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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8264926" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 24: Jul/Aug 1990</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>68 pages. That Illithid does not look happy about the state of his home. Will this be due to the actions of the players, or will we be facing some threat so nasty that the brain-eaters seem like the lesser evil and the PC's have to team up with them to save the world? Plus I recall there being a big feature on them in Dragon issue 150 around this time. Will there be any co-ordinated writing with that to make them both a little deeper? Definitely seems worth investigating to me. </p><p></p><p></p><p></p><p>Editorial: Polyhedron has just gone through some fairly significant advances, assisted by the progress in technology. Dungeon's changes are more subtle, but they're not nonexistent either. They'll be increasing both their size and the amount of colour in the near future, as printing changes make this more economically feasible. They're not even increasing the price, although they don't rule it out in the future, so subscribe now if you want to be locked in a the lower price, hint hint. Some of the page count increase will also be taken up with more adverts, but overall, this still means more content each issue. Overall, i think this is a positive thing. Let's hope they use it to make the adventures that little bit bigger and more ambitious. </p><p></p><p></p><p></p><p>Letters: The first letter is from a DM who's managed to use every adventure in issue 1 with the same group. That's an efficient use of your purchasing power. But will you be able to sustain it with subsequent issues?</p><p></p><p>Second is Tracy Hickman complaining about the cover of issue 22, and generally wanting everything bland and inoffensive. A good reminder that he was one of the biggest pushers of right wing christian moral majority stuff back in the 80's. Ironic that now he's the one being cancelled by left-wing forumites for being problematic. Live by the sword, die by the sword. </p><p></p><p>Third is someone who wants fewer, more deadly monsters in adventures that you need to use specific weaknesses to defeat like in horror stories. I think you may want to switch to a different system, as that interacts messily with D&D's HP system, encounter rules and XP economy. The PC's need to be able to realise they're losing and escape rather than going from fully able to fight to dead in quick order. </p><p></p><p>Fourth is someone who wants more adventures that force the PC's into action instead of giving them a choice to accept the mission or not. You'd probably be happier with Polyhedron's ones then, as Dungeon's current editorial actively avoids railroads and expects DM's to customise adventures for their own group. Better to be slightly too lenient than too strict if you want to keep a group happy and together in the long run.</p><p></p><p>Fifth, another complaint that they don't even do a few token adventures aimed evil PC's. It's a lot easer to put evil PC's in an adventure where they're expected to be heroic and watch how they exploit and naughty word over everyone than the reverse. As long as Barbara is in charge, there'll be no adventures that force you to make evil or no-win choices in here, so don't bother submitting them. </p><p></p><p>Finally, a procedural request. Should you write a module before asking if Dungeon is interested in buying it, or save your energy and just send the outline? Your choice, but most of the best modules needed playtesting to get as good as they are, so better to concentrate on writing good adventures for your own group and only think about turning them into something sellable after they've already passed trial by fire and you know they're solidly constructed. Trying to make a full-time living out of writing RPG adventures was a fool's dream then, and even moreso now.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8264926, member: 27780"] [b][u]Dungeon Issue 24: Jul/Aug 1990[/u][/b] part 1/5 68 pages. That Illithid does not look happy about the state of his home. Will this be due to the actions of the players, or will we be facing some threat so nasty that the brain-eaters seem like the lesser evil and the PC's have to team up with them to save the world? Plus I recall there being a big feature on them in Dragon issue 150 around this time. Will there be any co-ordinated writing with that to make them both a little deeper? Definitely seems worth investigating to me. Editorial: Polyhedron has just gone through some fairly significant advances, assisted by the progress in technology. Dungeon's changes are more subtle, but they're not nonexistent either. They'll be increasing both their size and the amount of colour in the near future, as printing changes make this more economically feasible. They're not even increasing the price, although they don't rule it out in the future, so subscribe now if you want to be locked in a the lower price, hint hint. Some of the page count increase will also be taken up with more adverts, but overall, this still means more content each issue. Overall, i think this is a positive thing. Let's hope they use it to make the adventures that little bit bigger and more ambitious. Letters: The first letter is from a DM who's managed to use every adventure in issue 1 with the same group. That's an efficient use of your purchasing power. But will you be able to sustain it with subsequent issues? Second is Tracy Hickman complaining about the cover of issue 22, and generally wanting everything bland and inoffensive. A good reminder that he was one of the biggest pushers of right wing christian moral majority stuff back in the 80's. Ironic that now he's the one being cancelled by left-wing forumites for being problematic. Live by the sword, die by the sword. Third is someone who wants fewer, more deadly monsters in adventures that you need to use specific weaknesses to defeat like in horror stories. I think you may want to switch to a different system, as that interacts messily with D&D's HP system, encounter rules and XP economy. The PC's need to be able to realise they're losing and escape rather than going from fully able to fight to dead in quick order. Fourth is someone who wants more adventures that force the PC's into action instead of giving them a choice to accept the mission or not. You'd probably be happier with Polyhedron's ones then, as Dungeon's current editorial actively avoids railroads and expects DM's to customise adventures for their own group. Better to be slightly too lenient than too strict if you want to keep a group happy and together in the long run. Fifth, another complaint that they don't even do a few token adventures aimed evil PC's. It's a lot easer to put evil PC's in an adventure where they're expected to be heroic and watch how they exploit and naughty word over everyone than the reverse. As long as Barbara is in charge, there'll be no adventures that force you to make evil or no-win choices in here, so don't bother submitting them. Finally, a procedural request. Should you write a module before asking if Dungeon is interested in buying it, or save your energy and just send the outline? Your choice, but most of the best modules needed playtesting to get as good as they are, so better to concentrate on writing good adventures for your own group and only think about turning them into something sellable after they've already passed trial by fire and you know they're solidly constructed. Trying to make a full-time living out of writing RPG adventures was a fool's dream then, and even moreso now. [/QUOTE]
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