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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8231770" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 20: Nov/Dec 1989</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>73 pages. Dungeon is also ending the decade on a nice round number, albeit a somewhat smaller one. They've also increased their page count in response, albeit by a smaller percentage. Will they have any kind of big celebration this christmas? It certainly looks like there'll be some big monsters at least. Let's see how threatening they are, and if their treasure hoard is worth the hassle to collect.</p><p></p><p></p><p></p><p>Editorial: Not only is it a nice round number of issues, it's a nice round number of adventures too, as they've now published exactly 100 of them. Bet they specifically chose the ones in this issue to make sure they hit that figure. They've made this issue seasonal by having not just one, but two adventures featuring Frost Giants. Hope you've wrapped up nice and warm in response. It's not all good news, they're losing their art director, barely a year after the last changeover. But the show will go on, and hopefully get a little more ambitious and interconnected over the next decade. Have fun actually taking these adventures and weaving them together into a larger campaign. </p><p></p><p></p><p></p><p>Letters: There's an unusually large number of letters published this issue. Many are follow-ups on topics from previous issues. Well, since they don't have a forum in here they have to use the main letters page for debate stuff as well. </p><p></p><p>First wants more high level adventures. The editors would too. They keep on asking for them, yet hardly anyone writes them. It's most irritating.</p><p></p><p>Second wants everything described in neat little boxes, including the people who write into the magazine. The editors don't care about your A/S/L, as long as you can create adventures and roleplay properly without being a dick, everyone's welcome. </p><p></p><p>Third also wants boxed text for everything, and more weird adventures like House of Cards. Your tastes are very different to mine.</p><p></p><p>4th wants boxes used in moderation. Anything in excess gets tiresome, and this definitely counts. </p><p></p><p>5th actively dislikes boxing things in. Let DM's run things their own way. And give us some more challenging adventures. None of this basic naughty word! Things can be basic or advanced on several different axes. It's not a straight continuum.</p><p></p><p>6th wants a mix of boxed and unboxed, as well as a good mix of settings. Better to please everyone some of the time than a few people all of the time.</p><p></p><p>7th also wants boxes used in moderation. Too much of that turns a GM into merely a script regurgitator and destroys their creativity. If you want nothing but linear prefab adventures where you can't think outside the box, you might as well play a computer game. That's one thing they can do better than tabletop RPG's. </p><p></p><p>8th also wants more big and high level adventures, and fewer solo ones that give the player few tightly proscribed choices. Do they even really count as role-playing?</p><p></p><p>After all this, we finally get onto some other topics. The 9th letter suggests more ways to deal with magical item overload. Many have limited uses, so just scale back on giving them out. Plus even a careless fireball can clean you out of a lot of your more fragile possessions. It's not rocket science. </p><p></p><p>10th we have a subscriber grumbling that the magazine gets delivered to stores first. Not a lot they can do about that when they send them all out at the same time. Battles with the post office are another perennial that never goes out of fashion.</p><p></p><p>11th, someone asking about back issue availability. Polyhedron just did a special offer on that. Maybe they should make an effort to plug their back stock as well. </p><p></p><p>12th, some general praise of the many things they do right. Always important to remember that the majority of customers are satisfied, they just don't write in to say so. </p><p></p><p>13th, someone who wants them to be more cultural in general. More OA stuff is particularly good, but there's also a whole world of other stuff out there to draw upon, plus many fantastical ones. Hit those encyclopaedias and head down a road less travelled.</p><p></p><p>14th praises the sneakiness of the goblins in Tallow's Deep. It turned out well in actual play, and that's what really counts. </p><p></p><p>15th is someone confused about paladin's protection from evil aura and how it differs from the spell. Buy the new edition, everything is explained much more clearly there. </p><p></p><p>16th and finally, (whew!) is someone who want more all-thief adventures, and maybe something with PvP in. The first, they'll happily do this issue. The second, they'll politely ignore, as is current code of conduct. Some experiments, they'll never do for political reasons.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8231770, member: 27780"] [b][u]Dungeon Issue 20: Nov/Dec 1989[/u][/b] part 1/5 73 pages. Dungeon is also ending the decade on a nice round number, albeit a somewhat smaller one. They've also increased their page count in response, albeit by a smaller percentage. Will they have any kind of big celebration this christmas? It certainly looks like there'll be some big monsters at least. Let's see how threatening they are, and if their treasure hoard is worth the hassle to collect. Editorial: Not only is it a nice round number of issues, it's a nice round number of adventures too, as they've now published exactly 100 of them. Bet they specifically chose the ones in this issue to make sure they hit that figure. They've made this issue seasonal by having not just one, but two adventures featuring Frost Giants. Hope you've wrapped up nice and warm in response. It's not all good news, they're losing their art director, barely a year after the last changeover. But the show will go on, and hopefully get a little more ambitious and interconnected over the next decade. Have fun actually taking these adventures and weaving them together into a larger campaign. Letters: There's an unusually large number of letters published this issue. Many are follow-ups on topics from previous issues. Well, since they don't have a forum in here they have to use the main letters page for debate stuff as well. First wants more high level adventures. The editors would too. They keep on asking for them, yet hardly anyone writes them. It's most irritating. Second wants everything described in neat little boxes, including the people who write into the magazine. The editors don't care about your A/S/L, as long as you can create adventures and roleplay properly without being a dick, everyone's welcome. Third also wants boxed text for everything, and more weird adventures like House of Cards. Your tastes are very different to mine. 4th wants boxes used in moderation. Anything in excess gets tiresome, and this definitely counts. 5th actively dislikes boxing things in. Let DM's run things their own way. And give us some more challenging adventures. None of this basic naughty word! Things can be basic or advanced on several different axes. It's not a straight continuum. 6th wants a mix of boxed and unboxed, as well as a good mix of settings. Better to please everyone some of the time than a few people all of the time. 7th also wants boxes used in moderation. Too much of that turns a GM into merely a script regurgitator and destroys their creativity. If you want nothing but linear prefab adventures where you can't think outside the box, you might as well play a computer game. That's one thing they can do better than tabletop RPG's. 8th also wants more big and high level adventures, and fewer solo ones that give the player few tightly proscribed choices. Do they even really count as role-playing? After all this, we finally get onto some other topics. The 9th letter suggests more ways to deal with magical item overload. Many have limited uses, so just scale back on giving them out. Plus even a careless fireball can clean you out of a lot of your more fragile possessions. It's not rocket science. 10th we have a subscriber grumbling that the magazine gets delivered to stores first. Not a lot they can do about that when they send them all out at the same time. Battles with the post office are another perennial that never goes out of fashion. 11th, someone asking about back issue availability. Polyhedron just did a special offer on that. Maybe they should make an effort to plug their back stock as well. 12th, some general praise of the many things they do right. Always important to remember that the majority of customers are satisfied, they just don't write in to say so. 13th, someone who wants them to be more cultural in general. More OA stuff is particularly good, but there's also a whole world of other stuff out there to draw upon, plus many fantastical ones. Hit those encyclopaedias and head down a road less travelled. 14th praises the sneakiness of the goblins in Tallow's Deep. It turned out well in actual play, and that's what really counts. 15th is someone confused about paladin's protection from evil aura and how it differs from the spell. Buy the new edition, everything is explained much more clearly there. 16th and finally, (whew!) is someone who want more all-thief adventures, and maybe something with PvP in. The first, they'll happily do this issue. The second, they'll politely ignore, as is current code of conduct. Some experiments, they'll never do for political reasons. [/QUOTE]
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