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(un)reason

Legend
Dragon Issue 96: April 1985

part 1/3

100 pages. Welcome to another april fools issue. They may have neglected it last year, but this time they're really going to town on the ridiculousness. Pray if they slap you round the face with a fish, it'll be a haddock, not a spiny puffer fish or a giant eel or a mudkip. No-one really lieks mudkips. Not even with pasta. DUCK CITY!

In this issue:

Talisman, the magical quest game. How cute. I vaguely remember this.

Letters: A letter asking if you could cut costs by feeding your soldiers nothing but iron rations. Sure, but they wouldn't be happy about it, and they still wouldn't be able to carry enough to feed them more than a few weeks, especially with all their other stuff. You can't escape logistics that easily.
A question about the jumping rules in issue 93. Unclear math in an example? Say it aint so.
An odd question about attacking while being grappled by the eye of the deep. Of all the things to quibble about.
A letter asking how hard the Urisk is to spot. Pretty darn tricky, as long as it stays still.
Someone pointing out a pronunciation inconsistency. They say to use the dictionary version. Even writers disagree at times.
And finally, as it's april, we have four joke letters. You know, these would be funnier if they weren't immediately obvious as joke letters. You ought to use the real ones. You should know by now they'll be more ridiculous than anything you can come up with.

PENDARGON!! (squee!) Ahem, I mean dragon. One of the most idiosyncratically awesome games ever gets its first edition. Honor, Passion, romance and getting old and dying in the reign of King Arthur. Man, we're not even to the first feature and we've already seen two interesting new adverts. This is promising.

The forum: David Miller has his own thoughts on alignment, leaning towards subjectivity and being true to your own standards being more important than some universal rules of morality. A perfectly valid way to do things, but not one that will end this debate.
Joseph M Dornbierer takes up the rest of the forum, with a huge amount of commentary on all sorts of articles and the way they change the rules. What is really official if even Gary doesn't use the rules as written, what additions and streamlinings are good for the game, and does anyone actually play them as written, because I've never seen a game where every rule is strictly applied. Even if they were, many of the results would be ridiculous in real world terms. This is seriously problematic. Once again we see that many people back then had problems with the rules, and extensive house-ruling was common. What are we to do with this turbulent playerbase?

From the sorceror's scroll: More demihuman level limit increases. God, people just won't let up on this one, will they? Having already granted some pretty hefty raises, now Gary opens up various previously forbidden classes. Most significant of these is that elves can now become rangers. Their gods have finally decided that this newfangled wilderness handling skillset the humans have come up with is so appropriate to elves that they'll grant their persistent prayers and let them have it. See what determined union action gets you? Druids also get considerably opened ranks. We also get some tedious organizational stuff, as they turn paladins into a sub-class of cavalier, and elaborate on the dual classing options available to characters. We also get some amusing contrition from Gary as he receives a lecture in etiquette from a FLGS employee, and reminds us to be polite when requesting stuff they don't have. (also, don't steal kids, as if you needed to be told) And in another of his random left turns, he recommends the Black Company books by Glen Cook as being excellent inspiration for gaming. Another amusing demonstration of his stream of conciousness writing style, in which rules are changed at his whim. Just business as usual around here then.

Daredevils, the game of 1930's adventurers. Well well, another one. So many people trying to do pulp and flopping in the 80's. So much for that plan.

What good PC's are made of: Katharine Kerr continues to preach the cause of proper characterization with increasing stridency. Careful attention to historical detail, check. A definite preference for the gritty over high fantasy. Check. Give your character a proper background. Check. Race, nationality and religion should mean more than a single word on a sheet. She is becoming predictable. All these elements have appeared in her previous articles in various combinations. Fortunately, this is her last appearance for quite a long time. I suspect she was getting as sick of having to think of stuff to write here regularly as I am of reading it. Such a shame to see a writer flag and quit. Still, she went on to bigger and better things, so gamings loss is fictions gain. You'll have to look elsewhere if you want to see the rest of her story.

