Let's read the entire run

(un)reason

Legend
Dragon Magazine Issue 210: October 1994


part 2/6


Who's afraid of the big bad ghost: From a fairly new idea to one that's somewhat less so. How exactly do you make horror roleplaying genuinely scary? In this case, less is very definitely more. The greater the degree of uncertainty, the more players will genuinely worry about the fate of their characters. Fake dice rolls, jump scares, sensory weirdness, monsters with uncertain stats, extended periods with no combat, and the prospect of permanent loss of stats when it does occur. It's all about being mean, but in moderation, and making their imaginations do the real work. Which will only work with some players, no matter how good you are. I liked this quite a bit on first read, but there is quite a bit of stuff that's been discredited here, or at least has been made unfashionable by the many people who complain strongly whenever they feel deprotagonised. So it's not as compelling as the last article, but is more universal. Horror techniques are a lot easier to apply to games other than D&D without breaking things than easy resurrection.


Too evil to die: Tom Moldvay finally finishes his series putting new spins on all the standard D&D undead, 7 years and 5 articles later. It's always worrying to see something done sporadically, because you're never sure they'll finish it. So much can go wrong in a life, and people can change unexpectedly in ways that ruin the project, or cause it to end up substantially different to when it started. It's a nagging concern of mine as regards this thread, and why I've set it up so posts continue on a daily basis even when I'm taking a break from writing. So anyway, this is now complete, which feels pretty damn satisfying. So we now have a full 32 variant types of undead from him, more than enough to populate an Ravenloft style domain of distinctive horrors, capable of challenging people from low to high level. I think I'll call it Moldvania. :D It has a nice ring to it.

Ekimmu are the restless spirits of people who never got properly buried. They possess you and then attack your buds, forcing you to do the subdual and exorcism thing. You'd better hope there's enough players free to grapple them, for they also come in groups, and you don't want to be reduced to observers to the carnage.

Casurua are ghostly horrors created by mass slaughter. They're exceedingly tough, but fortunately are not intelligent or mobile. They may well make a place pretty uninhabitable though, which won't be good for real estate prices. And just inflicting damage won't finish them off for good, either. Stuff like this is why undead make good long-term challenges.

Keres are one of the monsters that originally escaped from Pandora's box. They inflict ageing, disease and bad luck with their attacks, which means you'll probably need some serious clerical assistance after fighting one. They can transform into gnats, which makes them quite effective spies or able to pop up while you're in bed to scare you and then disappear. As with the random undead from last issue, they'd make excellent horror movie stars, especially in a threesome as they like to gather.

Charuntes are an interesting clerical variant upon liches. Vulture-headed, hammer wielding high-up servants of gods of death, they sound like they could become iconic if given a good promotional push. And if not, they can still scare the crap out of your players, especially if used in groups.

Dark Lords aren't based upon real world mythology, but a purely AD&D conceit. What happens if someone is sucked into a sphere of annihilation, but badass enough to survive and escape? A near indestructible creature of pure blackness, able to warp time and space in quite a number of versatile and scary ways, and both age you and drain levels with every hit. The only saving grace is that subtlety isn't their strong point, but these buggers could take on armies and tear down cities and are likely to be pissed off enough to try it. They very much earn the special appellation. So as expected, this final instalment is very much aimed at the high level player. Very nice to see longtime readers getting some love.


A monster in the classical traditions: Call of Cthuhu is our non D&D coverage this month. This means one of those amusing little bits of IC fiction where some poor schmuck stumbles across things that are bad for the SAN score and barely escapes with their life. Degenerate worm-things that worship Nyarlathotep? Well, if you do close-ups of real little worm things, they look pretty creepy. This definitely qualifies as an easy target. Still, it's fun, and manages to meld Cthulhu mythos bits with real world mythology bits in a manner that seems pretty seamless. Like the ecology articles, which it has a lot in common with, this both makes for a cool read and adds plenty of adventure ideas independent of system. I approve.


