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<blockquote data-quote="(un)reason" data-source="post: 5752979" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 257: March 1999</u></strong></p><p></p><p></p><p>part 5/8</p><p></p><p></p><p>101 Paladin quests: Practical example solutions to the problems paladin's unique powers and requirements sometimes present? Well, it's a much more productive contribution than bitching about them in the forum or saying they should get rid of them altogether. Yay for Johnathan M Richards again. He's at his best when examining already existing elements of the game, and expanding massively upon them while injecting a bit of humour. Split evenly between bonded mount quests, holy sword quests, and atonement quests, (ya think they should have done more atonement ones? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> ) this encompasses multiple stages of their adventuring life, and like most 101 lists, a single campaign is unlikely to use it up. Most are quite challenging, and some are amusing and inventive as well, making them good for a session or two of solo adventure. They can definitely produce a few more in this line of articles before they start to run out of topics and have to move on. </p><p></p><p></p><p>Fiction: Charger by Ben Bova. Once again Orion changes the path of history via using not only his combat skill, but also his brains. This time, it's by introducing stirrups to Arthur and co, allowing them to ride their horses in true knightly fashion centuries early and kick Saxon butt. Which of course also allow the author to show off his general knowledge of history and science in general. Even more than last time, the contrast between Orion's omnipotence in physical combat, and helplessness in the social arena is played up, with him getting plenty of mockery from the ordinary people for his odd ideas and ways. Well, that's all too realistic. It happens to almost everyone who's different or visionary. So this rings pretty true in all it's non supernatural elements, although Ben takes pretty heavy liberties with the arthurian mythos as usual. My main complaint is the amount of time it spends explaining the premise yet again to those who haven't read the previous stories. That could surely have been done in less time. </p><p></p><p></p><p>Wyrms of the north: Continuity time! In issue 236 we saw a silver dragon who was mated with a Gold dragon. Now it's time for us to get info on said gold dragon. Like most gold dragons, she holds herself to moral standards that most creatures would find a real struggle. (except when shapeshifted, where staying in character may supersede short-term good deeds. ) And she uses her power to engage in actual temporal rulership, and generally make things better for those in her domain, which is certainly unusual. With a flying mountain for a lair, and a magical artifact that gives her tons of earth and environmental control magic, she's pretty obvious, and it's testament to her number of powerful allies and the inability of evil to co-operate that she stays in charge. So this article reinforces the picture of the Realms as a magic heavy world, where the supernatural creatures and powerful wizards are the real players in geopolitics, with cards up their sleeves no fighter or thief can come close too, however high level they might be. That's the natural result of running the world on AD&D physics, and no amount of disincentivising can counteract basic logic.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5752979, member: 27780"] [B][U]Dragon Magazine Issue 257: March 1999[/U][/B] part 5/8 101 Paladin quests: Practical example solutions to the problems paladin's unique powers and requirements sometimes present? Well, it's a much more productive contribution than bitching about them in the forum or saying they should get rid of them altogether. Yay for Johnathan M Richards again. He's at his best when examining already existing elements of the game, and expanding massively upon them while injecting a bit of humour. Split evenly between bonded mount quests, holy sword quests, and atonement quests, (ya think they should have done more atonement ones? :D ) this encompasses multiple stages of their adventuring life, and like most 101 lists, a single campaign is unlikely to use it up. Most are quite challenging, and some are amusing and inventive as well, making them good for a session or two of solo adventure. They can definitely produce a few more in this line of articles before they start to run out of topics and have to move on. Fiction: Charger by Ben Bova. Once again Orion changes the path of history via using not only his combat skill, but also his brains. This time, it's by introducing stirrups to Arthur and co, allowing them to ride their horses in true knightly fashion centuries early and kick Saxon butt. Which of course also allow the author to show off his general knowledge of history and science in general. Even more than last time, the contrast between Orion's omnipotence in physical combat, and helplessness in the social arena is played up, with him getting plenty of mockery from the ordinary people for his odd ideas and ways. Well, that's all too realistic. It happens to almost everyone who's different or visionary. So this rings pretty true in all it's non supernatural elements, although Ben takes pretty heavy liberties with the arthurian mythos as usual. My main complaint is the amount of time it spends explaining the premise yet again to those who haven't read the previous stories. That could surely have been done in less time. Wyrms of the north: Continuity time! In issue 236 we saw a silver dragon who was mated with a Gold dragon. Now it's time for us to get info on said gold dragon. Like most gold dragons, she holds herself to moral standards that most creatures would find a real struggle. (except when shapeshifted, where staying in character may supersede short-term good deeds. ) And she uses her power to engage in actual temporal rulership, and generally make things better for those in her domain, which is certainly unusual. With a flying mountain for a lair, and a magical artifact that gives her tons of earth and environmental control magic, she's pretty obvious, and it's testament to her number of powerful allies and the inability of evil to co-operate that she stays in charge. So this article reinforces the picture of the Realms as a magic heavy world, where the supernatural creatures and powerful wizards are the real players in geopolitics, with cards up their sleeves no fighter or thief can come close too, however high level they might be. That's the natural result of running the world on AD&D physics, and no amount of disincentivising can counteract basic logic. [/QUOTE]
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