The ecology of the gulguthra: A rather fitting name, don't you think. If you or I had to eat :):):):), I think we'd make a noise somewhat approximating the taxonomic name of the otyugh family. This is as much a story of forgotten realms politics as it is the monster in question. Not that it neglects them, going into considerable detail on their physiology and mating habits (which are as gross as you might expect) tactics and relationships with other creatures. Ed seems to have pretty much locked down this series for the moment, with the impression given that he can knock off these in an afternoon by now. They're definitely developing in a way I'm not sure I approve of, with forgotten realms creeping into the generic stuff so much. You'll have to remember that this stuff isn't canon, and you can alter their ecologies for your own world if you choose. Don't let them hem your imagination in without even realizing it. And don't think you have to have an ancient superpowerful wizard imparting wisdom to your players at every opportunity. There are better ways to get your infodumps.
 

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(un)reason

Legend
Dragon Issue 96: April 1985

part 2/3

Coming attractions: A bit small this month, but with a nice scroll backdrop. Our main feature is Castle Arcania, a one-on-one adventure gamebook. Sounds interesting. Anyone remember these things?
Indiana Jones gets the Judges survival pack, and module IJ4, The Golden Goddess. Rules expansions, and an adventure directly tied into the first movie. Lets get our payback.
Marvel Superheroes gets MH6: Thunder over Jotenheim. A solo adventure for the mighty Thor. Who dares!
Endless Quest gets it's 27th book, Lair of the Lich. Recover your father's secret spells from the dread liches catacomb before they're used to cause devastation.
D&D gets X9: The savage coast. What lies to the west of the Known World? One of the most fun bits of world you'll ever explore, and one we'll revisit quite a few times in greater depth. If you finish that, you can go straight into module CM4: The earthshaker. The Known World is at threat as a great danger awakes. Head back from your domains in Norwald to defeat it. We also get Dragons of Winter Night, part two of the Dragonlance Chronicles. The heroes split up. Well, since Tolkien did it, it's virtually obligatory to have the forking subplot. Otherwise it's not properly epic.

Off the shelf gets its title back: The bishop's Heir by Katharine Kurtz gets a rather mixed review. While for any normal author this would be great, for her it's slightly subpar, with the antagonists never really developed enough. Wait for the paperback if you like her stuff.
Moonheart by Charles De Lint on the other hand, gets a truly fanboyish response. Originality, characterisation, worldbuilding, style, all get top marks from this reviewer. It spans multiple genres and is pretty cool.
Brisingamen by Diana L Paxton takes an ancient norse macguffin and places it in the hands of a student in san francisco. Can you guess what happens next? Plot! Thankfully it's an interesting and well researched plot, which manages to feel real despite the supernatural elements.
The fire sword by Adrienne Martine-Barnes causes the reviewer much frustration. Something's not quite right with it, but he can't quite pinpoint it, and so kept reading and feeling unsatisfied, like scratching at an itch making it worse. He encourages you not to start. An interesting way to condemn a novel, and not one I remember seeing before.
The vulcan academy murders by Jean Lorrah is, as should be obvious, a star trek novel. While not that great as a murder mystery, with a bit of idiot balling taking place, it's a good source of more setting details for your own star trek games, with lots of stuff on Vulcan culture. And for all the reviewers distaste for Star Trek Fiction, is what D&D is doing with it's dragonlance novels any better?

The handy art of forgery: A new special skill for assassins? Cool, I guess. It seems like a reasonable ability for them to have, so why not. As is common in 1st edition, it's odds of success are determined by a fixed % roll with a few basic modifiers. And you don't really give anything up to gain this new power, which is still a definite issue. A good idea that is flawed by the overall level of game design technology at this point. What are you gonna do.

Books to games? Perhaps!: Yeah, stealing settings seems like a good way to save time and get lots of cool stuff. However, it has definite problems. Gary is already aware of this, and has made his feelings on doing so very clear. But it's certainly not a terrible idea. You just have to pick your setting carefully, and make sure it has enough room for stories beyond the original one. Changing things to deal with spoileriffic players, setting it far in the past or future, hybridizing the settings and themes of several different books, all help. We get conversion and plot examples for Gor (!) Barsoom, and Middle earth settings. A pretty solid article that should help you if you're considering this course of action.