Geas: Oooh. This is an interesting tie-in. The Tarroka cards for Ravenloft were one of the cooler little bits and pieces included in their boxed sets. It's pretty obvious what their inspiration was, but they put a D&D spin on the tarot symbolism. With suits based on the 4 main class groups and a major arcana filled with other monsters and strangeness, it can be used for both IC fortunetelling and games. And that's exactly what they do here, with an amusing little card game they cut from the actual set for space. Assemble an adventuring party and complete quests to win the game? Sounds very similar to the premise of actual D&D. :p This does seem like a very niche article, as it's use is completely contingent upon having one particular supplement, and it can't be easily converted the way many of their specific world and non D&D articles can. I guess this falls into the same category as their Audio CD's, an expensive to produce and obscure frippery that helped to split the player base to a ridiculous degree, thus causing them to lose money in the long run. The kind of thing that would be given away for free on the web these days. I'm rather uncomfortable about this.


Campaign Journal: Athas is an interesting world. It's easily been the one in which they twist around the core rules of AD&D the most. (at least successfully) Which means unlike the similar Al-Qadim article this time last year, they do genuinely have some new adventure ideas. Very rarely is keeping track of water supplies crucial in other games, except for short periods in desert adventures. There would be vast amounts of bitching if you were this stingy with weapons and other resources in any other world. And while intrigue and exploration can be applied to virtually any setting, they have a very different feel here, largely because basic resources are so scarce. It's all a lot more desperate and cutthroat. It's weird how in some ways, Athasian characters are more powerful than regular ones, while in others, they're rather less, and of course they have challenges more than sufficient for them. Of course, if you put them in a crossover game, all these problems disappear rapidly once they've encountered another adventuring party, killed them, and taken their stuff. So cool ideas, including a bit of badwrongfun here. Greg Detwiler has examined the source material and put plenty of thought into this one.
 

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(un)reason

Legend
Dragon Magazine Issue 210: October 1994


part 3/6


Forum: Adam Bickford tells us we've been underestimating the cleric all along. They're actually pretty good statistically, and their spells are far more accessible than wizard's. Add it all up and they blow them away.

Melody Alder, in an amusing contrast, complains just how much her cleric is overshadowed by the wizards. Who is right?! This combination seems almost custom tuned to provoke further debate. :rubs hands together:

Greg Detwiler decides to contribute to the forum, praising the idea of reskinning. Using that, we can make clerics even more obscene, by letting them have access to nearly every spell, only with the visuals reflavored to their religion. :p Dear oh dear. :D

Philip N. Toomey thinks the parrying rules are crap. Another opportunity for the forum to serve as an airing ground for house rules. Yay.

Joel E. Moyer bigs up the old books on world and adventure building. They may be out of print, but their advice is still invaluable to the novice DM. There's tons of advice out there now if you know where to look.

Lee Sutton disagrees with Joe Kutcherfield that there's too much roleplaying in roleplaying. o_O Sure getting too bogged down in backstory and shopping is bad, but roleplaying is the name of the game. You ought to be doing at least some of it.

Matt Lunak also find's Joe's assertion pretty ridiculous. Go and play a computer game! Then you'll get the reward you want for acting like a personalityless, relentlessly goal-focussed automaton. Zing!

David Shanahan gives his experiences on putting superpowerful characters and their players in their place without making them leave the game entirely. Just put them on a bus to godhood and start with a new character. Easier than killing them, that's for sure.


The game wizards: Spellfire expands rapidly as they try and play catch-up with M:tG. This means card sets for all their campaign worlds, including ones they're no longer producing books for. Each has their own distinctive abilities. Dark sun's toughness, Ravenloft's secrecy, Dragonlance's lunar cycles and the Forgotten Realms' random effects. Hopefully the extra cheese will balance out, making cards from all worlds viable choices. And if not, well, mixed decks are more likely to surprise enemies and use the best bits from everywhere to maximum synergy. Only chumps stick to obvious themes, as both the pokemon and yu-gi-oh cartoons show all too well. So this shows their marketing strategy for this game is pretty much what you'd expect. Exploit as much of their IP as possible, and hope that'll draw existing customers into the new market. That's the way to do it! (no it isn't!) Yes it is! Shut up you naysayers! This game's Not For You!


