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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8176341" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 14: Nov/Dec 1988</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>72 pages: Rats! But will they be foiled again? Looks like we have a lycanthropic infestation this time around. Better stock up on the silver and magic weapons, otherwise we'll definitely be in big trouble. Let's see just how contagious the fun is in this issue.</p><p></p><p></p><p></p><p>Editorial: We have an actual theme this issue! I've been saying they ought to do more of that. Not just the one set of shapeshifters on the cover, but a whole selection of intriguing and deceitful challenges. Not for amateurs who haven't progressed beyond pure hack and slash, but if you have, or if you've been meaning to make that leap but haven't been sure how to go about it, this is the issue for you! That's pretty pleasing to see. I've always been in favour of the greater depth and perspective you can get by devoting a whole issue to a topic. Let's hope they managed to do so while keeping the quality up, and will get a positive enough reception to repeat the idea. </p><p></p><p></p><p></p><p>Letters: Our first letter continues the support for solo modules. It's not just good for people without groups, it's also for people who usually DM and need a chance to blow off some steam. Don't underestimate the size of that market. </p><p></p><p>The more whimsical Willie Walsh adventures generate thoroughly split opinions in the second letter. Still, overall, plenty of fun was had. More combat-light and playful adventures are definitely a niche that needs filling.</p><p></p><p>Third someone asking if they can send in planar adventures. Yes Please! Just make sure it's consistent with the stuff in the manual of planes and they'll be very happy to fill in a few of these. </p><p></p><p>Next, someone pointing out the joke when you stick their magazine names together. You must not be a subscriber from issue 1. This may yet wear thin over the years.</p><p></p><p>Fifth, more praise for them doing small, setting heavy but combat-light adventures that wouldn't merit a standalone module. They're handy and easy to slot into a campaign. Keep on including them. </p><p></p><p>Another person telling them not to be put off including lots of variety because a few people get stroppy when everything isn't catered to their personal tastes. They're not the kind of people you want in your gaming group anyway, so better to weed them out before even getting to that stage. Much more fun for everyone else. </p><p></p><p>A reminder that low level adventures are actually one of the hardest to design in a challenging but fair way. Give credit to the people who can without fudging things to ensure the PC's survive. </p><p></p><p>Another reminder, that if adventures include things not in the corebooks, they at least need to tell us where they are located to make them runnable by non hardcore gamers. This is one they adopt unreservedly. Can't collect 'em all and be the very best like no-one ever was if you don't have a good source for what all means to work from.</p><p></p><p>Finally, we have some more defence of wacky illustrations and solo adventures. A little light relief makes the more serious adventures have more impact by contrast, so you really need both to make either work their best.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8176341, member: 27780"] [b][u]Dungeon Issue 14: Nov/Dec 1988[/u][/b] part 1/5 72 pages: Rats! But will they be foiled again? Looks like we have a lycanthropic infestation this time around. Better stock up on the silver and magic weapons, otherwise we'll definitely be in big trouble. Let's see just how contagious the fun is in this issue. Editorial: We have an actual theme this issue! I've been saying they ought to do more of that. Not just the one set of shapeshifters on the cover, but a whole selection of intriguing and deceitful challenges. Not for amateurs who haven't progressed beyond pure hack and slash, but if you have, or if you've been meaning to make that leap but haven't been sure how to go about it, this is the issue for you! That's pretty pleasing to see. I've always been in favour of the greater depth and perspective you can get by devoting a whole issue to a topic. Let's hope they managed to do so while keeping the quality up, and will get a positive enough reception to repeat the idea. Letters: Our first letter continues the support for solo modules. It's not just good for people without groups, it's also for people who usually DM and need a chance to blow off some steam. Don't underestimate the size of that market. The more whimsical Willie Walsh adventures generate thoroughly split opinions in the second letter. Still, overall, plenty of fun was had. More combat-light and playful adventures are definitely a niche that needs filling. Third someone asking if they can send in planar adventures. Yes Please! Just make sure it's consistent with the stuff in the manual of planes and they'll be very happy to fill in a few of these. Next, someone pointing out the joke when you stick their magazine names together. You must not be a subscriber from issue 1. This may yet wear thin over the years. Fifth, more praise for them doing small, setting heavy but combat-light adventures that wouldn't merit a standalone module. They're handy and easy to slot into a campaign. Keep on including them. Another person telling them not to be put off including lots of variety because a few people get stroppy when everything isn't catered to their personal tastes. They're not the kind of people you want in your gaming group anyway, so better to weed them out before even getting to that stage. Much more fun for everyone else. A reminder that low level adventures are actually one of the hardest to design in a challenging but fair way. Give credit to the people who can without fudging things to ensure the PC's survive. Another reminder, that if adventures include things not in the corebooks, they at least need to tell us where they are located to make them runnable by non hardcore gamers. This is one they adopt unreservedly. Can't collect 'em all and be the very best like no-one ever was if you don't have a good source for what all means to work from. Finally, we have some more defence of wacky illustrations and solo adventures. A little light relief makes the more serious adventures have more impact by contrast, so you really need both to make either work their best. [/QUOTE]
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