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<blockquote data-quote="(un)reason" data-source="post: 5696790" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 249: July 1998</u></strong></p><p></p><p></p><p>part 1/8</p><p></p><p></p><p>124 pages. Raar. Birthright gets to be on the cover for what will probably be the last time. How long did they have this one planned in advance before they knew the setting was going? There don't seem to be any actual tie-in articles inside though, although there are both Greyhawk and Forgotten Realms ones. Birthright never really caught on amongst the freelancers, did it. So I wonder what mix of material we'll be getting this month. Good or bad, specific or general, freelance or staff commissioned, what will they choose? </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>The wyrms turn: Dave Gross reminds us of a small but important bit of worldbuilding. You don't have to plan every detail in advance, but when you do, you need to make sure it's internally consistent with what's come before. I suspect that this is part of how Ed Greenwood has so many notes on things that are pertinent to actual play. Keeping a regular gaming group going and writing up all the stuff that they encounter or ask questions about will get you more material for less effort than slaving away in a cubicle saying you don't have time for gaming. And the more built up material you have, the less work it takes to keep the campaign going if the players make an unexpected turn. So this is pretty good advice. </p><p></p><p></p><p>D-Mail: A rather lengthy complaint about Thulsa Doom. He wasn't in the original books! Judging Conan on his movie incarnation is wrong! The editors shrug and respond with a simple YMMV. Sometimes adaptions are better, sometimes they're worse, and sometimes you get canon immigrants like Harley Quinn coming back to the original from the adaptions. Usually, we can pick and choose the best bits and discard the rest for further development. </p><p></p><p>A letter from someone who can't tell the difference between Rakasta and Rakshasa. Methinks you may be a little dailysex. Fortunately, upping your nerd rating'll soon cure that. <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>A lengthy letter about possible rules changes in the new edition, and the status of various settings. Obviously, the magazine staff disagree on what their favourite settings are, and what should happen to the rules. It'd be an even more boring magazine if they were all in perfect lockstep. </p><p></p><p>And finally, someone who feels betrayed by them putting Alternity articles in his D&D magazine. If they don't stop immediately, I shall cancel my subscription! That's a bit melodramatic, isn't it? There's always someone who spoils it for everyone else, isn't there. Who are you supposed to try and please most? </p><p></p><p></p><p>Nodwick is alive again. For how long, however, it's difficult to say. These adventurers are not the greatest doctors in the world. </p><p></p><p></p><p>Forum wants to know what rules you ignore. If no-one uses them anyway, why include them at all? We don't want the new books to be really huge, that'll scare away the newbies. </p><p></p><p>Justin Bacon does believe there's plenty of things that need fixing about AD&D, starting with dropping the A. Streamlining is the most important. It needs to be accessable, but also expandable. That way, you can cater to EVERYONE! </p><p></p><p>Chris Perry tries to fix up the favored enemy rules. Not quite the final result, but at least they're bringing it to the attention of the writers. </p><p></p><p>Kevin McMahon talks about luck and fate, and how AD&D and the SAGA system focus more on each aspect. You should choose depending on what sort of game you want to play. The same can be said of any RPG. </p><p></p><p>Adam Donaldson things one of the most important things that needs fixing about weapons is the weights. You'd think the writers had never handled actual weapons. Yah, I can buy that. </p><p></p><p></p><p>Night warriors and Bastard! (their exclamation mark, not mine) The anime adverts keep racking up. Not long before they become so common as to be unremarkable.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5696790, member: 27780"] [B][U]Dragon Magazine Issue 249: July 1998[/U][/B] part 1/8 124 pages. Raar. Birthright gets to be on the cover for what will probably be the last time. How long did they have this one planned in advance before they knew the setting was going? There don't seem to be any actual tie-in articles inside though, although there are both Greyhawk and Forgotten Realms ones. Birthright never really caught on amongst the freelancers, did it. So I wonder what mix of material we'll be getting this month. Good or bad, specific or general, freelance or staff commissioned, what will they choose? In this issue: The wyrms turn: Dave Gross reminds us of a small but important bit of worldbuilding. You don't have to plan every detail in advance, but when you do, you need to make sure it's internally consistent with what's come before. I suspect that this is part of how Ed Greenwood has so many notes on things that are pertinent to actual play. Keeping a regular gaming group going and writing up all the stuff that they encounter or ask questions about will get you more material for less effort than slaving away in a cubicle saying you don't have time for gaming. And the more built up material you have, the less work it takes to keep the campaign going if the players make an unexpected turn. So this is pretty good advice. D-Mail: A rather lengthy complaint about Thulsa Doom. He wasn't in the original books! Judging Conan on his movie incarnation is wrong! The editors shrug and respond with a simple YMMV. Sometimes adaptions are better, sometimes they're worse, and sometimes you get canon immigrants like Harley Quinn coming back to the original from the adaptions. Usually, we can pick and choose the best bits and discard the rest for further development. A letter from someone who can't tell the difference between Rakasta and Rakshasa. Methinks you may be a little dailysex. Fortunately, upping your nerd rating'll soon cure that. :p A lengthy letter about possible rules changes in the new edition, and the status of various settings. Obviously, the magazine staff disagree on what their favourite settings are, and what should happen to the rules. It'd be an even more boring magazine if they were all in perfect lockstep. And finally, someone who feels betrayed by them putting Alternity articles in his D&D magazine. If they don't stop immediately, I shall cancel my subscription! That's a bit melodramatic, isn't it? There's always someone who spoils it for everyone else, isn't there. Who are you supposed to try and please most? Nodwick is alive again. For how long, however, it's difficult to say. These adventurers are not the greatest doctors in the world. Forum wants to know what rules you ignore. If no-one uses them anyway, why include them at all? We don't want the new books to be really huge, that'll scare away the newbies. Justin Bacon does believe there's plenty of things that need fixing about AD&D, starting with dropping the A. Streamlining is the most important. It needs to be accessable, but also expandable. That way, you can cater to EVERYONE! Chris Perry tries to fix up the favored enemy rules. Not quite the final result, but at least they're bringing it to the attention of the writers. Kevin McMahon talks about luck and fate, and how AD&D and the SAGA system focus more on each aspect. You should choose depending on what sort of game you want to play. The same can be said of any RPG. Adam Donaldson things one of the most important things that needs fixing about weapons is the weights. You'd think the writers had never handled actual weapons. Yah, I can buy that. Night warriors and Bastard! (their exclamation mark, not mine) The anime adverts keep racking up. Not long before they become so common as to be unremarkable. [/QUOTE]
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