Arcane Lore: Back to the life, times and quirky products of a particular wizard here this month. Drenal was one of those geeky guys who was unpopular because he was way too absorbed in his research, even in life-threatening situations for the party. This eventually wound up in him becoming a casualty while wandering off from the party. Let that be a lesson to all would be broody loners and badasses. The reason humans are social animals is because it offers substantial benefits. I know it can be hard getting along with those idiots fate has thrown you together with sometimes, but you have to try.

Drenal's Annoying Poke lets you remotely jab someone with a needle. This gets incredibly irritating when done repeatedly. Wizards can be quite nasty bullies too when they put their mind to it, even with only cantrips to call upon.

Drenal's Distraction is one of those spells that looks like it would work anyway with just the material components. Waving a flag onna stick and shouting at the enemy? Are you sure this isn't april? I'm not wasting a spell slot on that.

Drenal's Dry Ink, on the other hand, is pretty useful if you have the kind of DM who likes to enforce equipment limitations and little stuff going wrong unexpectedly. No bursting, no smudging, just easy writing. That's the kind of utility spell more wizards should be developing.

Drenal's Stone Flame turns fire to stone for a short duration. This is handy as a livesaver, illumination, and quite possibly as a good way of setting a trap. One for the imaginative player.

Drenal's Amok Needles is a more powerful version of his Annoying poke. A whole bunch of flying needles stinging you 'till you drop. It might not have the raw killing power of fireball, but it's more likely to make the enemy cut and run. It's worse than wasps.

Drenal's Eyesore sends the flying needle straight for the eye. Not nice, but also a way to win a fight without completely devastating the surroundings and ruining all their equipment.

Drenal's Sound Barrier is a variant on silence 15' radius that may well be be more useful. You'll still be able to communicate with each other, but everything on the other side is blocked out. Another thing I'd rather appreciate having as a musician. I rather like this collection after all. It's spells may be slightly underpowered, but they more than make up their usefulness in finesse, so it all balances out.
 

Orius

Legend
Forum: Adam Bickford tells us we've been underestimating the cleric all along. They're actually pretty good statistically, and their spells are far more accessible than wizard's. Add it all up and they blow them away.

No one will believe him until CoDzilla comes along, smashing up campaign worlds.
 

(un)reason

Legend
Dragon Magazine Issue 210: October 1994


part 4/6


Primitive weaponry: A second article by Greg here. One that crosses over well with his previous one too, as most of these are made of non-metallic materials, so they won't be affected so badly by the scarce resources of Dark Sun. Plus many of these have additional benefits beyond the basic attack and damage thing. A few more tricks to liven combat up is rarely a bad thing.

Kotitate are clubs shaped like a thin sharpened violin. Perfect weapon for gangsters to conceal for HtH battles, since guns aren't common in D&D.

Kugerongs are another club variant with a sharpened point. Inflicting multiple damage types with a single weapon is always good, because it gives you tactical options.

Leoniles are primitive pick/clubs used by australians. They're a real bugger to parry, but not hugely damaging, so they become most interesting against other warrior types. Exactly how good they'll be against a kickboxing roo I'm not sure.

Manoples are like large sais, short swords with a pair of daggers on the side. As with the japanese variant, this means extra good parrying. Specialists can even break enemy weapons. Nasty and totally radical. (Gimme a break)

Patu are little sharpened paddles. So another one that also serves as a tool, which is important when you aren't wearing any clothes, and don't have many pockets. They're also good for two weapon fighting. Seems like that's a common thread most cultures experiment with.

Powhenua are another variant on the spike/club combination. Putting one on each end, they let you deal with flanking enemies simultaneously. So much more sensible than bat'leths.

Rang-kwan are staves with spikes on both ends, another variant on the same theme. Again, they're good for parrying and/or attacking multiple enemies on both sides. I wonder if they have a 3rd edition conversion, where that would be even more handy.

