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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8857672" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 66: Jan/Feb 1998</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>80 pages. It's the middle of the night, clouds are gathering, our ship is sinking, and I'm still using a lantern rather than a continual light spell. Sea adventures continue to be a pretty stiff challenge for adventurers who haven't stocked up on water-breathing magic and picked equipment that won't be ruined by the trip. Let's see what level range and type of campaign the contents of this issue will best cater to.</p><p></p><p></p><p></p><p>Letters: First letter thinks they don't do enough haunted house adventures. Send more in now! I can think of many rarer types of adventure but that's an entirely valid desire.</p><p></p><p>Second simply wants lots of variety and for people to not get too obsessed with historical accuracy. Do you really want to die of dysentery post dungeon-crawl because you didn't properly sanitise the goblin's treasure?</p><p></p><p>Third is also sick and tired of the endless generic vs specific arguing and also wonders what happened to Wolf Baur. He moved on up, but he's got several more interesting adventures to release in here. Keep your eyes peeled, because otherwise the ghouls will do it for you.</p><p></p><p>Fourth thinks that Dungeon is much better bang for your buck than most standalone adventures. Twice the cost for often smaller page counts? Not worth it.</p><p></p><p>Fifth is relieved that Dungeon is back, but also apprehensive about what the new management will bring. Knowing how you become a playtester would also be nice. Just send a SASE and rough idea of what kind of adventures you like, then make sure you run it with your group and send the feedback within a few months. </p><p></p><p>Sixth likes their comedy gnomes. I might be annoyed by them, but they definitely have their place in the magazine and at least they're usually irritating in an interesting way.</p><p></p><p>Seventh has praise for both the writing and illustrations of Last Dance. Good horror creeps up on you, and this one did that quite effectively.</p><p></p><p>Eighth also praises Last Dance, as well as the comedy of the mad chefs. There's room for both at their table. </p><p></p><p>Ninth and finally, someone who wants more Birthright and absolutely no Fifth Age stuff. Just can't get rid of those system purists, can we.</p><p></p><p></p><p></p><p>Editorial: It's been all change around here. We've already got a good sense of Chris's style from the many adventures he's submitted. Now Jesse Decker the new editorial assistant introduces himself. Even someone as hyperactive as Chris needs someone to make sure everything's ready when he comes in so he can get through more work and focus on actually editing other people's submissions. If you don't do that, he might actually go through on his repeated threat to fill an entire issue with his own adventures. Fortunately, Jesse already has experience with this, being one of the few people who actually used the hireling rules properly in his own campaign. Adventurers who reinvest their money in the economy, hiring servants to create a support structure for their adventures and eventually building their own keep will be much more popular than ones who put it all in a portable hole and continue with the murderhobo lifestyle, only with more plusses on their magic items. So he's probably exaggerating the way their relationship works for comedic purposes, but with some underlying truth beneath it. Every Batman needs their Alfred, every Stonehill Boulderdash needs their Bob. Some day he may be the guy in charge, but for now he's content with his position. And if you're not, all the more reason to pretend to be right up to the point of your sudden but inevitable betrayal. We should be able to maintain some playfulness in the adventures as well under the guidance of this dynamic duo.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8857672, member: 27780"] [b][u]Dungeon Issue 66: Jan/Feb 1998[/u][/b] part 1/5 80 pages. It's the middle of the night, clouds are gathering, our ship is sinking, and I'm still using a lantern rather than a continual light spell. Sea adventures continue to be a pretty stiff challenge for adventurers who haven't stocked up on water-breathing magic and picked equipment that won't be ruined by the trip. Let's see what level range and type of campaign the contents of this issue will best cater to. Letters: First letter thinks they don't do enough haunted house adventures. Send more in now! I can think of many rarer types of adventure but that's an entirely valid desire. Second simply wants lots of variety and for people to not get too obsessed with historical accuracy. Do you really want to die of dysentery post dungeon-crawl because you didn't properly sanitise the goblin's treasure? Third is also sick and tired of the endless generic vs specific arguing and also wonders what happened to Wolf Baur. He moved on up, but he's got several more interesting adventures to release in here. Keep your eyes peeled, because otherwise the ghouls will do it for you. Fourth thinks that Dungeon is much better bang for your buck than most standalone adventures. Twice the cost for often smaller page counts? Not worth it. Fifth is relieved that Dungeon is back, but also apprehensive about what the new management will bring. Knowing how you become a playtester would also be nice. Just send a SASE and rough idea of what kind of adventures you like, then make sure you run it with your group and send the feedback within a few months. Sixth likes their comedy gnomes. I might be annoyed by them, but they definitely have their place in the magazine and at least they're usually irritating in an interesting way. Seventh has praise for both the writing and illustrations of Last Dance. Good horror creeps up on you, and this one did that quite effectively. Eighth also praises Last Dance, as well as the comedy of the mad chefs. There's room for both at their table. Ninth and finally, someone who wants more Birthright and absolutely no Fifth Age stuff. Just can't get rid of those system purists, can we. Editorial: It's been all change around here. We've already got a good sense of Chris's style from the many adventures he's submitted. Now Jesse Decker the new editorial assistant introduces himself. Even someone as hyperactive as Chris needs someone to make sure everything's ready when he comes in so he can get through more work and focus on actually editing other people's submissions. If you don't do that, he might actually go through on his repeated threat to fill an entire issue with his own adventures. Fortunately, Jesse already has experience with this, being one of the few people who actually used the hireling rules properly in his own campaign. Adventurers who reinvest their money in the economy, hiring servants to create a support structure for their adventures and eventually building their own keep will be much more popular than ones who put it all in a portable hole and continue with the murderhobo lifestyle, only with more plusses on their magic items. So he's probably exaggerating the way their relationship works for comedic purposes, but with some underlying truth beneath it. Every Batman needs their Alfred, every Stonehill Boulderdash needs their Bob. Some day he may be the guy in charge, but for now he's content with his position. And if you're not, all the more reason to pretend to be right up to the point of your sudden but inevitable betrayal. We should be able to maintain some playfulness in the adventures as well under the guidance of this dynamic duo. [/QUOTE]
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