PBM update - news and views: Mike Gray is back, following up on his previous examination of the play by mail scene. Rick Loomis' attempts to regulate the hobby seem to be working, and the hobby as a whole is chugging along nicely. So he gives us reviews of 5 new games. Battle of the gods, World of velgor, Illuminati, Capitol, and Quest for the great jewels. All get crisp and fairly positive reviews that go into a decent amount of detail on their workings. Another good example of the diversity of stuff they're covering in this period, and it's interesting to see how this related field fares compared to RPG's. See you again next year, I hope.

Nogard: The ultimate high level Adventure to end all adventures! The most epic, exciting adventure ever. You will not believe how awesome this one is. April Fool.

The what's new dragon. Aww, isn't it cute. We get D&D stats for this little terror. Growf growf. We also get stats for the quazar dragon, a planet eating monstrosity for when your players have got too big for their boots. Neither are really legal, so don't worry too much. If they show up, you're screwed whatever you do. Your best hope is to amuse the DM enough that they don't utterly humiliate you with them.

The meanest of monsters: Two more spoof monsters, the Killer DM, and the sleep inducing DM. Once again, be very afraid, because there's no way you can win a fight with these guys. Soft Barbara Streissand music, booga booga booga. What worse fate could you face. There's no Robert Smith to save you this time. Also notable for introducing the scariest critical damage system evar. April fool.

It takes all kinds: Enraged Glaciers and Ghouls finally gets round to publishing race descriptions. Humans, Kobolds, Fairies, Goblins, Biters and Bogies. None are exactly what you would expect, as they put a unique spin on each race. An extensive matrix describes their relationships with one-another, but they have no actual stats. Maybe next year. April fool.

Rules to lose by: Ever wondered what the most underpowered class ever was. Look no further. Welcome to the hopeless character class. Even regular commoners could kick this guys ass, if he didn't kick it for them by accident first. Technically legal, but you'd have to be mad to play one. A hundred, of them, naruto style, on the other hand, could be fun. April Fool. As with everything else, you'll have to make of it what you will.
 

(un)reason

Legend
Dragon Issue 96: April 1985

part 3/3

Getting in over your head: Dragonquest gets another article, this time devoted to underwater adventures. A new character class devoted to them is introduced, which will certainly change the playstyle a bit. Some rather complex crunch is introduced, with detailed examination of visibility, buoyancy, and fatigue while swimming. Curious. Not really sure what to make of this, or how it integrates with the existing rules. In any case, the writer certainly seems to have different priorities when handling swimming than most game writers. Goes to show what different people see when tackling a problem.

Palladium compresses little adverts for every book so far into one page.

Fiction: Inglafs dream by Ama Darr Rogan. Meta once again creeps into our fiction as characters start to become aware of their nonexistance. Only this time they don't get to do anything about it. Which makes this rather less interesting than several of our previous contributions. Ho hum. No cool new twist on the familiar idea this time. Maybe next time. It's not as if it's an uncommon occurance around here.

These are the voyages of the Ginny's delight: This month's special feature belongs to the ARES section. The Ginny's delight is a tramp trader, nominally set in the star trek universe, but easily adaptable to other space games. With full stats and deck plans, this is a nice help for anyone who wants to run a game with a firefly-esque independent group of PC's traveling the universe and getting in and out of wacky hijinks. Once again, they know what'll be useful, and give it to us without bogging down in unneccecary detail.

Why is this mutant smiling?: Because Gamma world gets a whole load of new mutations. More cool powers for him, in other words. 32 of them. Of course, in fine old skool tradition, you don't get to choose them, just roll them randomly, which makes the more egregious combinations unlikely, but utterly unbalanced when they do show up. Hey ho. Another so-so list of things to steal and convert for whatever game. If you saw the random demon construction and other lists, you've probably seen most of these before. Kudos for the camel hump though. A useful trick that usually gets forgotten there.

Not quite the marvel-phile: Howard the duck! Frog-man! Mailman! More awesome characters from the marvel universe get to strut their stuff on the gaming stage! April fool. An entirely legal and properly derived from the source material (which lets face it, has enough gonzo elements to keep them going for years) april fool, but an april fool nonetheless. Still, if you want to use them in your games, you can, with their blessing. I approve. These kind of things shouldn't just be swept under the rug, and april fools articles ought to be game useful. You can have mad and comical elements to your game, and not detract from the overall drama of the situation, as D&D, runequest and exalted have all demonstrated time and time again. The most risible people are those who take themselves seriously all the time.