Shotel are very curved swords that are rather good at getting round enemy shields. Since they're from the kind of climate where people only used shields, and not armor, this is quite a substantial benefit. Against dumbass knights (presuming they resisted heatstroke) this may not be the case.

Tebuje are clubs studded with sharks teeth. Just another way of raising the damage and looking more intimidating. Plus, relatively easy to replace if they come off. (and you know they will) Just add spiky bits from your latest monstrous kill. It can become a real avenue for bragging.

Tewha-tewha look like no weapon I've seen before, and look like they'd be handy as tools as well. They're one that really rewards specialisation. Nice to see other cultures coming up with stuff that isn't just another variant on the same few shapes.

Wahaika are little curved clubs. They're surprisingly good at being used from horseback, and are cheap too. For those who think cavalry strafing is a european advantage, these'll be a nasty surprise, and really annoy adventurers who are used to their foes standing and trading blows with them.

Watilikri are massive boomerangs that don't come back, but do lots of damage and get stuck in the victim. If you have a whole stack of them you can throw them pretty fast too, so you have a good shot at bringing down something big and tasty.

Wongala are another boomerang variant, this one intended to be thrown at the ground just in front of someone and then bounce up to smack them in the face. This is obviously disorienting and tricky to dodge. That's not cricket at all.

Wirka are another one designed to trap the enemy's weapon and break it in experienced hands. Plenty of meanness there. So this is a collection of weapons that very much supports system mastery, as stuff in a supplement should compared to the core weapons. That there are a few that aren't just variants on existing weapons as well is a real plus. Keep experimenting, something new turns up eventually.


Fiction: The siege of Bahorel's bed by Daniel Hood. Hmm. This is a nice mix of pathos and humour. Not easy to blend those without diluting the two. So this is the story of an old librarian dragged into being an apprentice wizard, and the awkward stuff that happens as he tries to learn wizardry with students maybe a third his age. This culminates in a well handled incident of accidental demon summoning which is solved by a neat bit of rules lawyering. So by combining a whole bunch of elements that I like, this manages to be very satisfying indeed on an emotional level. Like an early episode of Red Dwarf or The Young Ones, it's amazing how attached you can become to a bunch of misfits, even if they aren't actually that nice as people.
 

(un)reason

Legend
Dragon Magazine Issue 210: October 1994


part 5/6


Role-playing reviews: Players guides? What's the difference between a player's guide and a players handbook? I'm glad you asked. The handbooks are generally core products, modelled after AD&D. They contain information essential to playing the game. Meanwhile, the guides are generally released afterwards, intended to serve as an expansion on matters that are most of interest to players, rather than GM's. Some are pure spoiler-free setting, while other introduce cool new mechanical options. And there definitely seem to be a lot more of them around than there used to be. So Rick jumps on an area of growth and rides it to produce another column. (Yes, I know that sounds dirty :p )

The Werewolf players guide adds a whole bunch of stuff that would become core in the next edition, such as archetypes, merits & flaws, and plenty of new Gifts. It also explains a number of existing concepts more clearly, particularly when it comes to the werewolf social order. It still shows a lot of the early white wolf flaws, but they're still at the stage where they learn with every product, and are progressing towards being the number 2 gaming company rapidly.

Players guide to the Dragonlance campaign goes for a fully IC approach, filling you in on the world as the narrator discovers it. This makes it rather easier to read than the core set, even though a lot of the material is near straight copypasta. Since their current problem is getting people playing the game, not buying the novels, this seems like a sensible experiment on their part.

Players guide to the Forgotten realms campaign takes a similar tack, with slightly less success. This seems to be mainly due to an obsession with minutinae such as the foods of the Realms and a more meandering, less plot driven narrative style. Well, I suppose that's consistent with the general flavours of the two campaign worlds. I suspect this is a matter of Rick's tastes as much as any actual quality difference between them.

Investigators Companion is for Call of Cthulhu. It's rather focussed on the real details of the 1920's, which you could find in a non game book anyway. The fact that it's also rather dry leaves Rick decidedly unimpressed.

