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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8202215" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 17: May/Jun 1989</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>68 pages. That's some serious ice that dragon is packing. If you can beat him, you'll definitely be able to afford to pop bottles in the crib for many years to come. Wait a minute, is that Flame?! How did he survive being killed by the heroes in issue 1? The plot definitely thickens here. (as does the thickness of his beard) Time to get delving and see just how well written this bit of continuity turns out. </p><p></p><p></p><p></p><p>Editorial: Straight from teasing us a bit of deep continuity, they stop to help the newbies catch up by dedicating the editorial to a list of common acronyms of stats and books that they reference. This is what they do, and what you need to buy to find out more. Gotta collect 'em all! The release of a new edition is an ideal jumping on point, so don't be scared. Another of those reminders that attracting and retaining fans is a constant jugging act between keeping things accessible enough that new people aren't put off, while also keeping enough depth and variety that long-term fans don't get bored and drift away. They've been doing a decent enough job so far, but as the number of settings proliferates in 2e, it'll get increasingly difficult to please all their very different fanbases. I wonder when it'll really start to become noticeable from this particular perspective. </p><p></p><p></p><p></p><p>Letters: The first letter thinks that they ought to narrow their focus even more, and only do AD&D modules, virtually cutting D&D out entirely. This is not what the editors want at all, and they make it clear they'd like to shift the balance a little closer to parity if the people submitting them will co-operate. </p><p></p><p>The other one continues the debate about module difficulty. A big part of it can be changed by how permissive the DM is towards resting and recharging all your spells mid-adventure. Yup. The 15 minute workday can be a very effective exploit whenever the dungeon is purely reactive and there's no time constraints on your overall objectives. Change the basic resource management assumptions, and some parties will have very different experiences of the same adventures even if they have similar stats overall.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8202215, member: 27780"] [b][u]Dungeon Issue 17: May/Jun 1989[/u][/b] part 1/5 68 pages. That's some serious ice that dragon is packing. If you can beat him, you'll definitely be able to afford to pop bottles in the crib for many years to come. Wait a minute, is that Flame?! How did he survive being killed by the heroes in issue 1? The plot definitely thickens here. (as does the thickness of his beard) Time to get delving and see just how well written this bit of continuity turns out. Editorial: Straight from teasing us a bit of deep continuity, they stop to help the newbies catch up by dedicating the editorial to a list of common acronyms of stats and books that they reference. This is what they do, and what you need to buy to find out more. Gotta collect 'em all! The release of a new edition is an ideal jumping on point, so don't be scared. Another of those reminders that attracting and retaining fans is a constant jugging act between keeping things accessible enough that new people aren't put off, while also keeping enough depth and variety that long-term fans don't get bored and drift away. They've been doing a decent enough job so far, but as the number of settings proliferates in 2e, it'll get increasingly difficult to please all their very different fanbases. I wonder when it'll really start to become noticeable from this particular perspective. Letters: The first letter thinks that they ought to narrow their focus even more, and only do AD&D modules, virtually cutting D&D out entirely. This is not what the editors want at all, and they make it clear they'd like to shift the balance a little closer to parity if the people submitting them will co-operate. The other one continues the debate about module difficulty. A big part of it can be changed by how permissive the DM is towards resting and recharging all your spells mid-adventure. Yup. The 15 minute workday can be a very effective exploit whenever the dungeon is purely reactive and there's no time constraints on your overall objectives. Change the basic resource management assumptions, and some parties will have very different experiences of the same adventures even if they have similar stats overall. [/QUOTE]
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