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<blockquote data-quote="(un)reason" data-source="post: 5760388" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 259: May 1999</u></strong></p><p></p><p></p><p>part 1/7</p><p></p><p></p><p>116 pages. The TSR logo changes this month, as they officially start their 25th anniversary celebrations. They've been boosting the amount of nostalgia in general for a good year now, but this really shifts things up a gear. Get ready for deluxe limited edition stuff, and and whole bunch of reprints and revisitings of old modules. But that's not the theme of the issue, at least not yet. Seems to be time for another rag-tag collection of articles. Let's see where their meanderings take them this month. </p><p></p><p></p><p>Scan quality: Excellent colour, indexed, but some bleedthrough from alternating pages. </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Planescape: Torment! Fun fun fun! Now that's a game I'm delighted to see arrive. </p><p></p><p></p><p>The wyrms turn: For all that characterisation has expanded over the years, landscapes are still important. Even modern modules are more likely to be named after the place than the characters. Even dragonlance, which was one of the first to break those naming conventions, had some pretty memorable backdrops to it's plots. So this combines nostalgia with promotion for their upcoming rereleases. Now you can get a whole new generation into the good old adventures! So this is one editorial where the agenda is pretty transparent. They have product to push, and by gum, they're going to push it. Which is exactly the kind of thing I tend to skip over. Let's hope the letters aren't too sycophantic this month. </p><p></p><p></p><p>D-Mail: We start off with a letter praising them for finally getting round to a psionics special, and also asking them to do more big all-in one articles with setting, monsters, items, and spells. Since I have generally been giving those higher marks than the regular columns, I must concur. </p><p></p><p>A good ol' nitpicking letter. EVOLUTION DOES NOT WORK THAT WAY!!! It's lazy and haphazard and long-term and very environment specific. It's a name slapped on an emergent principle, not a natural force in itself. </p><p></p><p>A letter asking for more Greyhawk setting info. Despite everything they've done, there's still a good deal of sketchiness to it, especially as regards to geography. Well, we mainly saw towns as a backdrop to the dungeons that were the real focus. Even Hommlet only got half a module's worth of detail. </p><p></p><p>A letter that's mostly positive, but doesn't want to see computer game conversions. Those monsters should stay where they were created. Although since many of them were obviously based on D&D monsters anyway, that's a little blurrier than you might like. </p><p></p><p>And finally, another story of someone's use of minis in their game. They really have quite a neat setup for representing the landscape in an easily erasable and redrawable fashion. It's even fairly easy to fold up and transport when not in use. All you need is a little DIY skill. </p><p></p><p></p><p>Nodwick tries to keep his employers on the straight and narrow.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5760388, member: 27780"] [B][U]Dragon Magazine Issue 259: May 1999[/U][/B] part 1/7 116 pages. The TSR logo changes this month, as they officially start their 25th anniversary celebrations. They've been boosting the amount of nostalgia in general for a good year now, but this really shifts things up a gear. Get ready for deluxe limited edition stuff, and and whole bunch of reprints and revisitings of old modules. But that's not the theme of the issue, at least not yet. Seems to be time for another rag-tag collection of articles. Let's see where their meanderings take them this month. Scan quality: Excellent colour, indexed, but some bleedthrough from alternating pages. In this issue: Planescape: Torment! Fun fun fun! Now that's a game I'm delighted to see arrive. The wyrms turn: For all that characterisation has expanded over the years, landscapes are still important. Even modern modules are more likely to be named after the place than the characters. Even dragonlance, which was one of the first to break those naming conventions, had some pretty memorable backdrops to it's plots. So this combines nostalgia with promotion for their upcoming rereleases. Now you can get a whole new generation into the good old adventures! So this is one editorial where the agenda is pretty transparent. They have product to push, and by gum, they're going to push it. Which is exactly the kind of thing I tend to skip over. Let's hope the letters aren't too sycophantic this month. D-Mail: We start off with a letter praising them for finally getting round to a psionics special, and also asking them to do more big all-in one articles with setting, monsters, items, and spells. Since I have generally been giving those higher marks than the regular columns, I must concur. A good ol' nitpicking letter. EVOLUTION DOES NOT WORK THAT WAY!!! It's lazy and haphazard and long-term and very environment specific. It's a name slapped on an emergent principle, not a natural force in itself. A letter asking for more Greyhawk setting info. Despite everything they've done, there's still a good deal of sketchiness to it, especially as regards to geography. Well, we mainly saw towns as a backdrop to the dungeons that were the real focus. Even Hommlet only got half a module's worth of detail. A letter that's mostly positive, but doesn't want to see computer game conversions. Those monsters should stay where they were created. Although since many of them were obviously based on D&D monsters anyway, that's a little blurrier than you might like. And finally, another story of someone's use of minis in their game. They really have quite a neat setup for representing the landscape in an easily erasable and redrawable fashion. It's even fairly easy to fold up and transport when not in use. All you need is a little DIY skill. Nodwick tries to keep his employers on the straight and narrow. [/QUOTE]
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