Players survival guide is for Over the Edge. It's another one that is hampered slightly by the need to avoid spoilers for players, but it still does a lot to unravel the out-there ideas of the game and make them accessible. Hopefully now you'll be able to get to the fun parts.

Rick does get suckered by the First Quest gimmicks though, so it's not all good here. I suppose when it's brand new technology you don't have much to compare it to.


Sage Advice: Can you try and touch someone next round with a touch spell (Only if it explicitly says so. Otherwise, you get one shot on the round you cast it, and if you fail, you wasted it)

How much damage does fire storm do (a piddling amount for it's level. You're better off with call lightning)

What do the short races get bonuses to saves against. (spells, and spell like abilities, regardless of which save they actually require. Not extraordinary powers though)

Does druids shapeshifting healing apply to all hit points, or just the ones suffered since last change (All of them. Skip don't want to give you extra bookkeeping to worry about)

Can you backstab with missile weapons (Skip says No! Don't allow ranged backstabbing in your games, folks. Nothing good can come of it)

Does stoneskin protect against energy draining (No. Skip knows it's overpowered now, so skip will do everything in skip's power to nerf it without actually seeming to change the rules.)

Do multiple stones of good luck stack (no)

You still haven't properly fixed the wisdom bonus spell progression. (Oh dear. Surely you can work out the intention and fix it without Skip's help.)

How big is sigil (large city sized, enough to hold a few million people. The lady of pain can change it at her whim though)

How does everyone understand each other on the planes ( :handwaves: Common is spoken everywhere, and it's pretty similar everywhere. Unrealistic, you say? Would you prefer learning a new language every time you travel a few hundred miles. That gets tiresome very fast)

What does a cranium rat's mind blast do (same as an illithid's)

When does Iuz get to throw a tantrum over being beaten (any time you actually defeat him, as opposed to ending things without battle.)

How do you affect a battle when not involved (event cards. You can :):):):) things right up with a good storm or something)

Can you use wall of fire on defense (yes)

When does the temple of elemental evil let you draw cards. (when it's placed.)

What does 3/4 mean (you can use it in step 3 or 4. Flexibility can be as crucial as power.)

What happens if you put a champion in a realm that has a level (they fight the champion, then the realm, not both at once)

Do you have to beat drizzt twice in a row (no, just twice. He'll go and brood no matter how long you took between giving each beating)

Can you use Drizzt more than once a battle (no)

Does solid fog prevent a battle without harm (yes, but it doesn't undo any damage already taken)
 

jonesy

A Wicked Kendragon
Players guide to the Dragonlance campaign goes for a fully IC approach, filling you in on the world as the narrator discovers it. This makes it rather easier to read than the core set, even though a lot of the material is near straight copypasta. Since their current problem is getting people playing the game, not buying the novels, this seems like a sensible experiment on their part.
A problem that never really went away. :(
 

(un)reason

Legend
Dragon Magazine Issue 210: October 1994


part 6/6


Elminster's notebook: Oooh. Snake cultists. Been a few years since they got any press. Which I suspect is the way they like it, since they're generally all about the insssssidioussssnesssss. Here we see a return to the old ecology style of writing, where he keeps the main description purely setting, and puts all the crunch in footnotes. There's a pleasing blast from the past. Speaking of which, whatever happened to the ecologies? We haven't seen any all year. But anyway, along with info on the cult, we also have a whole bunch of their custom magical items which you could in theory take and use. (if you can control them, and don't mind people being suspicious of you because you're wielding a sword that is also a snake. ) As is usual for these columns, the sheer density of useful ideas is quite impressive, and the whole thing has quite an old school feel to it. Ed is definitely returning to a more active role in the magazine, after a few years away. And he certainly seems to have no shortage of ideas still. It's just a shame he can't carry the magazine all by himself. I guess even he can't write that fast. :( :p


Tarant has indeed made himself comfortable in Jen's homeworld and has no intention of going back in Libram X. Swordplay is all about the money, as usual. Dragonmirth has a rather good limerick this month. Yamara meets psionic bugs on hard fun. Whoda thought it. And Ogrek is still annoying.


