(un)reason
Legend
Well, it looks like we're back. Time for some serious catching up.
Dragon Issue 300: October 2002
part 9/10
DM's toolbox: This column changes writers, and takes on a topic that feels more like a Dungeoncraft one than a DM's toolbox one. How to recruit a new player, particularly one who hasn't played RPG's before at all. Still, it approaches the topic in the list based, step by step way that makes this column particularly useful for the socially inept. It's all about making the idea seem fun and accessible. Of course, one problem here is that like the rest of the magazine, they have to aim this towards 3e D&D, which doesn't have a really good basic set, unlike previous versions, and the three books put together are thicker than most of the old boxed sets as well. But even that's solvable as long as you guide them through character creation. After all, they only have to read the Player's handbook, and big chunks of that will be irrelevant depending on which class they pick. A one-to-one introductory session in which they're the centre of attention and all the challenges are tailored to their character is often a good way to start, especially as it gets the explaining part done without the clamour of contradictory voices that can be very offputting. Basically, start simple, and then gradually unveil all the multifold possibilities roleplaying games offer, that you simply can't manage with any other form of entertainment. Hint at the possibilities and invite them to explore them themselves, rather than shoving hundreds of supplements at once in their faces. So it seems this column has survived a writer change without being hit in quality or usefulness, although the topic is a little rehashed. Like the writer submission guidelines being reiterated every year or so, it's an important measure to keep bringing in new blood.
Silicon Sorcery: Age of Wonders 2 is another computer game that to be honest, owes a fair debt to D&D in terms of classes, spells, and monsters. Which of course, makes it all the easier to convert the few bits that are original. A couple of new elemental blast spells, hurting the enemy with geysers of steam and sticky clouds of poisonous gas. Nothing too groundbreaking, but as usual, the slightly different secondary characteristics will help you catch the enemy off guard, and hopefully bypass their resistances. Couldn't they convert utility powers instead, or isn't there many of those in computer games to convert? Overall, this is a definite meh, as we already have more than enough blasty powers. Once again, this shows the flaws in only doing the popular stuff and cutting the rest. You sacrifice the versatility that makes you adaptable to new situations, and make yourself more vulnerable to change.
Nodwick faces a time traveling enemy. Fortunately, he's no more competent than any of their other foes:
Dragon Issue 300: October 2002
part 9/10
DM's toolbox: This column changes writers, and takes on a topic that feels more like a Dungeoncraft one than a DM's toolbox one. How to recruit a new player, particularly one who hasn't played RPG's before at all. Still, it approaches the topic in the list based, step by step way that makes this column particularly useful for the socially inept. It's all about making the idea seem fun and accessible. Of course, one problem here is that like the rest of the magazine, they have to aim this towards 3e D&D, which doesn't have a really good basic set, unlike previous versions, and the three books put together are thicker than most of the old boxed sets as well. But even that's solvable as long as you guide them through character creation. After all, they only have to read the Player's handbook, and big chunks of that will be irrelevant depending on which class they pick. A one-to-one introductory session in which they're the centre of attention and all the challenges are tailored to their character is often a good way to start, especially as it gets the explaining part done without the clamour of contradictory voices that can be very offputting. Basically, start simple, and then gradually unveil all the multifold possibilities roleplaying games offer, that you simply can't manage with any other form of entertainment. Hint at the possibilities and invite them to explore them themselves, rather than shoving hundreds of supplements at once in their faces. So it seems this column has survived a writer change without being hit in quality or usefulness, although the topic is a little rehashed. Like the writer submission guidelines being reiterated every year or so, it's an important measure to keep bringing in new blood.
Silicon Sorcery: Age of Wonders 2 is another computer game that to be honest, owes a fair debt to D&D in terms of classes, spells, and monsters. Which of course, makes it all the easier to convert the few bits that are original. A couple of new elemental blast spells, hurting the enemy with geysers of steam and sticky clouds of poisonous gas. Nothing too groundbreaking, but as usual, the slightly different secondary characteristics will help you catch the enemy off guard, and hopefully bypass their resistances. Couldn't they convert utility powers instead, or isn't there many of those in computer games to convert? Overall, this is a definite meh, as we already have more than enough blasty powers. Once again, this shows the flaws in only doing the popular stuff and cutting the rest. You sacrifice the versatility that makes you adaptable to new situations, and make yourself more vulnerable to change.
Nodwick faces a time traveling enemy. Fortunately, he's no more competent than any of their other foes: