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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8609768" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 49: Sep/Oct 1994</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>80 pages. I know clarinets can be pretty piercing, but that's no reason to poison the person playing them, unless the player is <em>really</em> terrible and persistent in playing at unsociable hours. It looks like we're going to be flexing our amateur dramatics muscles this issue. Let's hope there'll be room for improv rather than an overly rigid script. </p><p></p><p></p><p></p><p>Editorial: The cover story this issue has a particularly protracted genesis that Barbara recounts in the editorial. Valerie Valusek was fed up with always drawing artwork to other people's stories, so she and Barbara decided to do it the other way around for a change. Then it took a full 6 years to find a writer willing and able to take the illustrations she came up with and craft a coherent adventure around them. That's development hell for you. Just got to keep the dream alive because you never know when opportunity will finally knock. Let's hope it was worth the wait, as I recall the last adventure that took forever to be accepted didn't overly impress me. </p><p></p><p></p><p></p><p>Letters: First letter is another of those ones on what series of adventures they're using, although in this case it's mostly planning ahead and seeding rumours throughout the campaign world for ones they'd like to use in the future. Their choices definitely incline toward's Dungeon's more whimsical adventures. </p><p></p><p>Second wants more detail in general on adventures. Full info on spells & powers every time instead of having to look them up, more images of the outside of buildings as well as their layouts. The kind of thing that would make each one longer and each issue have fewer adventures, so Barbara definitely can't make any promises on that front. I don't think it's a co-incidence that 4e moved in that direction with it's statblocks only after the magazine went all electronic. </p><p></p><p>Third is more praise for the many adventures of Willie Walsh. May he keep on mixing up ideas and telling interesting stories for many more years to come. </p><p></p><p>Fourth wants them to keep on including lots of variety in their adventures. That's what keeps the game from becoming dull and ending, even if not every adventure will be to every group's taste. </p><p></p><p>Fifth also thinks one group's excessive roleplaying is another group's great evening. It's not just the quantity but also the quality of the acting and the emotions evoked so figure out what pushes your player's buttons and get stuck in. </p><p></p><p>Finally, some errata questions for last issue. They changed the recommended character level for To Bite the Moon in response to playtesting, but forgot to do so everywhere. The lower range is the right one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8609768, member: 27780"] [b][u]Dungeon Issue 49: Sep/Oct 1994[/u][/b] part 1/5 80 pages. I know clarinets can be pretty piercing, but that's no reason to poison the person playing them, unless the player is [i]really[/i] terrible and persistent in playing at unsociable hours. It looks like we're going to be flexing our amateur dramatics muscles this issue. Let's hope there'll be room for improv rather than an overly rigid script. Editorial: The cover story this issue has a particularly protracted genesis that Barbara recounts in the editorial. Valerie Valusek was fed up with always drawing artwork to other people's stories, so she and Barbara decided to do it the other way around for a change. Then it took a full 6 years to find a writer willing and able to take the illustrations she came up with and craft a coherent adventure around them. That's development hell for you. Just got to keep the dream alive because you never know when opportunity will finally knock. Let's hope it was worth the wait, as I recall the last adventure that took forever to be accepted didn't overly impress me. Letters: First letter is another of those ones on what series of adventures they're using, although in this case it's mostly planning ahead and seeding rumours throughout the campaign world for ones they'd like to use in the future. Their choices definitely incline toward's Dungeon's more whimsical adventures. Second wants more detail in general on adventures. Full info on spells & powers every time instead of having to look them up, more images of the outside of buildings as well as their layouts. The kind of thing that would make each one longer and each issue have fewer adventures, so Barbara definitely can't make any promises on that front. I don't think it's a co-incidence that 4e moved in that direction with it's statblocks only after the magazine went all electronic. Third is more praise for the many adventures of Willie Walsh. May he keep on mixing up ideas and telling interesting stories for many more years to come. Fourth wants them to keep on including lots of variety in their adventures. That's what keeps the game from becoming dull and ending, even if not every adventure will be to every group's taste. Fifth also thinks one group's excessive roleplaying is another group's great evening. It's not just the quantity but also the quality of the acting and the emotions evoked so figure out what pushes your player's buttons and get stuck in. Finally, some errata questions for last issue. They changed the recommended character level for To Bite the Moon in response to playtesting, but forgot to do so everywhere. The lower range is the right one. [/QUOTE]
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