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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8418919" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 36: Jul/Aug 1992</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>76 pages. Dragons iiiiinnn SPAAAACEEE!!!! I guess we do have another spelljammer adventure on the way. Hopefully not another one aimed at elevating the minds of landlubbers, as I think we're already decently catered for in that area. Let's see how far we can get from generic starting level dungeon-crawls this time. </p><p></p><p></p><p></p><p>Editorial: Since issue 2, they've had a fair share of adventures where the mystery is a big part of the fun, and investigation, finding clues & interviewing suspects is more important than the killing things & taking of stuff. Wolf decides to spend the editorial celebrating this idea. Challenge your players and their brains, not just their character's stats. This is 2e, where nonweapon proficiencies are still optional, and you're expected to actually roleplay your way through social situations, rather than pick between diplomacy, bluff & intimidate and let the dice determine how well you did overall. More adventures in this vein from the freelancers would be very welcome. The kind of editorial that lets you know which way the wind is blowing in the offices. They want to grow beyond their dungeon delving & dragon slaying origins, and make D&D a more general purpose RPG with lots of different detailed settings. Can they get people to play along? Well, they're not doing too badly so far. I guess I'll keep going and see if they drop mystery based adventures when they do the whole back to the dungeon thing with the edition change, or it happens earlier, later, or not at all. </p><p></p><p></p><p></p><p>Letters: First letter is particularly pleased by the trading cards in issue 34. In addition to making characters easy to look up, they also make good bookmarks. Another round of them would be very welcome. </p><p></p><p>Second complains about blatant spoilers in the adventure titles and maps. It makes keeping the true nature of the adversaries in more cerebral adventures difficult. They need to draw you in somehow. It's a tricky path to balance, but they'll try to be a bit more subtle. </p><p></p><p>Third reminds them not to discouraged by satanic panic idiots and keep on keeping on. Roleplaying is just another hobby so just keep on making good adventures for us to play. </p><p></p><p>4th is by future design head Chris Perkins. He'd like to see them do a best of, put better maps and illustrations in, and cover more terrains & cultures. In the meantime, he'll keep on submitting his own adventures here. Another example of persistence paying off. </p><p></p><p>5th wants to know about the statistics behind the magazine. Just how many adventures do they reject for each one they choose. It's not quite hundred to one, but not far off. Once again, you need to be persistent and patient if you want to become one of their regulars, because even if they accept you, your adventure could be waiting a long time in the slush pile. </p><p></p><p>6th is another one that really likes the trading cards and other inserts. Can they come up with any new ones to keep the variety up?</p><p></p><p>7th wishes they'd do more Spelljammer & Dark Sun adventures. Well, they're trying this issue. Send them in and increase the odds of the settings surviving long-term. </p><p></p><p>8th reminds people that not every adventure is, or indeed should be aimed at them. Even the one that aren't will hopefully expand your mind and let you understand what else you could try in the future. </p><p></p><p>Finally, another one asking what computer programs they use to make their maps, and if they could get hold of the original files. Sorry. Diesel still does them by hand. It'll still be a long time before you can get hold of issues online, and even longer before you can do so legally.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8418919, member: 27780"] [b][u]Dungeon Issue 36: Jul/Aug 1992[/u][/b] part 1/5 76 pages. Dragons iiiiinnn SPAAAACEEE!!!! I guess we do have another spelljammer adventure on the way. Hopefully not another one aimed at elevating the minds of landlubbers, as I think we're already decently catered for in that area. Let's see how far we can get from generic starting level dungeon-crawls this time. Editorial: Since issue 2, they've had a fair share of adventures where the mystery is a big part of the fun, and investigation, finding clues & interviewing suspects is more important than the killing things & taking of stuff. Wolf decides to spend the editorial celebrating this idea. Challenge your players and their brains, not just their character's stats. This is 2e, where nonweapon proficiencies are still optional, and you're expected to actually roleplay your way through social situations, rather than pick between diplomacy, bluff & intimidate and let the dice determine how well you did overall. More adventures in this vein from the freelancers would be very welcome. The kind of editorial that lets you know which way the wind is blowing in the offices. They want to grow beyond their dungeon delving & dragon slaying origins, and make D&D a more general purpose RPG with lots of different detailed settings. Can they get people to play along? Well, they're not doing too badly so far. I guess I'll keep going and see if they drop mystery based adventures when they do the whole back to the dungeon thing with the edition change, or it happens earlier, later, or not at all. Letters: First letter is particularly pleased by the trading cards in issue 34. In addition to making characters easy to look up, they also make good bookmarks. Another round of them would be very welcome. Second complains about blatant spoilers in the adventure titles and maps. It makes keeping the true nature of the adversaries in more cerebral adventures difficult. They need to draw you in somehow. It's a tricky path to balance, but they'll try to be a bit more subtle. Third reminds them not to discouraged by satanic panic idiots and keep on keeping on. Roleplaying is just another hobby so just keep on making good adventures for us to play. 4th is by future design head Chris Perkins. He'd like to see them do a best of, put better maps and illustrations in, and cover more terrains & cultures. In the meantime, he'll keep on submitting his own adventures here. Another example of persistence paying off. 5th wants to know about the statistics behind the magazine. Just how many adventures do they reject for each one they choose. It's not quite hundred to one, but not far off. Once again, you need to be persistent and patient if you want to become one of their regulars, because even if they accept you, your adventure could be waiting a long time in the slush pile. 6th is another one that really likes the trading cards and other inserts. Can they come up with any new ones to keep the variety up? 7th wishes they'd do more Spelljammer & Dark Sun adventures. Well, they're trying this issue. Send them in and increase the odds of the settings surviving long-term. 8th reminds people that not every adventure is, or indeed should be aimed at them. Even the one that aren't will hopefully expand your mind and let you understand what else you could try in the future. Finally, another one asking what computer programs they use to make their maps, and if they could get hold of the original files. Sorry. Diesel still does them by hand. It'll still be a long time before you can get hold of issues online, and even longer before you can do so legally. [/QUOTE]
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