-ordinate with their other departments, and returns to a topic they did only 3 issues ago - how to be a good GM in a tournament game. However, while that was focussed more on how to run a good individual game, this also looks at the logistics of creating a whole tournament from scratch, writing your own multi-part adventure to run the teams through, and getting enough players and GM's to run the whole thing. Which is a considerably longer and more challenging process than reading a preprepared module and sitting down to run it for 4 hours, then filling in a few forms, before grabbing some food and doing it all again for the next round. Unsurprisingly, the thing that comes up over and over again is to prepare in advance. Always prepare more than you think you will need, because the stress you'll be under if you try to wing it will be quite considerable. Make sure the modules aren't finished the night before (pointedly not looking at you, TSR staff writers), make sure you get them to the prospective judges soon enough that they have time to prepare too, make sure there are enough of them and make sure the space you're running the games in is big enough to accommodate all this. It's a bit repetitive, but you really do need to hammer that point home. So not a fun read, but a helpful one. A curious issue, as there's much fewer articles than usual, but they're unusually long and significant. So it was interesting to read about, but I struggled to find as much to write about it as usual. Oh well, if that keeps up, maybe we can get through this a bit faster than I originally anticipated. Let's see if it's a trend or just another outlier. [/QUOTE]
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