The real marvel-phile continues it's talk about iron man, with three of the alternate suits statted up this time. Tony's lite suit, plus the space and stealth suits. The laundry list problem that plagued last issue is less of an issue (fnar), as the crunch is divided up between the various suits. We also get a very good synopsis of how Tony and co have fared over the years, with drink and financial problems playing a big part. His continuity certainly hasn't been static, and it looks like more changes are about to take places soon, as they keep up with soon to be released comics. Will we have to see him again in a few years to incorporate all the updates? We shall see.

The coming of the S'sessu: Zeb Cook gives us a new race for Star Frontiers. The S'sessu, amoral worm creatures that seem suspiciously similar to the Sathar. Don't trust them further than you can kick their asses, because they'll betray you as soon as a better offer comes along. Not a terrible addition to the stable of species, as it puts an interesting slant on the aliens as humans in funny suits trope by having two similar but apparently unconnected nonhumanoid races in the same game. I find myself approving more than I expected I would. Hey ho.

Wormy has no words this month, but some bloody impressive visuals. Trampier has certainly developed his skills quite a bit since he started working on this. Snarf breaks his poor little robot companions mind as he defeats the duck-dragon. My sanity would be squeaking too in his position.

Paranoia and MERP ads once again occupy the backmost pages.

Lots of fun stuff in this issue. Their comic output has been well above average this year, both in amusingness and game usefulness. The regular stuff, on the other hand has been pretty average, with some good stuff, and some bad stuff. So overall, a pretty decent issue. Will we see flamewars as a result of the jokes? Will next year be more or less zany? Only one way to find out. To the Causality violator! Crank dat supersoaker, Dr Netchurch! We're gonna wind 'em up fo sho!
 


(un)reason

Legend
Dragon Issue 97: May 1985

part 1/3

cover_180.jpg


100 pages. Silver dragons are such sluts. Seems like they'll mate with anything with a halfway decent personality or artistic skills, regardless of species. What's all that about then. When the cosmic entities who set the standards for good and evil said that love overcoming all boundaries, differences and difficulties was a great example of good behaviour, did they really mean that principle to be applied like this? Probably not, but it makes for entertaining stories, so I'm certainly not complaining. What other stories will be inspired by the contents of this issue? Good question. Too much rambling preamble keeps solid facts intangible.

In this issue:

Letters: Kim gets the first "letter" in, an apology for messing up the demihuman level raises article. That's gonna annoy a lot of overeager players. Unearthed arcana'd better be edited better than this.
A letter from Arthur Collins' mum complaining about a mistake in one of his recent articles. Kim says that that mistake was his fault, not ours. (although we really should have spotted it and fixed it. ) But really, your mum writing in to complain? What are you, 6? How amusingly absurd. Haven't seen that around here before.
Some more errors, this time in the forgotten realms adventure. This one is their fault. They meddled with ed's perfect work, and then failed to take the proper interconnectedness of things into account! Fools!
A letter asking how far a cockatrices stoning power spreads. One discrete unit, called a lifeform. Simple as that. Bloody rules lawyers, trying to make simple solutions complicated.
A question on ability score limits and magic items. Once again, they phrased things poorly. When they said maximum scores, they meant permanent ratings, not further temporary enhancements on top of that.
Three letters on the Treasure Trove, asking for more detail on various items.
A letter asking why apes have a such low chance of being found in their lair. Because normally they don't keep lairs, ya dummy. Does the word nomadic mean anything to you?
A letter full of rapidfire questions, which get equally terse replies. Someone's getting in the april fools spirit.

The forum: J R Smith disagrees strongly with Gary's statement that Tolkien's world is not suited to D&D gaming, and D&D is not substantially indebted to it. Apparently lots of other people agree with him, in even more heated terms that are not publishable in a family friendly magazine. How very amusing. Goes to show what happens when you talk down to your audience.
David Finlayson thinks debating about good and evil is pointless, yet still has extensive contributions on the debate. That's like saying I don't mean to cause offense just before saying something incredibly rude. Rather disingenous really.
David C Rathbun has some optional rules about handedness, of all things. The kind of thing that feels like it ought to have been an article but wasn't long enough. Once again, experience gained from the SCA is cited. Not sure if I approve of that or not, but it's definitely interesting.

