Dragon/Dungeon cancellation: The industry reacts (New Monte Cook commentary)

I still like magic fountains with miscellaneous random effects. It's kind of sad for Monte that he's "outgrown" them to the point where he thinks they are stupid. I often wonder how people who "outgrow" certain aspects of roleplaying games they enjoyed when they were 12 continue to justify playing what is, essentially, a kids game of make-believe as adults.
 

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It's not that Monte's wrong, he's right in what he says.

However, my anger & angst is about Dungeon #151 never hitting the stands - not out of some misplaced nostalgia and sense of loss for Dragon #28. (Or The Strategic Review Vol 1,#5, as the case may be)
 

Ourph said:
I still like magic fountains with miscellaneous random effects.

they are quite a bit of fun. ;) i love putting wacky stuff like that into my games.

but i also see where monte was coming from...
 

Ourph said:
I still like magic fountains with miscellaneous random effects. It's kind of sad for Monte that he's "outgrown" them to the point where he thinks they are stupid. I often wonder how people who "outgrow" certain aspects of roleplaying games they enjoyed when they were 12 continue to justify playing what is, essentially, a kids game of make-believe as adults.
They probably are playing an adult's game of make-believe.
 


Yep, don't agree with the "magic fountains are so done" thing either. All it needs is a new twist. Besides, even if magic fountains and chess puzzles are old hat for you and I, they're new for some people out there - I notice that one turned up in a Harry Potter book, for instance. Here's a thought to chew on - most of D&D's strengths are cliches.

May as well say that Fedex Quests are done, or Plot Tokens are done, and they're staples of CRPGs that keep people engaged still. It's not like paper and pencil D&D can look down it's nose at such devices, because it's hardly a paragon of good design - empty rooms in published modules, and room after room of naught but melee is testament to that.
 

Thanks for posting all of those. I wanted to at least skim a few but I didn't know about the downfall of dragon until most of those threads or links where old news.
 

rounser said:
Yep, don't agree with the "magic fountains are so done" thing either. All it needs is a new twist. Besides, even if magic fountains and chess puzzles are old hat for you and I, they're new for some people out there - I notice that one turned up in a Harry Potter book, for instance. Here's a thought to chew on - most of D&D's strengths are cliches.

I can't speak for you, but I'm certain that Monte has played a lot more D&D than I have, and I'm willing to bet that he's done a number of variations. For him, magic fountains probably are so done.

PS
 

Ourph said:
I still like magic fountains with miscellaneous random effects. It's kind of sad for Monte that he's "outgrown" them to the point where he thinks they are stupid. I often wonder how people who "outgrow" certain aspects of roleplaying games they enjoyed when they were 12 continue to justify playing what is, essentially, a kids game of make-believe as adults.

Man, I still like Magic fountians too. It brings back fond memories. That was the sh*t back in the day. It also lead to great jokes, like "hey, who pee'd in the pool". It was great drinking water and getting a random effect. We just had a magic fountian with healing effects in our last session. I think today though, there are too many jackass DMs that ruin the fun of magic fountians by having most of them be bad effects.

I agree that today I think the concept is slightly cheesy, who would really take the time to make a series of fountians and enchant them with random magical effects? Then again, who would take the time to build a dungeon, fill it with monsters, tricks, traps and riddles from around the world and then use that as a base of operation? Over all though, I would use fountians again. Great fun.
 

rounser said:
Yep, don't agree with the "magic fountains are so done" thing either. All it needs is a new twist. Besides, even if magic fountains and chess puzzles are old hat for you and I, they're new for some people out there - I notice that one turned up in a Harry Potter book, for instance. Here's a thought to chew on - most of D&D's strengths are cliches.

May as well say that Fedex Quests are done, or Plot Tokens are done, and they're staples of CRPGs that keep people engaged still. It's not like paper and pencil D&D can look down it's nose at such devices, because it's hardly a paragon of good design - empty rooms in published modules, and room after room of naught but melee is testament to that.
He didn't say that no one was allowed to have magical fountains, he expressed a personal opinion that they were stupid. Why does Monte get less slack on this than anyone else?
 

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