General D&D Topics* Let's read the entire run - Page 23





+ Log in or register to post
Page 23 of 322 FirstFirst ... 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 73 123 ... LastLast
Results 221 to 230 of 3217
  1. #221
    Dragon Issue 51: July 1981

    part 1/2

    100 pages. Shouldn't you have done the beefing of the page count last issue? Oh well. Better late than never. This issue is a second traveller special, with 7 articles devoted to it. (which has absolutely no connection to the fact that The Space Gamer's most recent issue was also a traveler special, honest. We're not taking bribes from GDW and Marc Miller either) Plus another wonderfully weird game from Tom Wham. Lots of other returning things this issue. The band is all together, and they're playing some pretty tight grooves. So lets let them rock.

    In this issue:

    The D&D computer labyrinth game from mattel now available in all good toy stores. Batteries not included. Pieces not edible. Please do not introduce my little pony crossovers to the game.

    Out on a limb: Len rebutts the letter in issue 49 attacking his archer class. It turns out he's a longbow fanboi and crossbow h8er, which is why he doesn't give halflings a bonus as archers.
    Two letters, (plus plenty more that weren't printed) criticizing the samurai article from issue 49. Why am I not surprised. Yeah, they weren't what you would expect to go under that name, are they. Which Kim does acknowledge. But they stand by it in terms of quality and playability.
    A letter from the designer of fury of the norsemen comments on last issues review (man, they really are speeding up their turnaround time) of his game. And he also takes the time to give us some errata. How nice of him.
    Two letters commenting on the AD&D exam from issue 46.
    And finally, a letter requesting that they go back to giving modules separate page numberings, so they can be removed without the magazine looking messy. Yeah, I'd prefer that as well.

    Make your own aliens: yay. Yet more random generation tables. What a wonderful and original idea [/sarcasm] Still like regular character generation in traveller, half the fun is seeing what you end up with and trying to make sense of it. And playing a three armed, two headed, parthenogenic creature with ultraviolet vision, eyes on its hands, ears on its legs, sonar, perfect memory, and a fetching red and yellow scale pattern could be pretty fun, in the right kind of game. But watch out for those damn speciesists. Its not always easy being green.

    Plotting a course for choosy players: Part of the idiosyncratic fun of traveller was its lifepath system. But some people would prefer more choice over their character development. This system doesn't eliminate the randomness, but does give you the ability to sway the crucial dice rolls at times. The odds of getting everything you want are still stacked against you though, just like real life. Lots of dull tables in here.

    New ideas for old ships: Sometimes you can't afford to buy exactly the ship you want, so you get what you can and then jury rig it to your needs. Sometimes a pre-owned ship'll come with some of these modifications. Roll on these tables if you want to add a little unpredictability to your second hand purchases. Yes, more random tables. It is traveller. What were you expecting, chicken marengo? A nice shower and a jog before brunch at a little restaraunt I know? No, you'll have random tables, and you'll like it.

    In defense of computers: Man traveller computers really do look anachronistic these days. And it looks like even back in the day, people were picking holes in what their reasonable capabilities should be. And this article tries to defend this. And does a reasonable job, given what they knew at the time. In hindsight though, this is pretty laughable. Reality has simply moved on too much.

    Planet parameters: Guidelines for determining a planets approximate gravity, mass, rotational period, size, etc, based on real world figures. Of course, you are free to deviate from that if it would make things more interesting, as planets are hardly homogenous. But at least this'll give you a solid grounding in real world physics to work from.

    Masers and cameras: Stats for a couple of new pieces of equipment that you may find useful in combat and reconnaissance. I think they're starting to struggle a bit and are just putting any old submission they can get to fill out the page count.

    The miller milk bottle: Ookay. We've reached the final article in the traveller section at last . And it looks like they're really reaching to think of things to put in there. This final article covers the many uses of the humble milk bottle, for some reason. (Yeah, I'm baffled too) Almost as many as those douglas adams found for the towel. So remember to bring one with you, mmkay. It could save your life.

    The winged folk: Oh man. Now here's a classic example of a mary sue race if ever there was one. The winged folk, also known as Al karak elam, long lived prettyboys and girls with minimum attributes of 12 or higher in every single ability score, pretty good level limits for the era, and lots of general niftyness without many drawbacks. Any DM who lets their players play one deserves everything they get. Thank god wingfic has ruined my ability to ever take stuff like this seriously again.

    Leomund's tiny hut: This month, len gives us rules for playing 0th level characters, and the training they need to go through to reach 1st level. In multiple stages, covering every special ability, each of which requires months of training. For when playing 1st level characters trudging through the mud and facing goblins in dank little moldy caves isn't disempowering enough for you. A far cry from the later BD&D approach (as soon as an 0th level hireling earns an experience point, they get to choose a class straight away) I don't disapprove of this as much as I thought I would, as it is pretty well done. But I still wouldn't want to play in a game that includes this stuff for more than a one-shot. 1st level characters are more than weak enough for my tastes.

    The worshippers of Ratar: A Runequest article about the aforementioned god. A somewhat secretive cult of magic, they seem designed as antagonists, as the default setup has them infiltrating the government of a city and taking it over covertly. Yes, it might be an old chessnut, but thats because its a good one. Mechanically it seems reasonable, as far as I can tell.

