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<blockquote data-quote="(un)reason" data-source="post: 6005786" data-attributes="member: 27780"><p><strong><u>Dragon Issue 291: January 2002</u></strong></p><p></p><p></p><p>part 2/10</p><p></p><p></p><p>Forum: Scott Hamilton thinks that the fun in an evil campaign is setting them concrete goals and seeing how they achieve them, just as with good ones. Killing stuff just for fun soon palls. A little subtlety makes for far more interesting long-term games. </p><p></p><p>R. McGuire thinks that whether characters are selfless or selfish is a better, and certainly easier adjudicator than good and evil. Otherwise you end up with them being treated as just sides in a game far too often. And we've had plenty of talk about that before. </p><p></p><p></p><p>Nodwick isn't suffering for a change. This is very suspicious. </p><p></p><p></p><p>Previews: From a sidebar to a strip along the bottom of the page. And once again, the number of releases hits a new low. Lord of the Iron Fortress sees our official adventures reach 15th level. Course, getting characters into adventures requires fairly impressive plot hooks. And apparently, this doesn't quite have that. You're probably better off making your own. Our book this month is another anthology of short stories for Dragonlance. The Best of Tales, volume 2 keeps us in whimsy and little setting details for another few months. Man, who keeps buying this stuff? You hardly ever hear about it on gaming fora anymore. </p><p></p><p></p><p>Profiles returns one last time, after several months absent, to give us one on Robin D. Laws. He's most famed for his work on improving game design, both from a GM technique advice and experimenting with creating new, different systems such as Heroquest, Feng Shui, and Rune. But he's also created a CCG, done fiction for All flesh must be eaten, and still finds plenty of time to actually play, testing out the design experiments he creates. And he still does stuff for D&D. D20 is now a broad enough umbrella that even Swine like him are now contributing to it's rules development. Another interviewee with an impressive resume, that will get more so over the years. But will it actually make games more fun? Very good question. It's as much up to you as him, if not more so.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6005786, member: 27780"] [B][U]Dragon Issue 291: January 2002[/U][/B] part 2/10 Forum: Scott Hamilton thinks that the fun in an evil campaign is setting them concrete goals and seeing how they achieve them, just as with good ones. Killing stuff just for fun soon palls. A little subtlety makes for far more interesting long-term games. R. McGuire thinks that whether characters are selfless or selfish is a better, and certainly easier adjudicator than good and evil. Otherwise you end up with them being treated as just sides in a game far too often. And we've had plenty of talk about that before. Nodwick isn't suffering for a change. This is very suspicious. Previews: From a sidebar to a strip along the bottom of the page. And once again, the number of releases hits a new low. Lord of the Iron Fortress sees our official adventures reach 15th level. Course, getting characters into adventures requires fairly impressive plot hooks. And apparently, this doesn't quite have that. You're probably better off making your own. Our book this month is another anthology of short stories for Dragonlance. The Best of Tales, volume 2 keeps us in whimsy and little setting details for another few months. Man, who keeps buying this stuff? You hardly ever hear about it on gaming fora anymore. Profiles returns one last time, after several months absent, to give us one on Robin D. Laws. He's most famed for his work on improving game design, both from a GM technique advice and experimenting with creating new, different systems such as Heroquest, Feng Shui, and Rune. But he's also created a CCG, done fiction for All flesh must be eaten, and still finds plenty of time to actually play, testing out the design experiments he creates. And he still does stuff for D&D. D20 is now a broad enough umbrella that even Swine like him are now contributing to it's rules development. Another interviewee with an impressive resume, that will get more so over the years. But will it actually make games more fun? Very good question. It's as much up to you as him, if not more so. [/QUOTE]
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