Let's read the entire run

(un)reason

Legend
I recall the specific suggestion being something like "let's graft the series onto the Forgotten Realms," since the Realms setting was flexible enough to accommodate just about any type of fantasy.
Just add another continent. :rolleyes: I'm still amazed at what they did to the geography of the Realms in the 3-4e switchover.

What we could do, I noted, was make a generic D&D supplement, with the Dark Horse setting licensed for this use just like we were licensing, oh, Buck Rogers. But the more upper management thought about it, the more annoyed they got that we could not just do what we wanted with the books without paying a license, so the idea was abandoned.

Cheers,
Jim Lowder
That reminds me, what was the Lankhmar licence like to handle and in terms of sales? That went through several extended fallow periods and reboots in the time TSR published stuff for it.
 

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(un)reason

Legend
Dragon Magazine Issue 178: February 1992

part 6/6


Forum: John Cummings would rather undead drained ability scores than levels. You know, that's actually more of a problem if you can't get access to restoration spells.

Ivy K. Ryan thinks it's a rather good idea to make energy draining temporary. She also wants to nerf troglodytes strength draining effect. You can't stop effects from being more effective agains one class or another, and it strikes at the team nature of the game to completely cut stuff like that out.

Sabine Volkel continues the debate about DMPC's and the problems they cause. It does take quite a bit of work to avoid trouble, but can be done. Only the DM can break a game.

Dale Meier has another long letter about how to deal with that annoying star wars twink. This one is rapidly getting overdone, methinks.

James Lawrence-Knight wants to add a Reseaching nonweapon proficiency. Knowing how to best find pertinent info in large quantities of books is a definite skill, and another one we are probably losing as the internet becomes ever more taken for granted.

Marcus Wagner nitpicks 169's weapons article. That's not a basilard, it's a katar! Tee hee. So many silly sword variants.

J. B. Coburn discourages you from putting too many magical items in your game. The players shouldn't be overshadowed by their gear. Blah-de blah. Can't we just agree to disagree on this point?

Geof Gilmore complains about the balance problems psionics has when used in a campaign with magic. You can do a whole bunch of things at low level that wizards couldn't 'til much later, and screw people over from a distance they can't manage. It's not overall power that's really the problem, it's just that many other creatures don't take it into account in their design. Another thing that they heed and probably overcompensate for next edition.


Milwaukee by night for V:tM. With expanded rules for the ravenous Lupines :D Now that really rubs in how undeveloped the world of darkness still is. I'll bet their abilities bear little resemblance to the powers W:tA werewolves got.


Just who are these folks: Twilight empire gets a recap for those of us who didn't see the story from the start. Meanwhile, in this month's story, David Bowie needs a backup plan, and the others explore the ruins in the caves. Bad things happen, as you'd expect.

Dragonmirth is a bit depressed. Yamara has more discussion on the proper nature of romance. So :):):):)ed up. In a good way.


Through the looking glass: This time, the gulf war section at the start concentrates on the air side of things. Looks like there was quite a bit of variety, with different countries on the allied side having quite different air force compositions. Good luck hunting down models for all of them. Also, don't huff oil based paints. :shakes head: How silly can you get. Another irritating reminder that this magazine is primarily aimed at kids and teenagers these days.

Our minis this month are some dwarves with crossbows, giving your army some much needed missile capacity. A bunch of miscellaneous undead, none very pretty. And the usual assortment of D&D focussed models from grenadier. Half-elves & elves, paladins & anti-paladins, berserkers and bog standard warriors. The photographs occupy a bigger proportion of the section than usual, making the writing seem a bit insubstantial. I suppose you can judge for yourself now they're doing decent photography with reasonable reliability.


A rather filler heavy issue, one of those with lots of stuff that seems inconsequential, and was hard to form a strong opinion on. This far in, very little of what we see here will have any impact on the course of the game, or even be seen again. And so sifting out the good stuff becomes more of an effort. I hope other people are getting the benefit of all my effort, because it doesn't really seem worth it from the perspective of improving my gaming ability. Will it have been worth it in the end? I really am not sure. All I know is that I can't quit this far in.
 