 

  • #222
    Moderator Emeritus
    Gallant (Lvl 3)

    el-remmen's Avatar

    Join Date
    Jan 2002
    Location
    Planet of Brooklyn
    Posts
    6,445

    Ignore el-remmen
    Quote Originally Posted by (un)reason View Post
    The winged folk: Oh man. Now here's a classic example of a mary sue race if ever there was one. The winged folk, also known as Al karak elam, long lived prettyboys and girls with minimum attributes of 12 or higher in every single ability score, pretty good level limits for the era, and lots of general niftyness without many drawbacks. Any DM who lets their players play one deserves everything they get. Thank god wingfic has ruined my ability to ever take stuff like this seriously again.
    This is a classic article and the predecessor to 2e's "Avariel" - aren't they described as an NPC race that has mostly died off? i don't recall.
    How to Write a Story Hour. | "Out of the Frying Pan" Story Hour Portal Thread


    "Out of the Frying Pan" Story Hour Downloads: Book I | Book II | Book III | Book IV (coming sometime 2013)

  • #223

  • #224
    Quote Originally Posted by el-remmen View Post
    This is a classic article and the predecessor to 2e's "Avariel" - aren't they described as an NPC race that has mostly died off? i don't recall.
    They kept out of human affairs for a time until "recently".

  • #225
    Registered User
    Acolyte (Lvl 2)

    cildarith's Avatar

    Join Date
    Jan 2002
    Location
    San Diego, CA
    Posts
    334

    Ignore cildarith
    Quote Originally Posted by (un)reason View Post
    Dragon Issue 46: February 1981

    The temple of poseidon: This month's module. Looks like leaving them in the middle, rather than interrupting the page count is the new standard for these things. I preferred the previous way, but oh well, its not a huge problem.
    Thanks for the entertaining reviews. I just wanted to point out that all of the previous modules (starting with "The Fell Pass") were actually in the center of the magazine as well. They were just placed at the end of the pdf files for reasons unknown (to me, anyway!)

    Thanks again.

  • #226
    Quote Originally Posted by LordVyreth View Post
    I'm almost afraid to ask but...wingfic?
    Normally I'd say google is your friend, but here, I'll have to say that it hates you, and the entirely of humanity and wants you to suffer. The vast majority of it, however, can be boiled down to

    Frodo: OMG, I haev wings. WTF?!!!!!!

    :enter Sam:

    Frodo: don't look at me! I'm hideous!

    Sam: :reaches out and strokes them: No, their beutifull!

    :Ensue buttsecks:


    Exchange characters from series to your taste. And let us speak no more of it.

  • #227
    Dragon Issue 51: July 1981

    part 2/2

    A new breed of bug: A new unit for Metagaming's Chitin, the wargame of competing bug hives. The low hacker, designed to increase the role of stealth, defense and reconnaissance. Another article that seems reasonable enough from what I can tell without knowing the precise details of the rules.

    It's not easy being good: Ahh, paladins. One of the most problematic classes in the game. Unless the GM and player are on the same page when it comes to what behaviour constitutes lawful good, there will be problems. Because being stripped of your powers when you don't feel you deserve it sucks. That and its a hard line between don't be stupid and foolhardy, and you must spend your existence promoting law and good and smiting evil wherever it may be found. Roger Moore's opinion on this subject is that moral relativism does not have a place in D&D, drugs and casual sex are not lawful good behaviour, full stop, as they can have unfortunate concequences that gets in the way of being ready to go out and do good at all times; and the paladins code should be pretty strictly enforced. (and so should the anti-paladins, by the way. One act of genuine generosity, selflessness or compassion, and you're out. ) If they look like they're about to stray, heavy handed hints from the GM should be used to make sure they realize their god disapproves. And if they go through with it, sometimes they'll just be smitten and killed outright on top of losing their powers. Which isn't very nice, is it.

    Thou shalt play this way: The paladin pontification continues. Robert Bezold is rather more constructive in his approach to defining what paladins should and shouldn't do, setting out a sample paladins code in the form of the ten commandments. Yes, it may be another cliche, but drawing on the christian tradition is easy to relate to, even for those of us who don't subscribe to it, simply because of familiarity via exposure. You want to invent a whole pantheon of religions and their customs that have nothing in common with real world ones, be my guest.

    Search for the emperor's treasure: Tom Wham presents this months centerpiece, a somewhat comical fantasy boardgame. Will you return the emperors treasure to him, or keep it for yourself? Where could it be hidden? etc etc. Once again he's come up with the goods. If only he'd managed to come up with them a month earlier, so we could have a proper birthday game instead of a half-assed railroady module.

    A part of the game: A piece of fiction by Darren Schweitzer. Never trust the things you see in desert oases. Even if the illusion doesn't fade straight away, you never know what horrible stuff might really be behind the pretty image. A nicely dark little story I thoroughly enjoyed.

    Con season is coming up, so we get lots of stuff on what's happening and when.

    Figuratively speaking is back to two pages this issue. To go with the theme, they're concentrating on sci-fi appropriate mini's such as spaceships and soldiers.

