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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8503071" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 42: Jul/Aug 1993</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>72 pages. After a large chunk of the readers made it clear in the survey they didn't want any adventures that reminded them of africans or native americans, it's pleasing to see them put a darker-skinned character on the cover. Whether the story they're in is a good one, and whether they're protagonist or antagonist remains to be seen, but at least it's a little bit of a pushback. Let's find out what the context is inside. </p><p></p><p></p><p></p><p>Editorial: One of those topics that turns up regularly gets recycled here, as Wolfgang talks about using music & props to enhance the gaming experience. Create atmosphere, provide hints as to the solution of a mystery without having to explicitly describe all the clues, maybe a few jump scares. Send in your best ideas (and also the ones you tried that really didn't work, as that's a good laugh to put in the letters page) and maybe they'll build a special feature around them. Another little way to drive engagement and hopefully increase the variety of things they publish. We'll see if it bears any fruit in a few issues time.</p><p></p><p></p><p></p><p>Letters: First letter points out that good plots are much harder to write than just stringing together a bunch of dungeon rooms full of monsters. This is why it makes sense for the magazine to favour those. Just remember that too rigid a plot means no room for actually roleplaying as a player, which defeats the whole purpose of the game. </p><p></p><p>Second is Willie Walsh talking about the statistics of accepted vs rejected adventures. Even he's batting less than 50%. Don't get down on yourself if your first try doesn't measure up. </p><p></p><p>Third is from Israel, and complains how hard it is to find roleplaying stuff there. As I said a couple of issues ago, you should see the neighbours. He also wants more extremely low & high level adventures, as those are the trickiest parts of the system to support. </p><p></p><p>Fourth is Steve Kurtz, pointing out that psionics is only broken when the PC's have it, but none of the NPC's know about it or have any countermeasures. Psionic characters also have sensitivities nonpsionic ones lack, and in a setting where they're common, even complete nulls will know how to exploit these. </p><p></p><p>Fifth is another adventure path, showing how he used the characters in one to lead smoothly onto the next planned adventure. All it takes is building a few more connections between areas that weren't in the original scenarios. </p><p></p><p>Sixth is another person complaining about them including monsters from books they don't have. Sharing is caring. If you can't afford those books, or your wife won't let you, maybe one of the other group members has them and will let you have a look. </p><p></p><p>Finally, another adventure path from Australia, along with a few of the modifications they made. Not all of the adventures are from Dungeon, but they couldn't have done without it, due to the sheer quantity of adventures in here vs their standalone modules.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8503071, member: 27780"] [b][u]Dungeon Issue 42: Jul/Aug 1993[/u][/b] part 1/5 72 pages. After a large chunk of the readers made it clear in the survey they didn't want any adventures that reminded them of africans or native americans, it's pleasing to see them put a darker-skinned character on the cover. Whether the story they're in is a good one, and whether they're protagonist or antagonist remains to be seen, but at least it's a little bit of a pushback. Let's find out what the context is inside. Editorial: One of those topics that turns up regularly gets recycled here, as Wolfgang talks about using music & props to enhance the gaming experience. Create atmosphere, provide hints as to the solution of a mystery without having to explicitly describe all the clues, maybe a few jump scares. Send in your best ideas (and also the ones you tried that really didn't work, as that's a good laugh to put in the letters page) and maybe they'll build a special feature around them. Another little way to drive engagement and hopefully increase the variety of things they publish. We'll see if it bears any fruit in a few issues time. Letters: First letter points out that good plots are much harder to write than just stringing together a bunch of dungeon rooms full of monsters. This is why it makes sense for the magazine to favour those. Just remember that too rigid a plot means no room for actually roleplaying as a player, which defeats the whole purpose of the game. Second is Willie Walsh talking about the statistics of accepted vs rejected adventures. Even he's batting less than 50%. Don't get down on yourself if your first try doesn't measure up. Third is from Israel, and complains how hard it is to find roleplaying stuff there. As I said a couple of issues ago, you should see the neighbours. He also wants more extremely low & high level adventures, as those are the trickiest parts of the system to support. Fourth is Steve Kurtz, pointing out that psionics is only broken when the PC's have it, but none of the NPC's know about it or have any countermeasures. Psionic characters also have sensitivities nonpsionic ones lack, and in a setting where they're common, even complete nulls will know how to exploit these. Fifth is another adventure path, showing how he used the characters in one to lead smoothly onto the next planned adventure. All it takes is building a few more connections between areas that weren't in the original scenarios. Sixth is another person complaining about them including monsters from books they don't have. Sharing is caring. If you can't afford those books, or your wife won't let you, maybe one of the other group members has them and will let you have a look. Finally, another adventure path from Australia, along with a few of the modifications they made. Not all of the adventures are from Dungeon, but they couldn't have done without it, due to the sheer quantity of adventures in here vs their standalone modules. [/QUOTE]
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