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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9084209" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 82: Sep/Oct 2000</u></strong></p><p></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p></p><p>Submission Guidelines: These are a lot longer than ever before, spanning a full 11 pages. There’s a lot of basic assumptions that have changed with the release of the new edition, some more obvious than others. You still have to type things up neatly, use good SPG and remember your SASE, playtesting is always a good idea, but now there’s a very particular order for all the character stats, a lengthy list of class abbreviations, you need to include scaling info to make it adjustable to a range of levels above and below the base and remember finicky little details like never creating magic items that add Dodge bonuses, as that messes up their type stacking system math. The theme of the edition is Back to the Dungeon, so they want lots of interesting dungeons, but at the same time, overdone cliches like rescuing the princess, finding a magic artifact to save the day or closing a gate to an evil plane will get judged particularly harshly. Adventures that only fit in a single setting that they haven’t released rules for under the new edition are definitely out. 3e may be opening up a lot of new opportunities in terms of character and creature builds, but it’s also much stricter in other ways, some of them imposed by upper management for commercial reasons rather than the designers trying to make the best game possible. There’s definitely some campaign concepts that would be better served by sticking to the old rules, particularly this early in the edition before the supplement mill gets going.</p><p></p><p></p><p></p><p>The first two adventures in here feel very firmly written as introductory ones for the system, and are competently done but not very interesting, while the second two are more interesting conceptually but also feel like they were written for the old rules and then converted to 3e afterwards. This issue definitely shows the disadvantages of an abrupt changeover vs the gradual one of previous editions. The overall quality level of all of them is still usable, but hopefully there’ll be better alternatives along in the future once people have got more playtime in and are writing adventures accordingly. Time to see how the big Polyhedron merger is doing by comparison.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9084209, member: 27780"] [b][u]Dungeon Issue 82: Sep/Oct 2000[/u][/b] part 6/6 Submission Guidelines: These are a lot longer than ever before, spanning a full 11 pages. There’s a lot of basic assumptions that have changed with the release of the new edition, some more obvious than others. You still have to type things up neatly, use good SPG and remember your SASE, playtesting is always a good idea, but now there’s a very particular order for all the character stats, a lengthy list of class abbreviations, you need to include scaling info to make it adjustable to a range of levels above and below the base and remember finicky little details like never creating magic items that add Dodge bonuses, as that messes up their type stacking system math. The theme of the edition is Back to the Dungeon, so they want lots of interesting dungeons, but at the same time, overdone cliches like rescuing the princess, finding a magic artifact to save the day or closing a gate to an evil plane will get judged particularly harshly. Adventures that only fit in a single setting that they haven’t released rules for under the new edition are definitely out. 3e may be opening up a lot of new opportunities in terms of character and creature builds, but it’s also much stricter in other ways, some of them imposed by upper management for commercial reasons rather than the designers trying to make the best game possible. There’s definitely some campaign concepts that would be better served by sticking to the old rules, particularly this early in the edition before the supplement mill gets going. The first two adventures in here feel very firmly written as introductory ones for the system, and are competently done but not very interesting, while the second two are more interesting conceptually but also feel like they were written for the old rules and then converted to 3e afterwards. This issue definitely shows the disadvantages of an abrupt changeover vs the gradual one of previous editions. The overall quality level of all of them is still usable, but hopefully there’ll be better alternatives along in the future once people have got more playtime in and are writing adventures accordingly. Time to see how the big Polyhedron merger is doing by comparison. [/QUOTE]
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