From the forge: Looks like Ken's decided to change the name of his mini's column to something a little more manly. Ironically, just as he makes the effort to distinguish his columns from Robert's a bit more, he takes his first stab at soapboxing about the lead banning bill. Lead might gradually return to the table now the crisis is mostly over, but prices sure ain't going down any time soon. If production costs go down again, that just means more profit. Uh yeah. The utility companies might be able to get away with that kind of crap, but everything else, you put prices up, we'll buy less. Supply and demand requires the demand part to work properly.

Unsurprisingly, the minis this month are horror themed. Undead in all shapes and sizes. A chariot pulled by skeletal horses. A full blown warhammer army set, and an individual lich-king commander. Another lich, this time an official AD&D one from Ral Partha. Dr Mordenheim's official lab, plus some extra official mad scientist gear. This really is his year, isn't it. A big spiky gorilla/frog thing. A half dismembered undead giant using it's own leg as a weapon. A winged demon in the classical tradition. An alien stalker with a seriously heavy bit of weaponry. A vignette of a woman about to be sacrificed by an undead priest. Some fae, just to provide a little light relief in the midst of this gross sepulcher. Another undead legion with a mounted leader. A rather large werewolf, with additional mid-transformation models. And finally, in another break, some robot dogs for Legions of Steel. Actually, those can be pretty scary too, especially if they have the stereotypical glowing red eyes. After all, Terminator is really horror rather than hard sci-fi.


TSR Previews: Red steel! Booyeah! One of the most brilliantly goofy parts of our most brilliantly goofy campaign world gets updated and rejigged from it's appearances in Dragon Magazine. Now everyone has a magic power of some sort, and a rather devastating dependency. This makes things complicated but fun. Don't bother with the CD though. Yawn city.

Masque of the red death! Double Booyeah, in principle at least. Like council of wyrms though, the attempt to do D&D modern is seriously mucked up by the rules, which nerf you horribly while offering nothing in return and really fight against the proficiency system, not changing enough to properly model the era. Most frustrating.

Into the Abyss. Triple Booyeah. I've used this twice, and it's been pretty entertaining each time, even if the players go off the road and wind up in even deeper trouble. But then, that's what the abyss is for. There's always another nook that'll lead you even deeper and more in trouble. All you need is a sadistic imagination.

Al-Qadim gets Caravans. Cross the desert, and try and keep as much of your stuff as possible along the way. Why have a merchant kit if players aren't going to use it?

Ravenloft gets it's third monstrous compendium appendix. More undead variants and other things that go bump in the night. Never let your players be certain of exactly what they're facing.

The forgotten realms has yet more bloody Volo. This time, it's the Sword Coast he's all over like a rash, the cheeky beggar. Seeya later, alligator.

Dragonlance gets something nasty called The Medusa Plague, part two of the defenders of magic series. Yeah, if that illustration is right, limbs turning to snakes is pretty worrying, and very much needing of an epic quest to fix.

Dark Sun finishes the tribe of one trilogy. The name turns out to be cleverer than we thought, as our protagonist finds out he is just one part of a greater being. And with that knowledge and regained unity, he gets to become really badass. Athas is going to become a better place.

Our generic products this month are HR7: The crusades, and the Deck of Psionic powers. Pretty broad field then. Will you go for gritty religion based conflicts, or for quick reference of your mental powers. Or maybe both. This has easily been the first month where I actually bought the biggest proportion of the products released at the time. Interesting business.


As usual, the october issue is considerably above average quality for the magazine, which feels particularly dramatic in this case, thanks to the modernist advice from Spike, the conclusion of the classic series by Moldvay, and the two and a half (counting the forum piece) pretty good articles from Greg Detwiler. I think Greg'll have to take first place, but it's a close run thing. Lets hope they have another store of good articles for christmas as well.
 

Orius

Legend
Speaking of which, whatever happened to the ecologies? We haven't seen any all year.

