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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8640381" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 51: Jan/Feb 1995</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>65 pages. Unleash the Kraken! Or some kind of giant squid anyway, as it looks like we'll be adding to our portfolio of underwater adventures. Make sure you're well equipped, because drowning before you even get to the real challenges of the adventure is a very undignified way to go. Time to see what challenges this year's crop of adventures brings, and if they'll push at the limits of your player's capabilities in any way.</p><p></p><p></p><p></p><p>Editorial: Huh. Barbara winds up leaving Dungeon the same month Jean does Polyhedron. I wasn't expecting that. So in one fell swoop, their number of female-led magazines goes from two to zero. Equality isn't a straight line of progress. Just as with Polyhedron, the deputy editor moves up to the top, and Wolf Baur doesn't have any immediate plans to make drastic changes, but we shall see how long his tenure lasts and if he'll be content in this position for as long as his predecessor. Another reminder in quick succession that this is the year that TSR's long stable period draws to a close, as gradually declining sales and their own management issues catch up with them. There's still plenty of interesting and often quite experimental books to come, but finding them now in hardcopy is trickier than the ones of 5 years ago. Hopefully those stresses'll produce some things worth remembering in here. </p><p></p><p></p><p></p><p>Letters: First letter is from someone who runs games in Rolemaster, but still buys Dungeon for the ideas. As many many people have said before, they're the important thing, not the stats. </p><p></p><p>Second is from someone annoyed about them recycling an old adventure from Dragon in issue 49. This isn't the place for nostalgia. If they're going to do stuff like that they should be putting it in a dedicated Best Of. Just wait until a few editions later, when a substantial fraction of the adventures are just updates of old modules. That'll really get tiresome to review.</p><p></p><p>Third only started reading a couple of years ago, but has made extensive use of their adventures and gives us another list of which ones they went through. Linear advancement through ones of recommended character level does not appear to be on the agenda. </p><p></p><p>Finally, someone reminding all the stumped DM's out there that they hold ultimate power to make their campaign fun or not. They just need the will and imagination to use it. Be direct in asking your players what they want, then come up with a suitable response. It doesn't have to be more complicated than that.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8640381, member: 27780"] [b][u]Dungeon Issue 51: Jan/Feb 1995[/u][/b] part 1/5 65 pages. Unleash the Kraken! Or some kind of giant squid anyway, as it looks like we'll be adding to our portfolio of underwater adventures. Make sure you're well equipped, because drowning before you even get to the real challenges of the adventure is a very undignified way to go. Time to see what challenges this year's crop of adventures brings, and if they'll push at the limits of your player's capabilities in any way. Editorial: Huh. Barbara winds up leaving Dungeon the same month Jean does Polyhedron. I wasn't expecting that. So in one fell swoop, their number of female-led magazines goes from two to zero. Equality isn't a straight line of progress. Just as with Polyhedron, the deputy editor moves up to the top, and Wolf Baur doesn't have any immediate plans to make drastic changes, but we shall see how long his tenure lasts and if he'll be content in this position for as long as his predecessor. Another reminder in quick succession that this is the year that TSR's long stable period draws to a close, as gradually declining sales and their own management issues catch up with them. There's still plenty of interesting and often quite experimental books to come, but finding them now in hardcopy is trickier than the ones of 5 years ago. Hopefully those stresses'll produce some things worth remembering in here. Letters: First letter is from someone who runs games in Rolemaster, but still buys Dungeon for the ideas. As many many people have said before, they're the important thing, not the stats. Second is from someone annoyed about them recycling an old adventure from Dragon in issue 49. This isn't the place for nostalgia. If they're going to do stuff like that they should be putting it in a dedicated Best Of. Just wait until a few editions later, when a substantial fraction of the adventures are just updates of old modules. That'll really get tiresome to review. Third only started reading a couple of years ago, but has made extensive use of their adventures and gives us another list of which ones they went through. Linear advancement through ones of recommended character level does not appear to be on the agenda. Finally, someone reminding all the stumped DM's out there that they hold ultimate power to make their campaign fun or not. They just need the will and imagination to use it. Be direct in asking your players what they want, then come up with a suitable response. It doesn't have to be more complicated than that. [/QUOTE]
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