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<blockquote data-quote="(un)reason" data-source="post: 5756884" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 258: April 1999</u></strong></p><p></p><p></p><p>part 2/7</p><p></p><p></p><p>D-Mail: We start off with a request for more articles with house rules and adventure hooks. We have enough standard stuff by now. Let's present a few more easy to use options. </p><p></p><p>Another request for more Campaign Classics. It's one case where demand seems to outstrip supply. If only all creators stuck with their children like Ed does. </p><p></p><p>Yet another letter about the possibility of a dragonlance movie, although they mention that a cartoon might be a better idea. Special effects are so annoyingly expensive to do well. </p><p></p><p>And finally a letter from someone who regularly uses minis in their game and is pleased to see a column back in the magazine. As with people who are fans of settings, there's plenty of them out there, not entirely satisfied with the amount they're being catered too. </p><p></p><p></p><p>Nodwick tries to get through to his employers, only to find they're well aware of what <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />s they are. Apart from Pyffany. I though clerics were supposed to have a high wisdom. </p><p></p><p></p><p>Forum: Paul D. Thomson thinks mages are one of the most powerful classes, even at low level, because of the many many noncombat things they can do. Yeah, that's going to be the rub many times throughout the next edition too. </p><p></p><p>Derek Groen wants 4 base classes, plus good rules for creating your own. Then they can sell tons of examples while having a consistent base for keeping them balanced. A boy can dream, can't he. </p><p></p><p>Neil Palmquist wants the monk back, along with all the other 1st ed classes that got dropped, including the UA & OA ones. And all the old proficiencies incorporated too. BloAT! </p><p></p><p>Peter Donis-Forster defends alignment. It has very specific effects on your game, and characters should have restrictions on how they act. It helps define them as a character rather than just an extension of you. </p><p></p><p>Ken Butler dislikes the idea of a real time based combat system, but does want psionics as core. Hey Ho. Another mixed bag, as must be where opinions contradict. </p><p></p><p></p><p>Dungeoncraft: Ah yes, religion. An integral element in worldbuilding, and one that has the most potential to go horribly wrong or just get glossed over. We've been here before. Fortunately, this is one element where Ray improves on previous articles, spelling things out in a clear, step by step fashion, with examples, and referencing the principles he established in previous columns. The specific example of a supreme nature goddess with a broad enough umbrella to cover clerics & druids, including the darker side of nature; is rather generic, but I suppose you don't want anything too leftfield here. More interesting is the continued emphasis on making sure that for everything you design, there is a secret associated with it. Of all the advice he gives, that seems most unusual, but also likely to have good long-term payoffs. And the twist at the end, that Mind flayers were created by the moon goddess and are intended to eventually replace humans and other creatures from the nature one as the dominant lifeform, is positively inspired as a long-term campaign hook. So this is one of his stronger entries, and shows the continuity of this column building up nicely. If he gets several years to do this, and continues to improve, then I should miss him when this ends, as all things must eventually do.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5756884, member: 27780"] [B][U]Dragon Magazine Issue 258: April 1999[/U][/B] part 2/7 D-Mail: We start off with a request for more articles with house rules and adventure hooks. We have enough standard stuff by now. Let's present a few more easy to use options. Another request for more Campaign Classics. It's one case where demand seems to outstrip supply. If only all creators stuck with their children like Ed does. Yet another letter about the possibility of a dragonlance movie, although they mention that a cartoon might be a better idea. Special effects are so annoyingly expensive to do well. And finally a letter from someone who regularly uses minis in their game and is pleased to see a column back in the magazine. As with people who are fans of settings, there's plenty of them out there, not entirely satisfied with the amount they're being catered too. Nodwick tries to get through to his employers, only to find they're well aware of what :):):):):):):)s they are. Apart from Pyffany. I though clerics were supposed to have a high wisdom. Forum: Paul D. Thomson thinks mages are one of the most powerful classes, even at low level, because of the many many noncombat things they can do. Yeah, that's going to be the rub many times throughout the next edition too. Derek Groen wants 4 base classes, plus good rules for creating your own. Then they can sell tons of examples while having a consistent base for keeping them balanced. A boy can dream, can't he. Neil Palmquist wants the monk back, along with all the other 1st ed classes that got dropped, including the UA & OA ones. And all the old proficiencies incorporated too. BloAT! Peter Donis-Forster defends alignment. It has very specific effects on your game, and characters should have restrictions on how they act. It helps define them as a character rather than just an extension of you. Ken Butler dislikes the idea of a real time based combat system, but does want psionics as core. Hey Ho. Another mixed bag, as must be where opinions contradict. Dungeoncraft: Ah yes, religion. An integral element in worldbuilding, and one that has the most potential to go horribly wrong or just get glossed over. We've been here before. Fortunately, this is one element where Ray improves on previous articles, spelling things out in a clear, step by step fashion, with examples, and referencing the principles he established in previous columns. The specific example of a supreme nature goddess with a broad enough umbrella to cover clerics & druids, including the darker side of nature; is rather generic, but I suppose you don't want anything too leftfield here. More interesting is the continued emphasis on making sure that for everything you design, there is a secret associated with it. Of all the advice he gives, that seems most unusual, but also likely to have good long-term payoffs. And the twist at the end, that Mind flayers were created by the moon goddess and are intended to eventually replace humans and other creatures from the nature one as the dominant lifeform, is positively inspired as a long-term campaign hook. So this is one of his stronger entries, and shows the continuity of this column building up nicely. If he gets several years to do this, and continues to improve, then I should miss him when this ends, as all things must eventually do. [/QUOTE]
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