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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8315653" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 29: May/June 1991</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>80 pages. I know librarians can get a little irritable if you don't return books on time & in good condition, but this is a bit excessive. That's what you get for employing Baatezu staff. They may seem efficient and responsible workers, but there's always a catch. Let's see who's getting the bad end of the deal inside, and if there'll be any obvious loopholes that'll let the PC's escape unscathed. </p><p></p><p></p><p></p><p>Editorial: This is about their attempts to add more cool special features to the magazine, like the full boardgames Dragon occasionally carried. They had to turn a whole bunch of them down due to logistic reasons, although both including audio tracks to play at certain points in the adventure and a holographic cover will appear elsewhere in their product lines once the price points come down a little. They settled on a cut-out card map with rearrangeable rooms that lets you build new dungeon layouts with the same pieces quickly and easily. Just make sure you don't lose any of the pieces, or you could render the adventure unwinable. They look forward to seeing how people react to it, and remain open to further suggestions to spice up the presentation and build atmosphere. As long as they keep things interesting for themselves with experiments like this, hopefully they'll remain interesting to the readers as well. </p><p></p><p></p><p></p><p>Letters: The first letter is another far-flung gamer who struggles to get hold of books and other gamers. Any leads in Israel? As long as you're buying something legal, mail-order and Mastercard will be there for you. </p><p></p><p>Second, your usual bit of errata from a writer who only just realised their mistake after they'd already sent off the final draft. </p><p></p><p>3&4 are another round of opposing opinions, one wanting more adventures set in specific settings with concrete worldbuilding details, the other less, as it makes it harder to use them in your own campaign. Sticking entirely to either seems like a bad idea. </p><p></p><p>5th wants them to collect the new monsters, spells & items they've introduced over the years into books so more people can use them. It may take them a few years to assemble enough, but they will get around to it eventually. </p><p></p><p>6th is another who thinks system isn't important, it's the underlying ideas. Put them in whatever game form you want. </p><p></p><p>7th reminds us that atmosphere is as important as stats, particularly when it comes to horror. Awful things don't need to happen to their characters every encounter, but they need to feel the danger is real or they'll lose immersion. </p><p></p><p>8th is another generally happy with the magazine, although slightly more frequent solo adventures would be nice. </p><p></p><p>9th is completely the opposite, sulking over them including a marvel module and moving on from AD&D 1e. It's been 2 years since the new edition came out, and there's no great changes in the rules anyway. Get used to it. </p><p></p><p>Finally, praise for stepping up the number of handouts and other bits of clever formatting they're including. It really does make a difference.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8315653, member: 27780"] [b][u]Dungeon Issue 29: May/June 1991[/u][/b] part 1/5 80 pages. I know librarians can get a little irritable if you don't return books on time & in good condition, but this is a bit excessive. That's what you get for employing Baatezu staff. They may seem efficient and responsible workers, but there's always a catch. Let's see who's getting the bad end of the deal inside, and if there'll be any obvious loopholes that'll let the PC's escape unscathed. Editorial: This is about their attempts to add more cool special features to the magazine, like the full boardgames Dragon occasionally carried. They had to turn a whole bunch of them down due to logistic reasons, although both including audio tracks to play at certain points in the adventure and a holographic cover will appear elsewhere in their product lines once the price points come down a little. They settled on a cut-out card map with rearrangeable rooms that lets you build new dungeon layouts with the same pieces quickly and easily. Just make sure you don't lose any of the pieces, or you could render the adventure unwinable. They look forward to seeing how people react to it, and remain open to further suggestions to spice up the presentation and build atmosphere. As long as they keep things interesting for themselves with experiments like this, hopefully they'll remain interesting to the readers as well. Letters: The first letter is another far-flung gamer who struggles to get hold of books and other gamers. Any leads in Israel? As long as you're buying something legal, mail-order and Mastercard will be there for you. Second, your usual bit of errata from a writer who only just realised their mistake after they'd already sent off the final draft. 3&4 are another round of opposing opinions, one wanting more adventures set in specific settings with concrete worldbuilding details, the other less, as it makes it harder to use them in your own campaign. Sticking entirely to either seems like a bad idea. 5th wants them to collect the new monsters, spells & items they've introduced over the years into books so more people can use them. It may take them a few years to assemble enough, but they will get around to it eventually. 6th is another who thinks system isn't important, it's the underlying ideas. Put them in whatever game form you want. 7th reminds us that atmosphere is as important as stats, particularly when it comes to horror. Awful things don't need to happen to their characters every encounter, but they need to feel the danger is real or they'll lose immersion. 8th is another generally happy with the magazine, although slightly more frequent solo adventures would be nice. 9th is completely the opposite, sulking over them including a marvel module and moving on from AD&D 1e. It's been 2 years since the new edition came out, and there's no great changes in the rules anyway. Get used to it. Finally, praise for stepping up the number of handouts and other bits of clever formatting they're including. It really does make a difference. [/QUOTE]
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