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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8476718" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 40: Mar/Apr 1993</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>72 pages. Spelljammer has taken the place of the underwater adventures for the last year or so, but it looks like they're putting ships back in their traditional environment, to face the traditional marauding aquatic humanoids trying to sink them. Will this show us any new perspectives of the crushing watery depths, or will it be the same ideas as 5 years ago given a new coat of paint and more linear maps? Let's turn the pages, and try not to get them crinkly from reading in the bath.</p><p></p><p></p><p></p><p>Editorial: Unsurprisingly, nearly everyone else noticed their failure to update the years properly last issue, leading to a lot of letters and some very red faces in the office. They've improved the precautions to make sure it doesn't happen again. To distract from that, they spend the rest of the editorial giving prizes to a random selection of people who bothered to fill in the survey. Enjoy your year's free subscription. So despite the little editorial mistakes, the larger machine churns away uninterrupted. Nothing much to analyse here then. </p><p></p><p></p><p></p><p>Letters: First letter is from italy, and reminds all the people complaining about the price in the USA how good they have it. He has to pay several times as much for each issue due to international shipping, and then translate everything to use it. Respect to the hardcore dedication. </p><p></p><p>Second is from a GM who saw his party die horribly seeking the fountain of health. They still had a good time, and can't wait to roll up new characters & try again. That's how you know it's a proper old school experience. </p><p></p><p>Third is from regular adventure writer Leonard Wilson. He gives his hints on how to reliably get a module accepted. Learn the rules, accept editorial input, and write what you'd like to see other people sending into the magazine. All seems fairly common sense to me, but gamers do regularly dump their WIS stat for more superficially powerful builds.</p><p></p><p>Fourth, a request for more unusual adventures in general. How else are we to stave off the ennui of the passing years and their eternal repetition?</p><p></p><p>Fifth, more psionics in general, not just restricted to Dark Sun. They're not flatly saying no, but you need to prove there's a demand. </p><p></p><p>Sixth, someone who's switched to GURPS, but still gets plenty of use out of Dungeon. It's the ideas that really count, and they can be used in nearly any system. </p><p></p><p>Seventh, another example of how to string multiple adventures together into a campaign. They didn't complete all of them, and others didn't go as expected, but that just makes the campaign as a whole more interesting. You've just got to roll with what the players do and make sure there's something interesting wherever they go. </p><p></p><p>Finally, a complaint that some villains use ridiculously overeffective tactics, while others don't exploit their powers and opportunity to prepare at all. No matter how smart you are, you can still be blindsided or get lazy. Fiends in particular are embodiments of vice, so compromising tactics and not using their mind-control and at-will teleportation powers to short-circuit a battle because of pride, wrath or sloth is entirely in character.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8476718, member: 27780"] [b][u]Dungeon Issue 40: Mar/Apr 1993[/u][/b] part 1/5 72 pages. Spelljammer has taken the place of the underwater adventures for the last year or so, but it looks like they're putting ships back in their traditional environment, to face the traditional marauding aquatic humanoids trying to sink them. Will this show us any new perspectives of the crushing watery depths, or will it be the same ideas as 5 years ago given a new coat of paint and more linear maps? Let's turn the pages, and try not to get them crinkly from reading in the bath. Editorial: Unsurprisingly, nearly everyone else noticed their failure to update the years properly last issue, leading to a lot of letters and some very red faces in the office. They've improved the precautions to make sure it doesn't happen again. To distract from that, they spend the rest of the editorial giving prizes to a random selection of people who bothered to fill in the survey. Enjoy your year's free subscription. So despite the little editorial mistakes, the larger machine churns away uninterrupted. Nothing much to analyse here then. Letters: First letter is from italy, and reminds all the people complaining about the price in the USA how good they have it. He has to pay several times as much for each issue due to international shipping, and then translate everything to use it. Respect to the hardcore dedication. Second is from a GM who saw his party die horribly seeking the fountain of health. They still had a good time, and can't wait to roll up new characters & try again. That's how you know it's a proper old school experience. Third is from regular adventure writer Leonard Wilson. He gives his hints on how to reliably get a module accepted. Learn the rules, accept editorial input, and write what you'd like to see other people sending into the magazine. All seems fairly common sense to me, but gamers do regularly dump their WIS stat for more superficially powerful builds. Fourth, a request for more unusual adventures in general. How else are we to stave off the ennui of the passing years and their eternal repetition? Fifth, more psionics in general, not just restricted to Dark Sun. They're not flatly saying no, but you need to prove there's a demand. Sixth, someone who's switched to GURPS, but still gets plenty of use out of Dungeon. It's the ideas that really count, and they can be used in nearly any system. Seventh, another example of how to string multiple adventures together into a campaign. They didn't complete all of them, and others didn't go as expected, but that just makes the campaign as a whole more interesting. You've just got to roll with what the players do and make sure there's something interesting wherever they go. Finally, a complaint that some villains use ridiculously overeffective tactics, while others don't exploit their powers and opportunity to prepare at all. No matter how smart you are, you can still be blindsided or get lazy. Fiends in particular are embodiments of vice, so compromising tactics and not using their mind-control and at-will teleportation powers to short-circuit a battle because of pride, wrath or sloth is entirely in character. [/QUOTE]
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