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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9148890" data-attributes="member: 27780"><p><strong><u>Living Greyhawk Journal 05: July 2001</u></strong></p><p></p><p></p><p></p><p>part 1/4</p><p></p><p></p><p></p><p>33 pages We’re going to need a longer spear, as that Chuul is quite capable of doing serious damage with it’s claws even if you do manage to impale it mid-leap. Then again, all those dramatic descriptions have always been pretty unimportant in a system built on undifferentiated hit points. Time to see how much story and how much gamism they manage to squeeze into this issue. </p><p></p><p></p><p></p><p>State of the Campaign: So things didn’t turn out the way they planned. The Living Greyhawk Journal was folded into Dragon, Polyhedron was folded into Dungeon and this final issue was released posthumously with the date on the front being very inaccurate indeed. They became the victim of their own success, not having the resources to handle all the admin that came with the influx of new players and keep up the magazines. They did eventually get through the Fright of Tristor paperwork and figured out processes to make it quicker next time, but dealing with the constant supply of new material in the supplements and the players that figure out broken combinations of it is taking up all their energy. Reading between the lines, half the problem is that most tournament adventures are designed so linearly in the first place, so they have a fixed plot you’re meant to go through in order and if someone does something unexpected the whole thing falls apart. 3e offers more opportunities for characters to be stronger or weaker than intended at a particular level with the right build, particularly once they start crafting their own magic items so of course that’s going to be a persistent problem for the whole of the edition. In response, they’re really stepping up the Dungeon Master program, trying to make sure they’re better trained and have a clear avenue of communication to keep people on the same level. Will they be able to come up with plots diabolical enough to stump the cleverest of players? Will they also be able to keep the adventures flexible enough that they don’t slaughter the less astute groups? So this definitely falls into the category of not particularly satisfying endings where it’s obvious there’s a lot more history that hasn’t been properly chronicled. Since LG continues until the end of the edition they obviously get enough of a handle on things that it doesn’t collapse, but this demonstrates that the very flexibility and fast advancement that makes 3e interesting for players in a home campaign is also what makes it a nightmare to administrate in a larger scale one. It’s no surprise after reading this that they’ll cut down your options again in subsequent editions, particularly at higher levels. The squeaky wheel gets the grease and the RPGA is one of their largest and most consistent sources of playtesting feedback.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9148890, member: 27780"] [b][u]Living Greyhawk Journal 05: July 2001[/u][/b] part 1/4 33 pages We’re going to need a longer spear, as that Chuul is quite capable of doing serious damage with it’s claws even if you do manage to impale it mid-leap. Then again, all those dramatic descriptions have always been pretty unimportant in a system built on undifferentiated hit points. Time to see how much story and how much gamism they manage to squeeze into this issue. State of the Campaign: So things didn’t turn out the way they planned. The Living Greyhawk Journal was folded into Dragon, Polyhedron was folded into Dungeon and this final issue was released posthumously with the date on the front being very inaccurate indeed. They became the victim of their own success, not having the resources to handle all the admin that came with the influx of new players and keep up the magazines. They did eventually get through the Fright of Tristor paperwork and figured out processes to make it quicker next time, but dealing with the constant supply of new material in the supplements and the players that figure out broken combinations of it is taking up all their energy. Reading between the lines, half the problem is that most tournament adventures are designed so linearly in the first place, so they have a fixed plot you’re meant to go through in order and if someone does something unexpected the whole thing falls apart. 3e offers more opportunities for characters to be stronger or weaker than intended at a particular level with the right build, particularly once they start crafting their own magic items so of course that’s going to be a persistent problem for the whole of the edition. In response, they’re really stepping up the Dungeon Master program, trying to make sure they’re better trained and have a clear avenue of communication to keep people on the same level. Will they be able to come up with plots diabolical enough to stump the cleverest of players? Will they also be able to keep the adventures flexible enough that they don’t slaughter the less astute groups? So this definitely falls into the category of not particularly satisfying endings where it’s obvious there’s a lot more history that hasn’t been properly chronicled. Since LG continues until the end of the edition they obviously get enough of a handle on things that it doesn’t collapse, but this demonstrates that the very flexibility and fast advancement that makes 3e interesting for players in a home campaign is also what makes it a nightmare to administrate in a larger scale one. It’s no surprise after reading this that they’ll cut down your options again in subsequent editions, particularly at higher levels. The squeaky wheel gets the grease and the RPGA is one of their largest and most consistent sources of playtesting feedback. [/QUOTE]
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