No decent submissions? Maybe the editor is less interested in the feature? Who knows? They're not dead though, they'll be coming back soon enough, and on a pretty regular basis.
 

(un)reason

Legend
Dragon Magazine Issue 211: November 1994


part 1/6


124 pages. A second Halloween appropriate cover in quick succession. So good, they have to milk it twice! Actually, that's not too bad an idea from a commercial point of view. Still, it's that kind of thinking that leads the christmas adverts to start in september and not quit until the end of the year, when they immediately switch to easter. Bleh. Let's hope this isn't another sign of them running out of ideas.


In this issue:


Letters: A letter from someone who named their kid after a forgotten realms character and now wants to know what it means. Not a lot, after all, ed just made it up. I'm sure he could come up with an in setting meaning for all the various names in his world, he just hasn't got round to it yet.

A letter from someone interested in Star Trek gaming. There are star trek games out there, but none seem to do quite what you want. The licence doesn't seem to be particularly stable.

A call me from someone who wants to find a person they played with at a convention. Aww, how cute. Once again, I love facebook.

A pretty unsurprising complaint about the price increases. You'd be more surprised if no-one at all complained. No-one likes it, but what can you do when production costs keep rising.


Editorial: Roger may be gone, but Dale is still trying to push the same agenda of increasing the amount of non D&D RPG coverage in the magazine. To do this, he encourages you to say goodbye to system purism, and not only try other systems, but various hybrids of systems, settings, and your own houserules. If the canon police were real, they'd be onto him with great brutality for this act of sedition. Traveller, Call of Cthulhu, Star wars, Castle Falkenstein, Rifts, TORG, GURPS, he certainly covers a wide range of games, hopefully turning a few people onto ones they haven't tried yet. As usual, I approve of this. We do find, however, that the magazine still hasn't moved to desktop publishing, despite much of the company using it now. They probably ought to get round to that. Such is the problem with monthly deadlines. You can't risk taking stuff that works offline, even if the results of changing over would probably be beneficial in the long run. Another article that simultaneously shows the consequences of stagnancy while trying to avoid it. Very ironic, really.


First Quest: Speaking of the battle between adventurousness and stagnancy, this is the main theme of Jeff Grubb's turn in this column. New and different ideas are often greeted with bemusement and belittlement, until they become big hits and suddenly what came before looks very dated. Roleplaying did that to wargaming, and now it in turn is under threat from Computer RPG's and Collectable card games. His recollection of his own gaming origins seems pretty vague, and he's more interested in telling us how he got into TSR and become the kickass designer he is today. And then, he's pretty interested in figuring out where life will take him next. So this is very interesting, but isn't a great fit for the column, and shows that at least a few people at the company are aware they need to do something different if they want to stay in gaming and profitable. If that means leaving roleplaying behind, or at least changing it so much that many existing players say "That's not Real Roleplaying!" so be it. Change is better than death, even if it can be pretty scary. So this is one that foreshadows the troubles the company will face over the next few years. All a little disconcerting really.


The ecology of the dungeon: Looks like we've had another ecology article free year. The early 90's really has been a dry patch for them. Even this isn't really a normal ecology article, instead being another of our generalised worldbuilding ones. Water, air supply, waste disposal, how various creatures that live near each other relate and interact, and how these kinds of things would logically change over time. The kind of thing that they've been pushing regularly since 1983, but you need to bring back every few years to catch the new readers. Such as me, in this case, this being my own personal first exposure to these realms of worldbuilding and finding it quite cool. In rereading, it doesn't really have the same impact it did first time, but still, its a solid article, and a good reminder precisely why they need to go back to these basic topics every 4-5 years. (every 2 is probably too soon) Can't get too esoteric, or you won't be able to keep new players.
 

Still, it's that kind of thinking that leads the christmas adverts to start in september and not quit until the end of the year, when they immediately switch to easter.

In the US, we switch immediately to Valentine's Day stuff, and Easter after that. I know, because I worked in retail for a lotta years... :)
 

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