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Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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Dungeon Magazine Pricing Issue (long, sorry)
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<blockquote data-quote="Silver Moon" data-source="post: 819471" data-attributes="member: 8530"><p>My 2-coppers worth:</p><p></p><p>I read through this thread, but since my current issue was still sealed in the plastic, decided not to weigh in just yet. During the past decade I've used only 7 modules from Dungeon Magazine for a total of 33 3-hour game nights. So has my 12-year subscription been worth it for roughly 100 hours of entertainment? Absolutely! The modules have been great, and I've got hundreds of other modules that can be used by myself, my players, or other members of my family. So the real question was "Will there be anything in this issue useful to me to make it worth it?"</p><p></p><p>So I just thumbed through the issue. </p><p></p><p>Page 14: A side trek for 4th level characters. Very nice graphic of the famlands. OK, I will probably find a place for this in a campaign. </p><p></p><p>Page 20: A side trek for 4th level characters involving lions coming down from the mountains. Good valley graphic. OK, another winner.</p><p></p><p>Page 25: The only full D&D module in the issue. For 4 characters of 4th level. Description does nothing for me. Useable - not sure. Then I skip through it. Pages 30 to 38 - "The Lucky Monkey". A full-scale inn with unique architecture! Full color floor plan! EXACTLY what I need for the climax battle of the current module I'm running!</p><p></p><p>On the Ploy side:</p><p></p><p>Page 8: A d20 Modern martial-arts based campaign. My oldest daughter is now on her third belt in Karate, and is getting into gaming, so I will probably use it some time (in fact, she just glanced at it and said "cool"). </p><p></p><p>Page 14: Star Wars. Seldom play it, but do have older versions of most of the rule books, so might use it some time. The Starship diagram is well done.</p><p></p><p>Page 22: Living Greyhawk. An adventure set in the deserts of Flan. My current module includes some guests from a desert land, with a minimal of background developed for them. Lots of good place names on the map for me to borrow! Probably good back-story information too. </p><p></p><p>Page 36: Great illustration of a municipal police station. Our D&D group has visited modern worlds twice before, and probably will again. Police stations always enter into those stories.</p><p></p><p>So my conclusion, tons of great stuff here. This is about quality, not quantity! The magazine continues to be a bargain!</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 819471, member: 8530"] My 2-coppers worth: I read through this thread, but since my current issue was still sealed in the plastic, decided not to weigh in just yet. During the past decade I've used only 7 modules from Dungeon Magazine for a total of 33 3-hour game nights. So has my 12-year subscription been worth it for roughly 100 hours of entertainment? Absolutely! The modules have been great, and I've got hundreds of other modules that can be used by myself, my players, or other members of my family. So the real question was "Will there be anything in this issue useful to me to make it worth it?" So I just thumbed through the issue. Page 14: A side trek for 4th level characters. Very nice graphic of the famlands. OK, I will probably find a place for this in a campaign. Page 20: A side trek for 4th level characters involving lions coming down from the mountains. Good valley graphic. OK, another winner. Page 25: The only full D&D module in the issue. For 4 characters of 4th level. Description does nothing for me. Useable - not sure. Then I skip through it. Pages 30 to 38 - "The Lucky Monkey". A full-scale inn with unique architecture! Full color floor plan! EXACTLY what I need for the climax battle of the current module I'm running! On the Ploy side: Page 8: A d20 Modern martial-arts based campaign. My oldest daughter is now on her third belt in Karate, and is getting into gaming, so I will probably use it some time (in fact, she just glanced at it and said "cool"). Page 14: Star Wars. Seldom play it, but do have older versions of most of the rule books, so might use it some time. The Starship diagram is well done. Page 22: Living Greyhawk. An adventure set in the deserts of Flan. My current module includes some guests from a desert land, with a minimal of background developed for them. Lots of good place names on the map for me to borrow! Probably good back-story information too. Page 36: Great illustration of a municipal police station. Our D&D group has visited modern worlds twice before, and probably will again. Police stations always enter into those stories. So my conclusion, tons of great stuff here. This is about quality, not quantity! The magazine continues to be a bargain! [/QUOTE]
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