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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8114992" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 5: May/Jun 1987</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>66 pages. A wizard, his apprentices and a kobold face the wrath of an air elemental. He obviously didn't secure his books well enough. Never summon anything you can't control is one of the first rules you should have drilled into you. Let's hope the PC's in your own campaign will be a bit more sensible and figure out a way to fix this mess, or maybe even prevent it from starting entirely. Let's find out how hard it'll be in the actual scenarios. </p><p></p><p></p><p></p><p>Editorial: Polyhedron has never stopped struggling to get enough reader contributions to fill the issues. In sharp contrast, Dungeon has been going less than a year, and already has a substantial slush pile to last them for years. What they do not have though, is the right <em>sort</em> of adventures. So Roger once again has to remind us that brevity is the soul of wit. They get fewer short submissions than long ones, so you're more likely to be published if you do send some in, hint hint. To further encourage this, he's shaking things up this issue, with 7 shorter adventures rather than 4 medium-long ones so you have plenty of examples of what they're after. Another example of how hard it is to constantly seek perfection, especially in periodicals, where even if you get it right one issue, you still have the next deadline breathing down your neck and have to come up with something different but also good next time. </p><p></p><p></p><p></p><p>Letters: Following directly on from the editorial, we have a complaint that they're doing too many AD&D modules and not enough regular D&D ones. Once again, this is what the public is sending in. You want to turn the tide, contribute! Or just convert them. The rules differences are hardly insurmountable. </p><p></p><p>David Carl Argall continues to have plenty of opinions on all their publications. He's another person in favour of more small adventures per issue. He also nitpicks their recent adventures mercilessly. There's always tweaks to be made to improve things, especially in small adventures where they have to leave out the little details to fit pagecount.</p><p></p><p>Praise for their april fool adventures. They too have their purpose in the great scheme of things. </p><p></p><p>Finally, another person who really does not want them doing non D&D adventures. Not even one! I'll thcweam and thcweam and canthel my thubthcwipthion! Didn't your mother ever teach you about sharing? You can't eat all the cakes yourself. It's not a personal affront to you if they make flavours you don't like as well as ones you do.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8114992, member: 27780"] [b][u]Dungeon Issue 5: May/Jun 1987[/u][/b] part 1/5 66 pages. A wizard, his apprentices and a kobold face the wrath of an air elemental. He obviously didn't secure his books well enough. Never summon anything you can't control is one of the first rules you should have drilled into you. Let's hope the PC's in your own campaign will be a bit more sensible and figure out a way to fix this mess, or maybe even prevent it from starting entirely. Let's find out how hard it'll be in the actual scenarios. Editorial: Polyhedron has never stopped struggling to get enough reader contributions to fill the issues. In sharp contrast, Dungeon has been going less than a year, and already has a substantial slush pile to last them for years. What they do not have though, is the right [i]sort[/i] of adventures. So Roger once again has to remind us that brevity is the soul of wit. They get fewer short submissions than long ones, so you're more likely to be published if you do send some in, hint hint. To further encourage this, he's shaking things up this issue, with 7 shorter adventures rather than 4 medium-long ones so you have plenty of examples of what they're after. Another example of how hard it is to constantly seek perfection, especially in periodicals, where even if you get it right one issue, you still have the next deadline breathing down your neck and have to come up with something different but also good next time. Letters: Following directly on from the editorial, we have a complaint that they're doing too many AD&D modules and not enough regular D&D ones. Once again, this is what the public is sending in. You want to turn the tide, contribute! Or just convert them. The rules differences are hardly insurmountable. David Carl Argall continues to have plenty of opinions on all their publications. He's another person in favour of more small adventures per issue. He also nitpicks their recent adventures mercilessly. There's always tweaks to be made to improve things, especially in small adventures where they have to leave out the little details to fit pagecount. Praise for their april fool adventures. They too have their purpose in the great scheme of things. Finally, another person who really does not want them doing non D&D adventures. Not even one! I'll thcweam and thcweam and canthel my thubthcwipthion! Didn't your mother ever teach you about sharing? You can't eat all the cakes yourself. It's not a personal affront to you if they make flavours you don't like as well as ones you do. [/QUOTE]
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