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<blockquote data-quote="(un)reason" data-source="post: 5954862" data-attributes="member: 27780"><p><strong><u>Dragon Issue 282: April 2001</u></strong></p><p></p><p></p><p>part 6/7</p><p></p><p></p><p>Forum: Amber Scott points out that there are actually a lot more female lumberjacks around than there are Dragons. Yet which stretches the credulity of certain ranty letter writers more? It's like unrealistic magic systems all over again. </p><p></p><p>Able DuSable (once again, i blame the parents) brings up the topic of roleplaying after retirement. Another sign that the hobby has been around for decades now, and no-one's as young as they were. Still, D&D looks a lot more fun to play in a retirement home than Bridge. </p><p></p><p>Amy Dickinson reminds us that the reason elves seem aloof is because they know we'll die all too soon and they don't want to get attached. Given that people do get pretty attached to their pets when there are similar lifespan disparities, this is a rule I can well see exceptions too. </p><p></p><p>Adam Whitehead (all the A's this time, it seems) thinks people are stupid for complaining just because things don't go all their way. They can't please all the people all the time, but they're trying damn hard. And that means they can't abandon their most popular properties. </p><p></p><p></p><p>Role models: Skin tones are this month's topic. In a fantasy game, you might have a wider selection than with regular humans, but you still need to vary the skin tone a little from place to place on their body in a realistic way, reflecting the light and shade that areas would experience. Once again, you may want to do the hard to reach areas first, and then paint over the stuff surrounding them in lighter tones, so any overspill gets covered up by subsequent layers. We get extreme close-ups of a single ogre from multiple angles to demonstrate this, which once again shows how much better modern photography and editing handles this kind of work. So while the advice isn't that much better than the ones of years past, they're once again doing a better job of presenting it too us visually, and gradually ramping up the complexity. Like Dungeoncraft before it, this column is starting to come into it's own now a regular writer has been there for a while.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5954862, member: 27780"] [B][U]Dragon Issue 282: April 2001[/U][/B] part 6/7 Forum: Amber Scott points out that there are actually a lot more female lumberjacks around than there are Dragons. Yet which stretches the credulity of certain ranty letter writers more? It's like unrealistic magic systems all over again. Able DuSable (once again, i blame the parents) brings up the topic of roleplaying after retirement. Another sign that the hobby has been around for decades now, and no-one's as young as they were. Still, D&D looks a lot more fun to play in a retirement home than Bridge. Amy Dickinson reminds us that the reason elves seem aloof is because they know we'll die all too soon and they don't want to get attached. Given that people do get pretty attached to their pets when there are similar lifespan disparities, this is a rule I can well see exceptions too. Adam Whitehead (all the A's this time, it seems) thinks people are stupid for complaining just because things don't go all their way. They can't please all the people all the time, but they're trying damn hard. And that means they can't abandon their most popular properties. Role models: Skin tones are this month's topic. In a fantasy game, you might have a wider selection than with regular humans, but you still need to vary the skin tone a little from place to place on their body in a realistic way, reflecting the light and shade that areas would experience. Once again, you may want to do the hard to reach areas first, and then paint over the stuff surrounding them in lighter tones, so any overspill gets covered up by subsequent layers. We get extreme close-ups of a single ogre from multiple angles to demonstrate this, which once again shows how much better modern photography and editing handles this kind of work. So while the advice isn't that much better than the ones of years past, they're once again doing a better job of presenting it too us visually, and gradually ramping up the complexity. Like Dungeoncraft before it, this column is starting to come into it's own now a regular writer has been there for a while. [/QUOTE]
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