From the sorceror's scroll: This month, Gary goes into how deities get their power. Worship! Seems a sensible start. However, it then gets rather awkward, applying linear math to what should be an exponential progression, and reminding us that D&D alignment was bloody weird, goes all the way up, and wasn't all that well thought out. I'm really very iffy on this one. It reads like something that was dashed off late at night, and then published without proper editing. You need to join the dots up, otherwise the world won't work properly.

Sticks, stones, and bones: Did a thief steal your stuff. A rust monster eat it. Or a fireball backfire and melt your weapons. You'll need to improvise something fast if you want to get out of the dungeon alive. Fortunately, there are plenty of objects that make good improvised weapons, particularly if you've just killed something. Yes, it's demeaning when you're used to shiny magical swords, but a heroes true worth is in his spirit and ingenuity, not material things. Stephen Inniss delivers another of his great examinations of an aspect of the game you may have overlooked. From basic household objects, to industrial devices, so many things can be turned to the task of delivering Pain! Another thing that can be great fun, but has since fallen out of favour amongst the official designers, due to the emphasis on balance and having an expected array of equipment to go with your level. Household objects? We can't be bothered to put costs and descriptions for those anymore. Another article that makes it clear we're still a long way from home. But that doesn't mean we can't use this stuff in our games. If you power down the PC's a bit by removing their stuff, it makes battles genuinely nerve-wracking, and slows down the rush through the upper levels that you can see in 3rd and 4th. Just don't do it all the time.

A tale of three talents: Some rather impressive pictures of a miniature castle. Designed by Arthur Collins, built out of sheet metal by Dennis Kauth, and photographed by Mike Sitkiewicz, this is a pretty cool bit of design, well displayed. See what having a proper photographer on the team can do. Keep it up.

Crom's Blood! It's Conan the roleplaying game! Out now! Supplements coming soon! Adverts are amusing. Definitely a step up from getting D&D supplements.
 

Alas

First Post
Was that really the cover for Issue 97? They used the same art a few years later in the Dragonlance: Taladas boxed set. I love that picture.
 

Orius

Legend
100 pages. Silver dragons are such sluts. Seems like they'll mate with anything with a halfway decent personality or artistic skills, regardless of species.

And yet people bitch so much about 3.xe introducing the half-dragon. The whole idea behind it was old-school.
 

(un)reason

Legend
Dragon Issue 97: May 1985

part 2/3

Only train when you gain: Ahh, one of our perrenial topics. How do you handle training in the game. Should it be easy or hard. Expensive or not. How possible is it to innovate and develop in the field without help from anyone else. Let's see what this writer has to say about it. He definitely doesn't seem happy about the current assumptions. Unless you're pretty generous with your treasure, you may well wind up wasting a load of time grinding to get the money to advance after you have the XP. This doesn't seem right. Instead, lets save the training for when you actually gain new powers, rather than just improving the current ones. Seems a bit of a long-winded way to say it, but it's a sensible thing to say. Bit meh, really.

The ecology of the gorgon: Another petrifying monster gets special attention. Well, would you ignore it if it was wandering around your neighbourhood? As ever, Elminster draws upon his huge network of sources to present the information to Ed. As with the cockatrice, he decides to make their petrification a voluntary action. (which I vaguely disapprove of as it makes it entirely a combat power, and removes the inherent tragedy that the other route provides for. ) That sylistic disagreement aside, it's as well written and thought out as ever. Particularly amusing is the gorgons relationship with rust monsters, who will eat their skin (gross) given half the chance. And isn't fun stuff like that what ecology is about. Not just what a creature does, but it's relationship to other creatures. Once again, he's turning in pretty sterling work.

For a fuller background: Paul Crabaugh again contributes this month's dragonquest article. Some random rolls produce stupid results. This needs fixing. Lets revise the social class tables, and add a new variable. Nothing wrong with that, and the way it's written is laced with dry humour. A little fun makes an efficient article go down even more smoothly. As long as you don't mind some characters starting out with definite advantages compared to others from random rolls, you should enjoy this.

