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<blockquote data-quote="(un)reason" data-source="post: 5387042" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 212: December 1994</u></strong></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p>Psychic proficiencies: Hmm. In the regular Ravenloft campaign, psionics was something that the original boxed set overlooked and the magazine filled in, and then got officially incorporated in the next edition. Looks like a similar process is going on for Masque of the Red Death. Still, even more than magic, William W. Connors chooses to nerf psionics to a huge degree to better fit the powerless ambience of the setting. Each power costs 4 nonweapon proficiency slots, and is quite a bit weaker than it's regular psionicist equivalent. This means that you're unlikely to be able to have more than one, and even that'll be a serious hit to your ability to operate in normal society. It's once again a reminder that AD&D doesn't give you nearly enough resource slots to make your character well-rounded beyond their class skills, and changing class is not generally an option. If I was going to do victorian horror with minor supernatural powers for the PC's, I would much rather use WoD or GURPS than try and kitbash AD&D to fit. So to be frank, I can't see myself using this at all. Just as with the main Masque books, this is just frustrating to read because they're putting so much effort into a fundamentally ill-suited setup. </p><p></p><p></p><p>Eye of the monitor once again changes hands. Just can't get the help these days, can we. Indeed, this time it's regular TSR staff Ken Rolston, Paul Murphy and Zeb Cook who've been rounded up to work on this column. This all seems a bit awkward and last minute. Three people can go to crunch time and produce a column in time for the deadline where one might struggle, since one could be playing and tossing out comments while another types. This is interesting, but another sign that things are starting to fall apart around here. Roles are blurring, people are taking on odd jobs to get things done in time, and everything gets a little higher pressure and closer to the wire. Sooner or later, people will bow out from the pressure. Plus, since these guys aren't regular computer reviewers, they aren't as good at dealing with them when they mess up. That lowers the professional tone a little as well. It's not a good transition. </p><p></p><p>The seventh Guest is one of those examples of what not to do with all that extra memory in CD based games. Pretty visuals, seriously insubstantial gameplay, largely unrelated to the supposed plot. Not of any great value. </p><p></p><p>Gadget, on the other hand, subverts your expectations of what a game and interactivity should be to create a genuinely creepy experience. The illusion and lack of choice is integral to the plot, making what is normally a problem into a solution. Of course, that means it doesn't have much replay value. Turn your friends onto it, and live vicariously through their frustration. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>Gold Medallion gamepack is one of those compilations of 40 little games that they can't really give a full opinion on, but at least it's good value for money. Meh. We have enough of those now to fill a lifetime. </p><p></p><p>Quantum Gate also gets a tiny review. It's another one where your choices mean little, but at least you can make your character into a good or bad person. That means something to the reviewer. </p><p></p><p></p><p></p><p>Fiction: Winter tale by Catherine Brennan. Quite a seasonally appropriate story this month. Rather tricky to summarise as well. A young squire is turning out to be rather bad at the knighthood thing. So he takes on a rather difficult seeming quest, and solves it via application of wits and folklore. It's funny, and has some cutting remarks about the nature of the artistic life, but doesn't really hit me as hard as the stories in recent months have done. It also has quite a bit of built up implied setting that you can steal for your own game, so that's another plus in it's favour. As usual, it seems like the fiction department gets to maintain higher average standards than the rest of the magazine. </p><p></p><p></p><p>This years statement of ownership shows their slow decline continuing. With an average of 79 thousand, but a last month of 76, their fanbase continues to drift away, albeit rather less than last year. Just about the only number going up is the number of free copies sent out, which has more than doubled for some reason. Wastefulness of resources and all that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> Enjoy your deluxe boxed sets while you can.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5387042, member: 27780"] [B][U]Dragon Magazine Issue 212: December 1994[/U][/B] part 3/6 Psychic proficiencies: Hmm. In the regular Ravenloft campaign, psionics was something that the original boxed set overlooked and the magazine filled in, and then got officially incorporated in the next edition. Looks like a similar process is going on for Masque of the Red Death. Still, even more than magic, William W. Connors chooses to nerf psionics to a huge degree to better fit the powerless ambience of the setting. Each power costs 4 nonweapon proficiency slots, and is quite a bit weaker than it's regular psionicist equivalent. This means that you're unlikely to be able to have more than one, and even that'll be a serious hit to your ability to operate in normal society. It's once again a reminder that AD&D doesn't give you nearly enough resource slots to make your character well-rounded beyond their class skills, and changing class is not generally an option. If I was going to do victorian horror with minor supernatural powers for the PC's, I would much rather use WoD or GURPS than try and kitbash AD&D to fit. So to be frank, I can't see myself using this at all. Just as with the main Masque books, this is just frustrating to read because they're putting so much effort into a fundamentally ill-suited setup. Eye of the monitor once again changes hands. Just can't get the help these days, can we. Indeed, this time it's regular TSR staff Ken Rolston, Paul Murphy and Zeb Cook who've been rounded up to work on this column. This all seems a bit awkward and last minute. Three people can go to crunch time and produce a column in time for the deadline where one might struggle, since one could be playing and tossing out comments while another types. This is interesting, but another sign that things are starting to fall apart around here. Roles are blurring, people are taking on odd jobs to get things done in time, and everything gets a little higher pressure and closer to the wire. Sooner or later, people will bow out from the pressure. Plus, since these guys aren't regular computer reviewers, they aren't as good at dealing with them when they mess up. That lowers the professional tone a little as well. It's not a good transition. The seventh Guest is one of those examples of what not to do with all that extra memory in CD based games. Pretty visuals, seriously insubstantial gameplay, largely unrelated to the supposed plot. Not of any great value. Gadget, on the other hand, subverts your expectations of what a game and interactivity should be to create a genuinely creepy experience. The illusion and lack of choice is integral to the plot, making what is normally a problem into a solution. Of course, that means it doesn't have much replay value. Turn your friends onto it, and live vicariously through their frustration. :p Gold Medallion gamepack is one of those compilations of 40 little games that they can't really give a full opinion on, but at least it's good value for money. Meh. We have enough of those now to fill a lifetime. Quantum Gate also gets a tiny review. It's another one where your choices mean little, but at least you can make your character into a good or bad person. That means something to the reviewer. Fiction: Winter tale by Catherine Brennan. Quite a seasonally appropriate story this month. Rather tricky to summarise as well. A young squire is turning out to be rather bad at the knighthood thing. So he takes on a rather difficult seeming quest, and solves it via application of wits and folklore. It's funny, and has some cutting remarks about the nature of the artistic life, but doesn't really hit me as hard as the stories in recent months have done. It also has quite a bit of built up implied setting that you can steal for your own game, so that's another plus in it's favour. As usual, it seems like the fiction department gets to maintain higher average standards than the rest of the magazine. This years statement of ownership shows their slow decline continuing. With an average of 79 thousand, but a last month of 76, their fanbase continues to drift away, albeit rather less than last year. Just about the only number going up is the number of free copies sent out, which has more than doubled for some reason. Wastefulness of resources and all that. :( Enjoy your deluxe boxed sets while you can. [/QUOTE]
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