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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8145810" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 10: Mar/Apr 1988</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>72 pages. Just a wizard, having a smoke with some frog people. Now there's something you don't see on modern day products, since smoking was banished from mainstream TV and movies. Batracian humanoids continue to be one of the less popular anthromorph types as well. Let's see if these are pitiful Bullywugs or terrifying Hezrou, and either way, how well they'll be used inside.</p><p></p><p></p><p></p><p>Editorial: Once again, the editorial complains that they'd like a bit more variety in submissions. More people bought the Basic D&D set than anything else in their product line. Yet it's AD&D that gets the lion's share of of the module ideas sent in. What's up with that? I guess it's because it's marketed to the hardcore, and they're the sort who'll go beyond running it a few times then putting it on a shelf to gather dust. This problem never really goes away until 3e makes the whole distinction moot anyway, does it. Dragon pushed back against the AD&D hegemony with the Princess Ark series. Will Dungeon have anything to offer in response? </p><p></p><p></p><p></p><p>Letters: The solo module last issue provokes strong feelings, both positive and negative. Two for, but with suggestions for improvement, and one very much against. Better not overdo that idea then. Still, at least it gets engagement. </p><p></p><p>Next, we have someone complaining about the wizard in the Plight of Cirria using a rules exploit to gain extra power. It's a perfectly legal reading of the books despite it's cheesiness, so live with it. </p><p></p><p>Fifth, another bit of errata that they did actually get wrong. Not all maps point north.</p><p></p><p>A reminder to keep on mixing up long and short adventures for maximum utility to all their readers, and praise for John Nephew in particular. It's good to have something to look forward too when you scan the bylines.</p><p></p><p>Someone giving specific examples of how they incorporated adventures from Dungeon into the GDQ series to make it an even more epic journey. It's all a matter of making a few stitches around the edges to make it all fit together, and then you have a world with adventure wherever your PC's wander. Which also means you don't have to railroad them, their choices of which adventure to engage with can be genuinely meaningful.</p><p></p><p>Finally, they point out a particularly obscure and interesting reference in issue 8 relating to WWII secret codes. An educated writer can rarely resist slipping a few of those in to amuse their more discerning readers. I'm definitely guilty in the first degree of many counts of that.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8145810, member: 27780"] [b][u]Dungeon Issue 10: Mar/Apr 1988[/u][/b][u][/u] part 1/5 72 pages. Just a wizard, having a smoke with some frog people. Now there's something you don't see on modern day products, since smoking was banished from mainstream TV and movies. Batracian humanoids continue to be one of the less popular anthromorph types as well. Let's see if these are pitiful Bullywugs or terrifying Hezrou, and either way, how well they'll be used inside. Editorial: Once again, the editorial complains that they'd like a bit more variety in submissions. More people bought the Basic D&D set than anything else in their product line. Yet it's AD&D that gets the lion's share of of the module ideas sent in. What's up with that? I guess it's because it's marketed to the hardcore, and they're the sort who'll go beyond running it a few times then putting it on a shelf to gather dust. This problem never really goes away until 3e makes the whole distinction moot anyway, does it. Dragon pushed back against the AD&D hegemony with the Princess Ark series. Will Dungeon have anything to offer in response? Letters: The solo module last issue provokes strong feelings, both positive and negative. Two for, but with suggestions for improvement, and one very much against. Better not overdo that idea then. Still, at least it gets engagement. Next, we have someone complaining about the wizard in the Plight of Cirria using a rules exploit to gain extra power. It's a perfectly legal reading of the books despite it's cheesiness, so live with it. Fifth, another bit of errata that they did actually get wrong. Not all maps point north. A reminder to keep on mixing up long and short adventures for maximum utility to all their readers, and praise for John Nephew in particular. It's good to have something to look forward too when you scan the bylines. Someone giving specific examples of how they incorporated adventures from Dungeon into the GDQ series to make it an even more epic journey. It's all a matter of making a few stitches around the edges to make it all fit together, and then you have a world with adventure wherever your PC's wander. Which also means you don't have to railroad them, their choices of which adventure to engage with can be genuinely meaningful. Finally, they point out a particularly obscure and interesting reference in issue 8 relating to WWII secret codes. An educated writer can rarely resist slipping a few of those in to amuse their more discerning readers. I'm definitely guilty in the first degree of many counts of that. [/QUOTE]
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