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<blockquote data-quote="(un)reason" data-source="post: 6006300" data-attributes="member: 27780"><p><strong><u>Dragon Issue 291: January 2002</u></strong></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p>Up on a soapbox: In a game where it's much easier to die than it is to lose, but survive, the players have to be lucky every time, but the DM only has to be lucky once. Given that, it's surprising how many stories of player humiliation Gary has. I suppose part of this is due to playing fast and loose with the rules. After all, there were no rules for if a black pudding can destroy magic items with their acid until he decided on them. He got to do things that stripped players of their stuff without killing them, and left them tiptoeing around certain sections of castle Greyhawk, aware that there were challenges they weren't equipped for. Once again, the victories they did win were made more triumphant by contrast with the times they failed, often in humiliating manner. It's a lesson we've had before, but certainly bears repeating. Indulge your sadistic side and let the dice fall as they may sometimes. Let your players know they can't walk all over you. They'll respect you more, and your gameworld will last longer. </p><p></p><p></p><p>Zogonia has to deal with class prejudice. I assure you sir, those behaviours are merely that of an unrepresentative minority. Carson the muskrat wonders why the cool option is not the tactically viable one. </p><p></p><p></p><p>Study & jest: So, what can they do to make gnomes interesting, but not annoying? A fair chunk, it seems. While they might engage in pranks on a regular basis, it's for good reason, and they don't take it too personally amongst each other. A fair amount of effort is gone to show how their innate magical abilities affect their society, (and how those who don't have the intelligence to develop them are definite second-class citizens) and both the positive and negative aspects of being a gnome. As fairly long-lived creatures, they will have to put up with their pets dying repeatedly, although this doesn't affect them as badly as elves. All the various gnome subraces get looked at. (apart from tinker gnomes, which are replaced with the somewhat more general and less annoying arcane gnomes) In an extra amusing touch, the author goes into plenty of details on their pointy hats, and how the sizes and colours are used to reflect education and social status. So this is easily my favorite of the new racial writeups, able to stand up with the old one by Roger Moore from 1982, and add stuff that fits with both the modern rules and old flavour. Once again James Jacobs is definitely proving to be one of their best new writers, being both imaginative and able to work within an existing framework. Let's hope they keep giving him the right assignments.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6006300, member: 27780"] [B][U]Dragon Issue 291: January 2002[/U][/B] part 3/10 Up on a soapbox: In a game where it's much easier to die than it is to lose, but survive, the players have to be lucky every time, but the DM only has to be lucky once. Given that, it's surprising how many stories of player humiliation Gary has. I suppose part of this is due to playing fast and loose with the rules. After all, there were no rules for if a black pudding can destroy magic items with their acid until he decided on them. He got to do things that stripped players of their stuff without killing them, and left them tiptoeing around certain sections of castle Greyhawk, aware that there were challenges they weren't equipped for. Once again, the victories they did win were made more triumphant by contrast with the times they failed, often in humiliating manner. It's a lesson we've had before, but certainly bears repeating. Indulge your sadistic side and let the dice fall as they may sometimes. Let your players know they can't walk all over you. They'll respect you more, and your gameworld will last longer. Zogonia has to deal with class prejudice. I assure you sir, those behaviours are merely that of an unrepresentative minority. Carson the muskrat wonders why the cool option is not the tactically viable one. Study & jest: So, what can they do to make gnomes interesting, but not annoying? A fair chunk, it seems. While they might engage in pranks on a regular basis, it's for good reason, and they don't take it too personally amongst each other. A fair amount of effort is gone to show how their innate magical abilities affect their society, (and how those who don't have the intelligence to develop them are definite second-class citizens) and both the positive and negative aspects of being a gnome. As fairly long-lived creatures, they will have to put up with their pets dying repeatedly, although this doesn't affect them as badly as elves. All the various gnome subraces get looked at. (apart from tinker gnomes, which are replaced with the somewhat more general and less annoying arcane gnomes) In an extra amusing touch, the author goes into plenty of details on their pointy hats, and how the sizes and colours are used to reflect education and social status. So this is easily my favorite of the new racial writeups, able to stand up with the old one by Roger Moore from 1982, and add stuff that fits with both the modern rules and old flavour. Once again James Jacobs is definitely proving to be one of their best new writers, being both imaginative and able to work within an existing framework. Let's hope they keep giving him the right assignments. [/QUOTE]
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