Pages from the mages IV: God, Elminster appearances really are increasing in frequency of late. I guess Ed's realized that quite a few people like him, and is starting to play to the crowd. Before long, his antics'll be overshadowing the game information that he imparts. We're also seeing the same place names turn up repeatedly on a regular basis now, as he develops the Realms in his own mind as well as ours. This installment's pages are Bowengles book, The spellbook of Daimos, The book of Num the mad, and Briels book of shadows. Between them, we have nine new spells, plus a recepie for making homunculi, and his usual array of amusing histories, offhand comments about people and places, and other things that can provide enough plot hooks for months of gaming. It may not all tie together, but that's the nature of a real world. There's bits all over the place, some of which connect, some of which don't, many of which seem to make no sense. You can't tie it all up into a neat package aimed purely at gamability without losing something.

The only good captive: Oh, now this is a topic rich in ideas, that D&D really doesn't support at all. Lew Pulsipher floats the idea of keeping captives more, instead of just killing your enemies. It often allows you to get more financial benefits than just killing them and taking their stuff, allows PC's to lose without spoiling the game as much, and opens up tons of interesting roleplaying possibilities. You could be stripped of your stuff and sold into slavery (hey, a chance to use the earlier article on improvised weapons), held for ritual sacrifice, tortured, and forced to spend time with people you wouldn't normally give the time of day to. All cool stuff, that even Lew's advice probably can't make work against the rules of the game, and built up player expectations. Maybe we should consider moving to another one for a while, enjoy the change.

Blueprint for a big game: Jim Dutton, the head of the new AD&D PbM game, talks about the creation of the structure for it. This is the kind of thing that causes substantial logistical hassles. You have to structure your world building in a very different way to tabletop, and build up a lot more before you start, because winging it when you have hundreds of parties wandering around a continent is a recepie for disaster. While this gives you lots of advice in how to build your own game in an organized fashion, it doesn't actually reveal that much about the setting of the PbM game (spoilers, blah blah), and the way it's written is rather dull. Someone is rather better at technical writing than fun fluff details. Anyway, did anyone play this back in the day? What was it like? Just how much did they have to change the rules to make the week-long turn cycles work.

Reviews: Element masters is a rather curious sounding RPG. Each character is the chosen of one of the four elements, and must master element magic if they are to save the world. Looks like a rather crunchy game, with a long skill list, hit location system where each body part tracks damage separately, lots of weird monsters and implied setting detail, and good examples of play. As long as you don't object to the focussed premise and high crunch level, this looks like quite a good game which can support a decent length campaign.
Starstone is a generic RPG module. As with other system free modules around this time, it has to make up for it's lack of crunch by having stronger characterization setting and relationship details than similar D&D modules. It's main flaws are in making the plot solid enough that the PC's want to stick around to solve it, and it refers to an as yet unwritten other module, which everyone knows is an irritating sales ploy. Despite these, the reviewer still recommends it.
Bandit gangs and Caravans is the 10th thieves guild supplement. It gets a rather less enthusiastic review. The law of diminishing returns has set in, and the combination of copypasta, and reduced size compared to previous books is making the reviewer irritable. Which is a shame, because there is some salvagable stuff in there, such as the mass combat system. Judges Guild needs to shake up their format to freshen things up again.
 

(un)reason

Legend
Was that really the cover for Issue 97? They used the same art a few years later in the Dragonlance: Taladas boxed set. I love that picture.
Yup. See the discussion on issue 94. Playing spot the recycled artwork is going to be another fun little game we can play as this series goes on.

And yet people bitch so much about 3.xe introducing the half-dragon. The whole idea behind it was old-school.

Although of course, they didn't. It was done way before that in council of wyrms (and expanded on in issue 206, one of my favourite articles from that era. ) It's just that like a bunch of other things introduced in supplements from previous editions, like AoO's, Chaos hammer, action types, planetouched, they decided they liked it enough to put it in the corebooks.
 

