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<blockquote data-quote="(un)reason" data-source="post: 5695088" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 248: June 1998</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Dungeon Mastery: A fairly amusing bit of system free adventure advice here this month. Out of adventure ideas? Convert one from the newspaper or TV news. Just be careful you don't pick one that the players'll find unbelievable. Who'd be convinced for one about banks trying to extort and evict people who aren't even their customers? And you might have a little trouble trying to put together dungeon crawls using this method. (although you could google the layout of the daily mail's offices) There are some specific details here as well, with 4 examples showing the easy routes to get from modern day things to their medieval fantasy equivalents. You'll still have to do all the mechanical design yourself, so this won't work if you're completely devoid of inspiration, but hey, the magazine's given us enough random generation tables in the past that you can probably break that impasse as well. This is sufficiently different from most of their articles to hold my interest, and feels like another part of their attempts to return to the old school. And while that's not as good as genuinely breaking new ground, it's better than staying the way they were a few years ago. </p><p></p><p></p><p>Nodwick gets rescued too late. Ho hum. Another resurrection fee to pay. </p><p></p><p></p><p>The ecology of a spell Contest: Slightly misnamed article here, but in an amusing way. They talk about the judging process of their recent competitions. How do you get from hundreds or thousands of entries, to a few in the final, and then to a winner. For a starter, you get rid of any which break the rules of the competition, are incomprehensibly written, or grossly under or over powered. Then you look for more subtle flaws, such as forgetting little details like types of saving throws, disruption of niche protection, silly humour, and blatant anachronisms. And only then can you really be judged on actual merit. This is why you should always learn how to give people what they want. All the talent in the world counts for nothing if you can't learn to follow the rules, both written and unwritten. Bah. Be a rebel, live by your own rules. Still, we get 4 neat new wizard and priest spells here, plus a couple of Dragonlance Saga ones. As ever, this proves you don't want to think about the mulch that was used to grow the roses you're smelling, because the process is rarely pretty. </p><p></p><p>Dragonmirth gets away from the old ball and chain. Swordplay gets on the bandwagon. Which is still pulled by horses, I'm afraid.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5695088, member: 27780"] [B][U]Dragon Magazine Issue 248: June 1998[/U][/B] part 6/8 Dungeon Mastery: A fairly amusing bit of system free adventure advice here this month. Out of adventure ideas? Convert one from the newspaper or TV news. Just be careful you don't pick one that the players'll find unbelievable. Who'd be convinced for one about banks trying to extort and evict people who aren't even their customers? And you might have a little trouble trying to put together dungeon crawls using this method. (although you could google the layout of the daily mail's offices) There are some specific details here as well, with 4 examples showing the easy routes to get from modern day things to their medieval fantasy equivalents. You'll still have to do all the mechanical design yourself, so this won't work if you're completely devoid of inspiration, but hey, the magazine's given us enough random generation tables in the past that you can probably break that impasse as well. This is sufficiently different from most of their articles to hold my interest, and feels like another part of their attempts to return to the old school. And while that's not as good as genuinely breaking new ground, it's better than staying the way they were a few years ago. Nodwick gets rescued too late. Ho hum. Another resurrection fee to pay. The ecology of a spell Contest: Slightly misnamed article here, but in an amusing way. They talk about the judging process of their recent competitions. How do you get from hundreds or thousands of entries, to a few in the final, and then to a winner. For a starter, you get rid of any which break the rules of the competition, are incomprehensibly written, or grossly under or over powered. Then you look for more subtle flaws, such as forgetting little details like types of saving throws, disruption of niche protection, silly humour, and blatant anachronisms. And only then can you really be judged on actual merit. This is why you should always learn how to give people what they want. All the talent in the world counts for nothing if you can't learn to follow the rules, both written and unwritten. Bah. Be a rebel, live by your own rules. Still, we get 4 neat new wizard and priest spells here, plus a couple of Dragonlance Saga ones. As ever, this proves you don't want to think about the mulch that was used to grow the roses you're smelling, because the process is rarely pretty. Dragonmirth gets away from the old ball and chain. Swordplay gets on the bandwagon. Which is still pulled by horses, I'm afraid. [/QUOTE]
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