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<blockquote data-quote="(un)reason" data-source="post: 5995689" data-attributes="member: 27780"><p><strong><u>Dragon Issue 290: December 2001</u></strong></p><p></p><p></p><p>part 4/7</p><p></p><p></p><p>Fell and forlorn bestiary: Our eastern european section finishes with a look at existing monsters suited to the milieu, and adds a few new ones as well. More than a few well known things, vampires in particular, hail from that region. </p><p></p><p>Leshii have appeared before in issues 119 and 239, making them officially the monster name with the most entirely independent stats added to it. As before, they're wild and tricksy twats more likely to engage in extended invisible vendettas than actually fighting you. I guess the stories agree then. </p><p></p><p>Rusalka are also pretty familiar. They lure you into the water and drown you because they're lonely. A well prepared party with a decent spellcaster will mop the floor with them. Be glad you don't have to be as dumb as the characters in stories. </p><p></p><p>Vila aren't one I'm familiar with, but since they seem to be just slavic valkyries, they can watch over my heroes anytime, if you know what I mean and I think you do. :hurr: With invisibility and shapeshifting, they can be a good source of subtle help. </p><p></p><p>Vodyanoi are of course not the aquatic umber hulk variants, but another straight mythological conversion. You know the drill. Competent, not thrilling. They do seem quite nasty for their CR though. I suppose fae do have a crap die type for HD, so they need a few extra. </p><p></p><p></p><p>...If you know what I mean: Robin Laws continues his pet crusade on mechanically representing social situations, so that good and bad roleplayers can contribute more equally IC because the important thing is the intent and the dice rolls. This time, it's detailed modifiers for the innuendo and sense motive skills in a wide variety of social situations, so your character can figure out what people are really saying. A lot of this revolves around applying synergy bonuses from any other skills appropriate to the situation, while others are pretty common sense, and will still require a bit of DM adjudication. Still, overall, it's another move towards putting as much as possible inside the rules, so the DM always has an authority to look to to give their rulings more weight. Whether that's a good or bad thing is very much a matter for debate, even 10 years later, with more games including rules like this as core. Once again, we see that he's right at the forefront of pushing this game style. </p><p></p><p></p><p>Life of the party: A second socially focussed article in quick succession. A couple of months ago, they showed you how to map out investigation scenarios like you would dungeons. Now they do the same with parties, talking about how to pace a whole load of little social encounters in succession so players have some choice about which ones they trigger, while still building to a climax over the course of an evening. And of course, you can easily have the party turn ugly, mix in a brawl or an assassination to keep things interesting. And the odds that you'll be able to recycle encounters are greater than in a dungeon. Once again, this seems like a good opportunity to break up the monotony of a long campaign, and ensure that all those skills you put points in will get a good workout. I'm sure the players won't complain too hard as long as they're still getting XP and don't feel railroaded by the way things turn out. </p><p></p><p></p><p>Cities of the ages catches up with the times and manages to be in theme this month, with one on Novgorod. Once again, it seems like it got big because it was on a crossroads, built next to a massive lake, and a relatively short journey away from finland and all those little eastern european states around the baltic sea. Unusually for the time, it had an elected mayor instead of a hereditary ruler, and they managed to avoid being outright conquered by the mongol hordes, making them relatively egalitarian politically, while still filled with dangers from within and without. Giants, Dragons, arsonists, who knows what monsters lurking in the forests, and way too many clergy both holy and profane to politic with. Plus it's not the obvious choice like Moscow or St Petersberg. As I'd hoped, and like the VS articles, this series gets more interesting as they go one, as the obvious choices get used up, and they have to show us more obscure options or move on for the next big score.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5995689, member: 27780"] [B][U]Dragon Issue 290: December 2001[/U][/B] part 4/7 Fell and forlorn bestiary: Our eastern european section finishes with a look at existing monsters suited to the milieu, and adds a few new ones as well. More than a few well known things, vampires in particular, hail from that region. Leshii have appeared before in issues 119 and 239, making them officially the monster name with the most entirely independent stats added to it. As before, they're wild and tricksy twats more likely to engage in extended invisible vendettas than actually fighting you. I guess the stories agree then. Rusalka are also pretty familiar. They lure you into the water and drown you because they're lonely. A well prepared party with a decent spellcaster will mop the floor with them. Be glad you don't have to be as dumb as the characters in stories. Vila aren't one I'm familiar with, but since they seem to be just slavic valkyries, they can watch over my heroes anytime, if you know what I mean and I think you do. :hurr: With invisibility and shapeshifting, they can be a good source of subtle help. Vodyanoi are of course not the aquatic umber hulk variants, but another straight mythological conversion. You know the drill. Competent, not thrilling. They do seem quite nasty for their CR though. I suppose fae do have a crap die type for HD, so they need a few extra. ...If you know what I mean: Robin Laws continues his pet crusade on mechanically representing social situations, so that good and bad roleplayers can contribute more equally IC because the important thing is the intent and the dice rolls. This time, it's detailed modifiers for the innuendo and sense motive skills in a wide variety of social situations, so your character can figure out what people are really saying. A lot of this revolves around applying synergy bonuses from any other skills appropriate to the situation, while others are pretty common sense, and will still require a bit of DM adjudication. Still, overall, it's another move towards putting as much as possible inside the rules, so the DM always has an authority to look to to give their rulings more weight. Whether that's a good or bad thing is very much a matter for debate, even 10 years later, with more games including rules like this as core. Once again, we see that he's right at the forefront of pushing this game style. Life of the party: A second socially focussed article in quick succession. A couple of months ago, they showed you how to map out investigation scenarios like you would dungeons. Now they do the same with parties, talking about how to pace a whole load of little social encounters in succession so players have some choice about which ones they trigger, while still building to a climax over the course of an evening. And of course, you can easily have the party turn ugly, mix in a brawl or an assassination to keep things interesting. And the odds that you'll be able to recycle encounters are greater than in a dungeon. Once again, this seems like a good opportunity to break up the monotony of a long campaign, and ensure that all those skills you put points in will get a good workout. I'm sure the players won't complain too hard as long as they're still getting XP and don't feel railroaded by the way things turn out. Cities of the ages catches up with the times and manages to be in theme this month, with one on Novgorod. Once again, it seems like it got big because it was on a crossroads, built next to a massive lake, and a relatively short journey away from finland and all those little eastern european states around the baltic sea. Unusually for the time, it had an elected mayor instead of a hereditary ruler, and they managed to avoid being outright conquered by the mongol hordes, making them relatively egalitarian politically, while still filled with dangers from within and without. Giants, Dragons, arsonists, who knows what monsters lurking in the forests, and way too many clergy both holy and profane to politic with. Plus it's not the obvious choice like Moscow or St Petersberg. As I'd hoped, and like the VS articles, this series gets more interesting as they go one, as the obvious choices get used up, and they have to show us more obscure options or move on for the next big score. [/QUOTE]
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