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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7967513" data-attributes="member: 27780"><p><strong><u>The Polyhedron Issue 6: May/Jun 1982</u></strong></p><p></p><p></p><p></p><p>part 2/4</p><p></p><p></p><p></p><p>White Rabbits: This column shrinks to tiny size, as they're finally caught up with their schedules. No longer do they need it as a regular. Until next time something goes wrong, anyway. How long can they defy the cruel whims of lady luck? We shall see. :steeples fingers: </p><p></p><p></p><p></p><p>RPGA Interview with Jake Jaquet pt 3: The final part of this interview shows how important little things can be. The presence or absence of a The in your title. The difference between a ™ and an ® symbol in terms of intellectual property. The difference good font and layout choices make in attracting and retaining readers. The number of stats and amount of record-keeping your game requires. Basically a reminder that the things that decide whether something succeeds or fails are often not what you think they are, but little cosmetic decisions you might not even think about. Too much complexity, particularly dumped on a newbie all in one go, is definitely one of them. An advanced player might think the more, the better, but you can't just present them with a complete edifice with millions of awesome options, you need to give them a logical entry point. Also on his mind is the growth of computers. They have the potential to make writing, editing and layout a much quicker and easier job. But they also have the potential to make solo gaming a little too easy and crowd out tabletop RPG's and boardgames. Yeah, both of those are true. It won't be long before computer gaming is many orders of magnitude larger than tabletop, and that shows no signs of changing. But there'll always be a few people who crave that open-ended experience only another human mind can provide. His mind has certainly proved a good source of entertainment for quite a while.</p><p></p><p></p><p></p><p>Notes for the Dungeon Master: This column continues to slide in both usefulness and sadism, devoting most of it's length to the tedious debate of realism in roleplaying. This was getting old even in 1982, but this particular magazine is new, so it might be fresh to some readers. For me though, it says nothing new, and offers nothing that would actually be of any use in improving my gaming. It's amazing how quickly they're running out of ideas. You need to get some more reader submissions in to spice things up mate.</p><p></p><p></p><p></p><p>Weapons of the Ancients: Jim Ward, on the other hand, is nowhere near running out of ideas, because he can steal them from the most mundane of sources and still make them interesting. Take perfectly ordinary household appliances people in the modern day would take for granted, make them a bit tougher and more futuristic looking to justify how they survived the apocalypse, and then think how they'd be useful in an adventuring context. They manage to fill thousand+ page mail-order catalogs with this stuff, so there's easily room to fill several whole RPG supplements before it gets repetitive. I thoroughly approve of this. Inspiration can be found all over the place, you just have to know how to look at the world from an interesting perspective to make it seem fresh to other people.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7967513, member: 27780"] [b][u]The Polyhedron Issue 6: May/Jun 1982[/u][/b] part 2/4 White Rabbits: This column shrinks to tiny size, as they're finally caught up with their schedules. No longer do they need it as a regular. Until next time something goes wrong, anyway. How long can they defy the cruel whims of lady luck? We shall see. :steeples fingers: RPGA Interview with Jake Jaquet pt 3: The final part of this interview shows how important little things can be. The presence or absence of a The in your title. The difference between a ™ and an ® symbol in terms of intellectual property. The difference good font and layout choices make in attracting and retaining readers. The number of stats and amount of record-keeping your game requires. Basically a reminder that the things that decide whether something succeeds or fails are often not what you think they are, but little cosmetic decisions you might not even think about. Too much complexity, particularly dumped on a newbie all in one go, is definitely one of them. An advanced player might think the more, the better, but you can't just present them with a complete edifice with millions of awesome options, you need to give them a logical entry point. Also on his mind is the growth of computers. They have the potential to make writing, editing and layout a much quicker and easier job. But they also have the potential to make solo gaming a little too easy and crowd out tabletop RPG's and boardgames. Yeah, both of those are true. It won't be long before computer gaming is many orders of magnitude larger than tabletop, and that shows no signs of changing. But there'll always be a few people who crave that open-ended experience only another human mind can provide. His mind has certainly proved a good source of entertainment for quite a while. Notes for the Dungeon Master: This column continues to slide in both usefulness and sadism, devoting most of it's length to the tedious debate of realism in roleplaying. This was getting old even in 1982, but this particular magazine is new, so it might be fresh to some readers. For me though, it says nothing new, and offers nothing that would actually be of any use in improving my gaming. It's amazing how quickly they're running out of ideas. You need to get some more reader submissions in to spice things up mate. Weapons of the Ancients: Jim Ward, on the other hand, is nowhere near running out of ideas, because he can steal them from the most mundane of sources and still make them interesting. Take perfectly ordinary household appliances people in the modern day would take for granted, make them a bit tougher and more futuristic looking to justify how they survived the apocalypse, and then think how they'd be useful in an adventuring context. They manage to fill thousand+ page mail-order catalogs with this stuff, so there's easily room to fill several whole RPG supplements before it gets repetitive. I thoroughly approve of this. Inspiration can be found all over the place, you just have to know how to look at the world from an interesting perspective to make it seem fresh to other people. [/QUOTE]
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