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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8380712" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 33: Jan/Feb 1992</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>80 pages. We haven't had any oriental adventures for over a year, but it looks like they're going to make up for that by putting this one on the cover, with a quite impressive dual-wielding oni guarding the way to an island. Let's find out why you want to get past him, and if there's a way to do it without fighting inside.</p><p></p><p></p><p>Editorial: Barbara is on holiday, so she delegates the editorial to new assistant Wolfgang Baur. Now there's a very familiar name who won't be staying at entry level for long, After several years as a freelancer, this is his first experience of the TSR offices in person, and he's finding out just how weird they all are. Don't worry, after several years of working in a full-time creative job that encourages you to indulge rather than repress your eccentricities, you'll look just as weird to the newbies too. Like any fresh newbie who's been working towards this for years, he's got a whole load of pet ideas that he'd very much like to see turned into actual published adventures. Send in more seafaring adventures that <em>don't</em> involve going underwater, more specific setting adventures, more stuff featuring gnomes, and fewer of overused cliches like railroading prophecies, absent-minded alchemists, and drow in general, both heroic & villainous. That's an interesting set of preferences. I note that it doesn't include his special love for ghouls, which is obviously important enough to him that he wants to do all the writing himself. Roger increasingly left the editorials to Dale in his later years, so I wonder if we'll see the same pattern here. In any case, this is another interesting little landmark along the road of gaming history. </p><p></p><p></p><p></p><p>Letters: The first letter wants more cardstock inserts, both creatures and structures, even if they aren't tied to any specific adventure. You never know when something might come in handy in a long-running campaign.</p><p></p><p>Second praises them for introducing him to lots of cool new worlds, and asks how interested they are in him returning the favor. As long as you can do so in self-contained, bite-sized chunks, they can also provide hints to your own campaign world. After all, it worked for Ed. </p><p></p><p>Third is from the author of The Wayward Wood, who's quite pleased to see his adventure in print, but as usual, spots a few errors too late to fix, some his and some the editor's. Perfection is an elusive goal, and grows moreso the more people are involved.</p><p></p><p>4th, 5th & 6th continue the debate on how many adventures should be in specific settings, with one wanting more, one less, and the third a good balance of both. A never ending battle with a lot of repetition on both sides.</p><p></p><p>Finally, someone who specifically loved their recent Ravenloft adventure, and wants more. Horror is a very popular genre. Maybe they should make an RPG that supports it better on a mechanical level, as it's very hard to keep D&D scary once you have a bit of XP built up.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8380712, member: 27780"] [b][u]Dungeon Issue 33: Jan/Feb 1992[/u][/b] part 1/5 80 pages. We haven't had any oriental adventures for over a year, but it looks like they're going to make up for that by putting this one on the cover, with a quite impressive dual-wielding oni guarding the way to an island. Let's find out why you want to get past him, and if there's a way to do it without fighting inside. Editorial: Barbara is on holiday, so she delegates the editorial to new assistant Wolfgang Baur. Now there's a very familiar name who won't be staying at entry level for long, After several years as a freelancer, this is his first experience of the TSR offices in person, and he's finding out just how weird they all are. Don't worry, after several years of working in a full-time creative job that encourages you to indulge rather than repress your eccentricities, you'll look just as weird to the newbies too. Like any fresh newbie who's been working towards this for years, he's got a whole load of pet ideas that he'd very much like to see turned into actual published adventures. Send in more seafaring adventures that [i]don't[/i] involve going underwater, more specific setting adventures, more stuff featuring gnomes, and fewer of overused cliches like railroading prophecies, absent-minded alchemists, and drow in general, both heroic & villainous. That's an interesting set of preferences. I note that it doesn't include his special love for ghouls, which is obviously important enough to him that he wants to do all the writing himself. Roger increasingly left the editorials to Dale in his later years, so I wonder if we'll see the same pattern here. In any case, this is another interesting little landmark along the road of gaming history. Letters: The first letter wants more cardstock inserts, both creatures and structures, even if they aren't tied to any specific adventure. You never know when something might come in handy in a long-running campaign. Second praises them for introducing him to lots of cool new worlds, and asks how interested they are in him returning the favor. As long as you can do so in self-contained, bite-sized chunks, they can also provide hints to your own campaign world. After all, it worked for Ed. Third is from the author of The Wayward Wood, who's quite pleased to see his adventure in print, but as usual, spots a few errors too late to fix, some his and some the editor's. Perfection is an elusive goal, and grows moreso the more people are involved. 4th, 5th & 6th continue the debate on how many adventures should be in specific settings, with one wanting more, one less, and the third a good balance of both. A never ending battle with a lot of repetition on both sides. Finally, someone who specifically loved their recent Ravenloft adventure, and wants more. Horror is a very popular genre. Maybe they should make an RPG that supports it better on a mechanical level, as it's very hard to keep D&D scary once you have a bit of XP built up. [/QUOTE]
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