    The electric eye: Wouldya like ta take a survey? It'll help us know what to put in future issues. Aw, go on, goon goan gowan Go ON!

    The world of beysycx? I don't remember that one. Looks like another advert for a D&D compatible 3rd party product. Anyone got any info on this?

    The rasmussen files: Lots of new courses and a few new traits this month. Although do you really want to be colour-blind, deaf, know what your blood group is, etc? I think those definitely fall under the category of unnecacary crunch. Having to spend months of downtime learning new things does rather get in the way of adventuring. Did len and merle work together at some point, as they seem to be of similar minds on the matter of additional crunch.

    Dragon's bestiary: Two rather badly named monsters this issue. Darkdwellers are basically smart trolls with the special mining powers of dwarves who ride carnivorous dinosaurs into battle. Whether that is awesomely metal or deeply cheesy and unimaginative is for you to decide. Pirahna bats are another D&D hybrid monster in classic format, and do exactly what you would expect given their component creatures, fly around, swarm you and strip all the flesh from your body. What a lovely way to go. Lets hope they don't learn how to hide in shadows and develop a communal hive mind.

    Minarian legends: A story of the fairies of minaria, the Golglio favre and Ta-botann, and how schardenzar, a half-fae, became another great hero and sorcerer. Full of classic tropes such as the stolen fairy bride who leaves her husband if he violates a particular commandment, and enemies who lose their power if prevented from touching the element they are bonded with, this is another strong addition to the mythology of Divine Right.

    Reviews: The sci-fi theme continues in this section, with lots of traveller focussed stuff. Triplanetary is a board game of interplanetary conflict, with a exceedingly good system for handling the way space travel works in a form that is realistic, but not too complicated to make a fun game, and can handle a wide range of scenarios, including plenty of scope for player designed ones.
    Traders and gunboats is another traveller supplement (the 7th official one, man, marc could really churn them out back in the day) focussing upon more starships, and the things they get up to as they explore the universe.
    Ley sector is a judges guild supplement for Traveller detailing an area of space and the planets and creatures within. Which like any module, is pretty usefull for when the players want to go somewhere you haven't detailed yourself yet.
    Fenris and Tethys are two starship plans by FASA, also intended for use with Traveller. Looks like lots of companies were producing supplements for the game. They have detailed ship plans and sample NPC's running them, so they can also be dropped into your game to fight, buy or negotiate with easily enough.

    Whats new is starting to get into its stride. Fineous racks up the tension another notch. Wormy gets spectacularly extraplanar. The rest of dragonmirth trundles onwards.

    An issue that has considerably more for other systems than D&D, and makes me wonder how long they keep that policy up for. They still had lots of non D&D stuff when I started reading, which means they're likely to keep this policy for at least the rest of the 80's. Which is pleasing. While I might not know all the systems, concentrating on one game and nothing else for years would get rather dull. Variety is the spice of life and all that.

  • #228
    Whoa, FASA is getting into the game. I LURVED me Battletech back in the day.
    The rules don't give the DM their authority. The consent of the players does. - Mallus

  • #229
    Moderator Emeritus
    Gallant (Lvl 3)

    el-remmen's Avatar

    Join Date
    Jan 2002
    Location
    Planet of Brooklyn
    Posts
    6,445

    Ignore el-remmen
    I remember playing Search for the Emperor's Treasure a couple of times. . . but don't really remember the game itself all that well. . . But I do recall in a more general fashion thinking that a lot of those mini-games were pretty good.
    How to Write a Story Hour. | "Out of the Frying Pan" Story Hour Portal Thread


    "Out of the Frying Pan" Story Hour Downloads: Book I | Book II | Book III | Book IV (coming sometime 2013)

  • #230
    Registered User
    Gallant (Lvl 3)

    LordVyreth's Avatar

    Join Date
    Jan 2003
    Location
    Batavia, IL
    Posts
    940

    Ignore LordVyreth
    Huh, no What's New? this issue? I'm surprised they missed one so soon. And on an unrelated note...beysycx? Really? That's the worst fantasy realm name I've ever heard. What, was the creator hoping to get an easy out on Scrabble games?

  • + Log in or register to post
    Page 23 of 322 FirstFirst ... 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 73 123 ... LastLast

    Similar Threads

    1. Let's read the entire run
      By (un)reason in forum RPGs & Tabletop Gaming Discussion
      Replies: 2982
      Last Post: Saturday, 21st September, 2013, 10:15 AM
    2. TPK Your Entire Party
      By sam500 in forum D&D and Pathfinder
      Replies: 180
      Last Post: Wednesday, 17th January, 2007, 05:30 AM
    3. Entire post on one page?
      By devilish in forum Meta
      Replies: 7
      Last Post: Wednesday, 5th January, 2005, 09:25 AM
    4. DL1-16. Did anyone play the entire series?
      By dead in forum RPGs & Tabletop Gaming Discussion
      Replies: 20
      Last Post: Wednesday, 1st September, 2004, 04:50 PM
    5. Replies: 17
      Last Post: Wednesday, 11th August, 2004, 06:59 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •