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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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Erik Mona on the Future of Dragon Magazine
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<blockquote data-quote="Mercule" data-source="post: 1793058" data-attributes="member: 5100"><p>Amen. The D&D game sees play by me, and we still use dice to represent critters.</p><p> </p><p>I love the new format of Dungeon. Every issue since the relaunch has been a keeper. The Wil Wheaton articles seem pointless (Wil seems nice, but the column is pretty innane), but that's my only gripe.</p><p> </p><p>Dragon, though, has been a royal stinker since the relaunch -- at least for me. The "features" have been lackluster. I don't care about the minis. I don't care about the garbage ported from video games. The Class Acts are meh.</p><p> </p><p>Class Acts is especially disappointing. I am so bloody sick of new rules to handle customization. We don't need tweaking and substituting. What I'd <u>love</u> to see is a monthly feature that shows how to use the existing rules to build certain concepts. </p><p> </p><p>I'm thinking about some of the articles from right after 3E came out. I think they were called Class Acts, as well. There were a few that showed how to multiclass (with, *gasp*, core classes) to build certain concepts. The one that sticks in my mind most is one for building a priest to some FR battle god that laid out a 20 level plan of multiclassing between Cleric and Fighter (or was it Barbarian? -- I wish I was typing from home) and how it fit together and why. I don't play FR, so the name is lost on me. Never-the-less, articles like that gave me ideas on how to use the D&D rules creatively.</p><p> </p><p>As I've said in other threads, there is a glut of new crunch in D&D. Granted, sometimes it makes sense to add things -- and suppliments like Complete Warrior, Races of Stone, and Frostburn do a great job of it. Dragon shouldn't occupy the same niche, though. What would sell me on Dragon -- and probably make it way more valuable to me than even the suppliments -- is if Dragon focused not on adding new crunch, but on applying existing rules creatively. </p><p> </p><p><strong>This</strong> is why the Campaign Components were such a hit, IMHO. They didn't add more complications. They helped show how to use the rules to play a fun game.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1793058, member: 5100"] Amen. The D&D game sees play by me, and we still use dice to represent critters. I love the new format of Dungeon. Every issue since the relaunch has been a keeper. The Wil Wheaton articles seem pointless (Wil seems nice, but the column is pretty innane), but that's my only gripe. Dragon, though, has been a royal stinker since the relaunch -- at least for me. The "features" have been lackluster. I don't care about the minis. I don't care about the garbage ported from video games. The Class Acts are meh. Class Acts is especially disappointing. I am so bloody sick of new rules to handle customization. We don't need tweaking and substituting. What I'd [u]love[/u] to see is a monthly feature that shows how to use the existing rules to build certain concepts. I'm thinking about some of the articles from right after 3E came out. I think they were called Class Acts, as well. There were a few that showed how to multiclass (with, *gasp*, core classes) to build certain concepts. The one that sticks in my mind most is one for building a priest to some FR battle god that laid out a 20 level plan of multiclassing between Cleric and Fighter (or was it Barbarian? -- I wish I was typing from home) and how it fit together and why. I don't play FR, so the name is lost on me. Never-the-less, articles like that gave me ideas on how to use the D&D rules creatively. As I've said in other threads, there is a glut of new crunch in D&D. Granted, sometimes it makes sense to add things -- and suppliments like Complete Warrior, Races of Stone, and Frostburn do a great job of it. Dragon shouldn't occupy the same niche, though. What would sell me on Dragon -- and probably make it way more valuable to me than even the suppliments -- is if Dragon focused not on adding new crunch, but on applying existing rules creatively. [b]This[/b] is why the Campaign Components were such a hit, IMHO. They didn't add more complications. They helped show how to use the rules to play a fun game. [/QUOTE]
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