(un)reason

Legend
Dragon Issue 97: May 1985

part 3/3

Authentic agencies, part I: Merle fills us in on the real life secret agencies. CIA, NSA, FBI, ATS, and the rest of the alphabet soup, with a strong emphasis on american agencies. Man, there really are a lot of them, probably all working at cross-purposes, and not sharing information properly. You could build a lot of intrigue out of these lot, even without inventing more fictional agencies. Obviously, there isn't a huge amount of data, because they're, y'know, secret agencies. But it's certainly a start. And I'm sure you could look up some more. This raises the case for playing historical spy games, as you can get the declassified stuff from 30 years ago, and find out what was really going on. So the article may be dry, but it's inspired some cool ideas in my head, which makes it ok.

Fiction: Catacomb by Henry Melton. A rather meta tale of adventuring within a MMORPG text adventure game. (very interesting in itself from a historical perspective. How common was computer networking back then? ) And they already have gold farmers. How prophetic. The anachronism of it being text based aside, this really does feel like it could have been set today. The human drama side of the writing is pretty solid too. It's not quite a full-on classic, but I'm really rather impressed by this. Sometimes, they manage to get things spot-on. Have some kudos, if you're still around.

The ares section finally gets a colour cover. Guess they've proved themselves a valuable part of the team over the past year, so a little extra money is in order. Cool. Hopefully that means they're not doomed anytime soon.

Rogues of the galaxy: Ahh, traveller. Seems to be custom designed to allow for lots of expansion material. This time, it's the career criminal that gets an expanded lifepath especially for them. This is definitely a path many adventurers will want to follow. You can make lots of money, meet fascinating people, learn cool things, and visit exotic locations. But there are risks. You may find yourself mouldering in jail for several years, not actually learning very much. Them's the breaks. Thankfully, it'll still only take a few minutes to make another one. Welcome to the team. You'll make a valuable traveling companion as long as you don't start using your larcenous skills on the rest of the party.

Starquestions: Do you need skills to use a weapon. (Do you want to have a horrible accident? I suggest you learn.)
Shouldn't automatic rifles shoot more bullets than pistols ( it's not size, it's how you use it. )
Can you use a bullet belt on an automatic rifle. (only with expensive jury-rigging)
Do dralisite suffer two weapon penalties (yes)
Shouldn't dralasite be able to ooze under a wall (You can only compress so much. That's too much for them.)
How do you make encounters with pulsars, black holes and exploding stars (not easily. They're a bit too powerful for PC's to mess with. Instadeath for one failed roll sucks. )
How many rockets fit on a rack. (not enough.)
Can ordinary ships carry mines (no)
How often are new systems charted (As often as there are brave and bold adventurers willing to go boldly where no-one has gone before.)
Do the sathar fight deep-space battles (not often. They prefer subtlety)
Can you modify a starship to land in water (Only if you never want it to take off again.)

The marvel-phile goes canadian. Ed'll be so happy. We get the stats for Talisman, Box, and Guardian. Not particularly good names, but at least they're not as crappy racial stereotypes as certain other nationalities suffer. As usual, they have a weird and varied set of special powers, and equally varied backstories. One of them is dead, but whether that slows him down for long remains to be seen. Jeff is his usual efficient self, despite all the other stuff he's been up to lately. The artwork is pretty good this month as well. No complaints here.

New tools of the trade: Gamma world details yet more modern day equipment. Funny how that works. Pistols, rifles, plus some hypertech stuff developed in the future from now, but before then. This time there's a nice balance between the realistic and the advanced stuff. Not many actual tools though, as it's mostly weapons, the title's a bit of a misnomer. I guess for adventurers, It's not that important. But I would prefer weapons that can also be turned to uses other than killing. Turnabout is fair play, given the improvised weapon stuff and all.

Wormy goes into the airmail business, with limited success. Snarfquest has more romantic misadventures.

I.C.E bumps MERP off the back cover, but puts spacemaster on there instead.

While recent issues have been illustrating the changes in the hobby, this one feels curiously old skool, full off stuff you don't see anymore. Still, it's generally pretty cool stuff, so I'm not complaining. Add in the prophetic MMORPG fiction, and whole host of amusing touches in various articles, and we definitely have a pretty cool package. Seems like last month's spirit of humour has been retained. Lets hope they don't start taking their fantasies too seriously anytime soon.
 

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