(un)reason

Legend
Dragon Magazine Issue 179: March 1992

part 1/6


124 pages. A surprisingly dynamic and cheesecake low Elmore pic heading things up this month. Someone's going to slip and fall while trying to get their hands on that sword, especially if they're rivals rather than part of the same team. The topic inside, on the other hand, is rather less mold breaking. Generic Magic again. You've got to specialise! They've realised that over in the campaign building stuff. When things are stable, you specialise to fill a niche, and outcompete anyone at it to profit properly. When times get hard, that's when it pays to be a generalist, and you adapt or perish. My mind needs more variety! :sigh: Pass me the lube. Here we go again.

show-water.phtml


In this issue:


Al Qadim! The forgotten realms fills up another continent with pseudo real world cultures. Well, it works for Kara-tur and Maztica. Why mess with a winning formula? Now all they need is a fantasy australia and the world'll be complete.


Letters: A letter asking about how you can become an official certified Dungeon Master. That, my dear, is just an urban legend, albeit one probably started by them back in issue 28, where they provided a system for figuring out what level DM & player you are. And then distorted and spread further by Jack Chick. What goes around comes around.

A letter by people who've translated the dwarvish on issue 174's cover. Another thing introduced by Ed Greenwood via the magazine, back in issue 69. Yet another strange little thread of history we can trace and enjoy.

And finally, yet another sexism letter, this time from a girl struggling to find other women interested in gaming. There's certainly enough of them sending in complaining letters to the magazine. Now, if only they could find each other in real life.


Editorial: Another familiar topic here, as Roger returns to the theme of future shock. The geopolitical situation has changed in a way few predicted, making a whole bunch of sci-fi novels invalid again, while also increasing his tolerance for improbable plot twists, since reality has often proved itself stranger than fiction. This seems really to be another not too subtle attempt at getting people to check out new games, both from TSR and other companies. Which hopefully will lead to more variety in the games he gets submissions for. Well, an editor can dream, can't he. Not a hugely interesting editorial, this does once again highlight his sense of whimsy and search for new forms of gaming to keep interests up. I'm betting we'll see a definite drop in non D&D articles soon after he's replaced.


Picture this!: Nigel Findley gives us another cool set of themed magical items. Why should Ed have all the fun in that department? So enjoy these 7 magical paintings, each a masterpiece both visually and in terms of effects. After all, you have a lot more room to customise a painting than with most items.

The Watchers lets you take control of animals in the vicinity and use them as spies. Careful though, for the twin dangers of losing yourself in their minds, and dying if they get killed while you're in them are quite significant. Seems like this could be almost as much a liability as a benefit. Seems rather appropriate given his fondness for horror stories.

Widow's walk is less dangerous, but still has it's quirks. But shielding from magical divination and weather control seem well worth a little creepiness. Anyone with reason to be paranoid'll value those qualities.

The Gladiators traps you in the painting and forces you to fight it's occupants. If you know the password, you can summon them out to fight a party the old-fashioned way. Which is actually less scary, but life is odd like that sometimes. This one is probably more a liability than a benefit to most groups.

Dragonnel lets you summon a little dragon to ride on, or turn into. It does have the danger of running out mid-combat, but since that's perfectly normal for magic, it can hardly be considered a curse.

Glorindel's Gates let you step into the area painted. This is of course a one-way trip. Seems pretty self-explanatory, and with plenty of literary sources.

Glorindel's Living Paintings are hypnotic. Another reason never to go to an art gallery in fantasy worlds, especially in Ravenloft. You never know what'll be implanted in the back of your mind, just waiting for the right situation. Being a slave sucks.

Igrane's Portraits let you communicate with the person in the painting. Again, this might not seem too surprising, but there are more than a few tricks this can pull. It can penetrate the veil of death. (with the usual dangers to your sanity) And there's an unfinished one which is even more useful than the finished ones. Goes to show how quirky magic can be.
 



Shemeska

Adventurer
Hmm, I thought Toril did have a fantasy Australia somewhere, maybe it was in the interactive atlas or something.

As I recall, one of Bruce Cordell's novels had someone from "Osse", complete with a didgeridoo. I don't remember much about the book otherwise.
 


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