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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8224146" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 19: Sept/Oct 1989</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>68 pages. The somewhat indeterminate bimonthly schedule makes doing things like Halloween every year a bit tricky, but it looks like they're giving it a solid go this time with a distinctly spooky cover. Let's see if it's a full themed issue of horror, or just one token adventure in an otherwise normal issue. </p><p></p><p></p><p></p><p>Editorial: The editorial rebuts complaints that they're using the same few writers over and over again. They're not actually that bad at this. They've included at least one new name every issue so far! And while a few regulars are building up, they still regularly reject submissions from them as well. It's just that unlike first time submitters who get rejected and never try again, they're thick-skinned enough to know that it's not personal and try again with a different idea. It's just like dating. You need to be persistent while also staying calm, as one rejection isn't the end of the world, but getting aggressive and creepy WILL not only not change the mind of the person who rejected you, but also ruin your chances with anyone else in their social group. Another timeless lesson that can be applied to nearly any field where you need to interact with other human beings, or even animals for that matter.</p><p></p><p></p><p></p><p>Letters: The first letter points out that the Vecna lore in issue 17 contradicts the info in the DMG. Vecna lies. A lot. It's kinda his thing. Either or both are false, and you can obviously decide which in your own campaign. </p><p></p><p>Another request for adventure submission guidelines. Seen you before and will again. They haven't changed much. </p><p></p><p>Third, someone thinking two of the adventure maps must have a mistake. Nope. Tortles of the Purple Sage genuinely is that epic and awesome. You can fit many many other adventures within the framework it provides. Island in the sky, though, they did mess up on. Oopsie. </p><p></p><p>The next two both want more Greyhawk adventures, and are disappointed so few people feel the same way. You can try, but we know in hindsight you're never remotely going to catch up with the Forgotten Realms. </p><p></p><p>A suggestion that since they have magazines called Dungeon and Dragon, maybe they ought to have one called & as well. Hmm. That's definitely worth keeping in mind for the future. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Someone who wants all the room descriptions put in neatly boxed text so they don't have to think about it. They respond that some adventures are more open-ended, and you <em>should</em> have to think when using them. They want to offer a good variety of both types. </p><p></p><p>Some general praise from Wolf Baur. Issue 16 was a bit of a slump, but you turned it right around in issue 17. Keep it up. </p><p></p><p>Some much more specific praise for their incredible shrinking adventure. That was a good idea that D&D hadn't done before. Keep your eye out for similarly boundary pushing ideas and let them in. </p><p></p><p>Finally, another grumble that the average adventure in Dungeon is way too generous with treasure for their tastes. There are many ways you can deal with that. Our sister magazine Dragon has done articles on it several times over the years.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8224146, member: 27780"] [b][u]Dungeon Issue 19: Sept/Oct 1989[/u][/b] part 1/5 68 pages. The somewhat indeterminate bimonthly schedule makes doing things like Halloween every year a bit tricky, but it looks like they're giving it a solid go this time with a distinctly spooky cover. Let's see if it's a full themed issue of horror, or just one token adventure in an otherwise normal issue. Editorial: The editorial rebuts complaints that they're using the same few writers over and over again. They're not actually that bad at this. They've included at least one new name every issue so far! And while a few regulars are building up, they still regularly reject submissions from them as well. It's just that unlike first time submitters who get rejected and never try again, they're thick-skinned enough to know that it's not personal and try again with a different idea. It's just like dating. You need to be persistent while also staying calm, as one rejection isn't the end of the world, but getting aggressive and creepy WILL not only not change the mind of the person who rejected you, but also ruin your chances with anyone else in their social group. Another timeless lesson that can be applied to nearly any field where you need to interact with other human beings, or even animals for that matter. Letters: The first letter points out that the Vecna lore in issue 17 contradicts the info in the DMG. Vecna lies. A lot. It's kinda his thing. Either or both are false, and you can obviously decide which in your own campaign. Another request for adventure submission guidelines. Seen you before and will again. They haven't changed much. Third, someone thinking two of the adventure maps must have a mistake. Nope. Tortles of the Purple Sage genuinely is that epic and awesome. You can fit many many other adventures within the framework it provides. Island in the sky, though, they did mess up on. Oopsie. The next two both want more Greyhawk adventures, and are disappointed so few people feel the same way. You can try, but we know in hindsight you're never remotely going to catch up with the Forgotten Realms. A suggestion that since they have magazines called Dungeon and Dragon, maybe they ought to have one called & as well. Hmm. That's definitely worth keeping in mind for the future. :) Someone who wants all the room descriptions put in neatly boxed text so they don't have to think about it. They respond that some adventures are more open-ended, and you [i]should[/i] have to think when using them. They want to offer a good variety of both types. Some general praise from Wolf Baur. Issue 16 was a bit of a slump, but you turned it right around in issue 17. Keep it up. Some much more specific praise for their incredible shrinking adventure. That was a good idea that D&D hadn't done before. Keep your eye out for similarly boundary pushing ideas and let them in. Finally, another grumble that the average adventure in Dungeon is way too generous with treasure for their tastes. There are many ways you can deal with that. Our sister magazine Dragon has done articles on it several times over the years. [/QUOTE]
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