(un)reason
Legend
The strategic review 3: Autumn 1975
Still only 8 pages long, but the typeface is smaller. We kick off with an editorial blasting an unfavourable reviewer and his flawed reviews, and asking the readers to send in reviews of his new games in return. We get a lovely mix of high-handedness and petty vindictiveness as Gary asks the enraged letter senders to put their money where their mouth is, while feigning impartiality himself. Yeah, this is all very familiar from the internet. Goes to show, people haven't really changed. This issue feels a lot more commercial than the last two, with more adverts, and an explicit focus on stuff for their shiny new supplements, and making you aware of them. We also see the first joke submissions here, starting the long tradition of poking fun at gamer stereotypes. Again, these have changed surprisingly little with the passing of time.
Stuff within:
9 monsters, all of which have survived to the modern day, including those soon to be classic annoyances the shrieker and piercer, and nagas, which are also recogniseably similar to their modern form. There is a definite emphasis on tricksy stuff, camouflage, aging, attacks from above, ethereality and other annoying stuff the players have to think about to counter. These would never make it into the current ruleset as they were.
Joke monsters based on gamer stereotypes as mentioned above, plus the mess they are wont to make, and hippys. Jokes about narrative combat abound. Could such a thing become reality. I think we know the answer to that.
The battle of the ebro river. More really primitive line art.
The Conan line of miniatures becomes the Sword and Sorcery line, as they learn about brand name stuff. (although this is not the last time they make that mistake, as the cthulhu stuff in deities and demigods showed. )
Stuff on the history of gunslinging for boot hill. Fanning is declaimed as flashy stuff that's not effective in a real combat. And we get a reminder from real life how dangerous the life of an adventurer would actually be. And a case of designer hubris, saying they would never have made Boot Hill if they listened to surveys, but they made it anyway, because they are their own market and know what they like. Um, yeah. Again, hindsight shows how that one turns out.
Our first case of joke poetry. Names involving geographic features and animals are so easy to parody. How they took it seriously 20 years later in W:tA I'll never know.
Fluff and a random generation table for deserted cities of mars, which is pretty cool.
Percentile dice sets are now available separately. I note that they don't have 10 sided dice yet, and instead use 20 siders numbered twice when they have too. I guess it'll take white wolf and their exclusive use of 10 siders to really make those non platonic interlopers take off.
Still only 8 pages long, but the typeface is smaller. We kick off with an editorial blasting an unfavourable reviewer and his flawed reviews, and asking the readers to send in reviews of his new games in return. We get a lovely mix of high-handedness and petty vindictiveness as Gary asks the enraged letter senders to put their money where their mouth is, while feigning impartiality himself. Yeah, this is all very familiar from the internet. Goes to show, people haven't really changed. This issue feels a lot more commercial than the last two, with more adverts, and an explicit focus on stuff for their shiny new supplements, and making you aware of them. We also see the first joke submissions here, starting the long tradition of poking fun at gamer stereotypes. Again, these have changed surprisingly little with the passing of time.
Stuff within:
9 monsters, all of which have survived to the modern day, including those soon to be classic annoyances the shrieker and piercer, and nagas, which are also recogniseably similar to their modern form. There is a definite emphasis on tricksy stuff, camouflage, aging, attacks from above, ethereality and other annoying stuff the players have to think about to counter. These would never make it into the current ruleset as they were.
Joke monsters based on gamer stereotypes as mentioned above, plus the mess they are wont to make, and hippys. Jokes about narrative combat abound. Could such a thing become reality. I think we know the answer to that.
The battle of the ebro river. More really primitive line art.
The Conan line of miniatures becomes the Sword and Sorcery line, as they learn about brand name stuff. (although this is not the last time they make that mistake, as the cthulhu stuff in deities and demigods showed. )
Stuff on the history of gunslinging for boot hill. Fanning is declaimed as flashy stuff that's not effective in a real combat. And we get a reminder from real life how dangerous the life of an adventurer would actually be. And a case of designer hubris, saying they would never have made Boot Hill if they listened to surveys, but they made it anyway, because they are their own market and know what they like. Um, yeah. Again, hindsight shows how that one turns out.
Our first case of joke poetry. Names involving geographic features and animals are so easy to parody. How they took it seriously 20 years later in W:tA I'll never know.
Fluff and a random generation table for deserted cities of mars, which is pretty cool.
Percentile dice sets are now available separately. I note that they don't have 10 sided dice yet, and instead use 20 siders numbered twice when they have too. I guess it'll take white wolf and their exclusive use of 10 siders to really make those non platonic interlopers take off.