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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8486144" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 83: May 1993</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>36 pages. Who is this well-dressed dandy and the unfortunate cutpurse who tried to get hold of some of his wealth? Apprehended without even disturbing his monocle. Will he live to regret picking the wrong target, or will he get about as much mercy as the average PC would grant? I'm sure there'll be some clues inside, should we care to investigate and find out a little more about Raven's Bluff law enforcement. </p><p></p><p></p><p></p><p>The Man Behind Drizzt: It's been 31 issues since they last interviewed R. A. Salvatore in here. In that time, he's been very busy indeed, completing several more Drizzt novels (with him firmly as the protagonist now it's obvious he's the most popular character) and a bunch of other projects as well. Like many writers, it seems he has half a dozen book ideas on the go at once, so when he gets stuck on one he can switch to another and get more written overall than trying to work in a purely linear way. It must be working, because he's become TSR's biggest author, winning fans beyond just players of D&D. Having got this far, he's doing his best to maintain it by answering all his fan mail and remembering to find time to actually roleplay, sometimes using the games as inspiration for fight choreography and character banter. What's the point of gaming-based fiction if the writers don't play, and it doesn't resemble the things you can do in the game? It'd be just a cheap cash grab with a licensed name slapped on it. Once again, they're selling him as a decent guy who's kept in touch with his roots. Hopefully it's even the truth. We're not going to get any shocking tabloid exposes here. </p><p></p><p></p><p></p><p>Notes From HQ: Along with the usual grumbling about trying to get people to follow procedure and submit enough publishable material, we have two new developments. First is this month's competition, with the fairly quirky topic of sidekicks. Personality more important than statistics, no secret traitors please, we want ones the PC's would genuinely appreciate having follow them around. Since hirelings as a concept have been in long term decline over the editions, this is quite interesting to see. Less obviously interesting, but probably more significant long-term, is that they're now working next door to the rest of the TSR periodicals, instead of having to negotiate the rambling offices if they want to borrow something or one of the printers breaks down. This means crossovers are more likely in the future. If they hadn't done that, the future merger with Dungeon seems much less likely. Another example of how much proximity matters. Hopefully they'll also take a little more inspiration in how to write good adventures from Dungeon in the meantime. </p><p></p><p></p><p></p><p>Letters: Only one letter this time, a lengthy one from Keith Polster, one of the Gen Con organisers, telling us about all the ways he's trying to improve it this year, and encouraging people on the fence to come, be it as judges or just regular members. They've rearranged things so hopefully there'll be less running around between events trying to make the next one on time, and hoping they'll be able to squeeze in more tournaments than ever. Presuming they can get a high enough judge to player ratio, which as we've seen from previous years is a persistent struggle. Will they have to cancel some this time? They've given up on Buck Rogers already, but they're still trying to make Boot Hill happen. This seems fairly familiar. One person willing to give up their day can make a real difference, but how many will actually take up that mantle? It'll take another 6 months or so to find out, and then they'll start all over again with promoting the next year. Just another iteration of the great circle of life.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8486144, member: 27780"] [b][u]Polyhedron Issue 83: May 1993[/u][/b] part 1/5 36 pages. Who is this well-dressed dandy and the unfortunate cutpurse who tried to get hold of some of his wealth? Apprehended without even disturbing his monocle. Will he live to regret picking the wrong target, or will he get about as much mercy as the average PC would grant? I'm sure there'll be some clues inside, should we care to investigate and find out a little more about Raven's Bluff law enforcement. The Man Behind Drizzt: It's been 31 issues since they last interviewed R. A. Salvatore in here. In that time, he's been very busy indeed, completing several more Drizzt novels (with him firmly as the protagonist now it's obvious he's the most popular character) and a bunch of other projects as well. Like many writers, it seems he has half a dozen book ideas on the go at once, so when he gets stuck on one he can switch to another and get more written overall than trying to work in a purely linear way. It must be working, because he's become TSR's biggest author, winning fans beyond just players of D&D. Having got this far, he's doing his best to maintain it by answering all his fan mail and remembering to find time to actually roleplay, sometimes using the games as inspiration for fight choreography and character banter. What's the point of gaming-based fiction if the writers don't play, and it doesn't resemble the things you can do in the game? It'd be just a cheap cash grab with a licensed name slapped on it. Once again, they're selling him as a decent guy who's kept in touch with his roots. Hopefully it's even the truth. We're not going to get any shocking tabloid exposes here. Notes From HQ: Along with the usual grumbling about trying to get people to follow procedure and submit enough publishable material, we have two new developments. First is this month's competition, with the fairly quirky topic of sidekicks. Personality more important than statistics, no secret traitors please, we want ones the PC's would genuinely appreciate having follow them around. Since hirelings as a concept have been in long term decline over the editions, this is quite interesting to see. Less obviously interesting, but probably more significant long-term, is that they're now working next door to the rest of the TSR periodicals, instead of having to negotiate the rambling offices if they want to borrow something or one of the printers breaks down. This means crossovers are more likely in the future. If they hadn't done that, the future merger with Dungeon seems much less likely. Another example of how much proximity matters. Hopefully they'll also take a little more inspiration in how to write good adventures from Dungeon in the meantime. Letters: Only one letter this time, a lengthy one from Keith Polster, one of the Gen Con organisers, telling us about all the ways he's trying to improve it this year, and encouraging people on the fence to come, be it as judges or just regular members. They've rearranged things so hopefully there'll be less running around between events trying to make the next one on time, and hoping they'll be able to squeeze in more tournaments than ever. Presuming they can get a high enough judge to player ratio, which as we've seen from previous years is a persistent struggle. Will they have to cancel some this time? They've given up on Buck Rogers already, but they're still trying to make Boot Hill happen. This seems fairly familiar. One person willing to give up their day can make a real difference, but how many will actually take up that mantle? It'll take another 6 months or so to find out, and then they'll start all over again with promoting the next year. Just another iteration of the great circle of life. [/QUOTE]
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