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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8595024" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 48: Jul/Aug 1994</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>69 pages. That's a properly huge dragon. A human scale rider isn't going to be functionally wielding a lance that can hit the opponents from that position. Looking inside, I'm not surprised to see that the tie-in adventure involves Council of Wyrms, another of their experimental releases that's unlikely to see any reader submissions beyond this because hardly anyone played it. Hopefully I'll be able to enjoy this particular novelty while it lasts rather than being exasperated by it. </p><p></p><p></p><p></p><p>Editorial: One of those editorials that's just telling us what's in the issue a second time, as if the contents aren't just on the other side of the same page. Well, it has been a full 8 years now, it's understandable if you're running out of witticisms and philosophical ruminations. Enjoy the full colour centrefold map and the latest index update, but any really big celebratory stuff will be saved for issue 50. Fair enough. Onto the real meat then. </p><p></p><p></p><p></p><p>Letters: First letter is Chris Perkins complaining about the way they standardised what was originally an exception-based encounter in Quelkin's Quandary so it no longer had the same impact, then offering an even more inventive solution. If only they'd done that extra editing in private before the whole world saw. </p><p></p><p>Second is someone who's very much in favour of fastforwarding through lengthy conversations and shopping to get to the exciting parts of a game. If a game doesn't improve on real life in terms of fun/effort ratio, what's the point in playing?</p><p></p><p>Third wants to make sure Fraggart's Contraption doesn't break people's games after they beat him, reminding them that things like that are expensive and finicky to maintain. If none of the PC's have similar nonweapon proficiencies it'll soon break down. </p><p></p><p>Fourth similarly wants to make sure steam engines aren't contagious in your world unless you as a DM permit it. Just change the laws of physics in some obscure way to prevent the players from metagaming real world technical knowledge. </p><p></p><p>Fifth is from australia, and has also turned things upside down by putting together an all female group. They've responded very well to adventures from Dungeon. One would think so given the magazine has been female led virtually since the start.</p><p></p><p>Sixth objects to the idea that all female characters in D&D adventures are traps, pointing out plenty of examples where they're not just from recent issues. You use one veiled medusa and the players never let you live it down. </p><p></p><p>7th & 8th want more grim and gritty adventures and less jokeyness in general. 2e has become just too nice and forgiving to the players over the years. This is what happens when you live in fear of the moral majority and don't go anywhere near realistic depictions of sex and gore.</p><p></p><p>Finally, another person complaining about some of their players bogging things down with roleplaying stuff that slows the plot to a crawl, boring the other ones. You may need to split up the group so everyone can be with people that fit their playstyle better, then everyone'll be happy.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8595024, member: 27780"] [b][u]Dungeon Issue 48: Jul/Aug 1994[/u][/b] part 1/5 69 pages. That's a properly huge dragon. A human scale rider isn't going to be functionally wielding a lance that can hit the opponents from that position. Looking inside, I'm not surprised to see that the tie-in adventure involves Council of Wyrms, another of their experimental releases that's unlikely to see any reader submissions beyond this because hardly anyone played it. Hopefully I'll be able to enjoy this particular novelty while it lasts rather than being exasperated by it. Editorial: One of those editorials that's just telling us what's in the issue a second time, as if the contents aren't just on the other side of the same page. Well, it has been a full 8 years now, it's understandable if you're running out of witticisms and philosophical ruminations. Enjoy the full colour centrefold map and the latest index update, but any really big celebratory stuff will be saved for issue 50. Fair enough. Onto the real meat then. Letters: First letter is Chris Perkins complaining about the way they standardised what was originally an exception-based encounter in Quelkin's Quandary so it no longer had the same impact, then offering an even more inventive solution. If only they'd done that extra editing in private before the whole world saw. Second is someone who's very much in favour of fastforwarding through lengthy conversations and shopping to get to the exciting parts of a game. If a game doesn't improve on real life in terms of fun/effort ratio, what's the point in playing? Third wants to make sure Fraggart's Contraption doesn't break people's games after they beat him, reminding them that things like that are expensive and finicky to maintain. If none of the PC's have similar nonweapon proficiencies it'll soon break down. Fourth similarly wants to make sure steam engines aren't contagious in your world unless you as a DM permit it. Just change the laws of physics in some obscure way to prevent the players from metagaming real world technical knowledge. Fifth is from australia, and has also turned things upside down by putting together an all female group. They've responded very well to adventures from Dungeon. One would think so given the magazine has been female led virtually since the start. Sixth objects to the idea that all female characters in D&D adventures are traps, pointing out plenty of examples where they're not just from recent issues. You use one veiled medusa and the players never let you live it down. 7th & 8th want more grim and gritty adventures and less jokeyness in general. 2e has become just too nice and forgiving to the players over the years. This is what happens when you live in fear of the moral majority and don't go anywhere near realistic depictions of sex and gore. Finally, another person complaining about some of their players bogging things down with roleplaying stuff that slows the plot to a crawl, boring the other ones. You may need to split up the group so everyone can be with people that fit their playstyle better, then everyone'll be happy. [/QUOTE]
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