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<blockquote data-quote="woodelf" data-source="post: 1911732" data-attributes="member: 10201"><p>"The Seven-Sentence NPC"--i forget the issue.</p><p>"The Sunset World" #150</p><p>Ray Winninger's Dungeoncraft run</p><p>Role-Playing Reviews, any of them by Rick Swan or Ken Cliffe, and particularly the round-up/comparison ones (such as psionics supplements for 3-4 systems, all in one review).</p><p>Tucker's Kobolds editorial</p><p>The 3-4 articles on African setting: classes/races, weapons, gods, monsters, IIRC.</p><p>Ecology of the Gibbering Mouther</p><p>Ecology of the Otyugh</p><p>"Bugged About Something?"--really brings out how much fun giant insects can be</p><p>"Get Your Priorities Straight"--a way to provide some structure and definition to AD&D alignments so that they make some sense in a real-world context, but still fulfill the game role of absolute moral categories.</p><p></p><p>Those are just the ones that jump immediately to mind, without digging, or jchecking any of of my lists.</p><p></p><p></p><p></p><p>Not to rain on your parade, but I don't think it's coincidence that, prior to your prompting, almost all the recollections were of older articles--many of them late '80s/early '90s. More importantly, i don't think it's coincidence that a large portion--perhaps the majority--of articless cited here are ones that are either rules-free, or have nothing particularly to do with any specific rules system. And i don't think it's just because people have switched systems, and so the system-specific articles are less useful. I think it's that i'm not the only one that finds the most use out of precisely those sorts of articles that provide material that the rulebooks don't, rather than just more variations on the sorts of stuff the rulebooks already provide (i.e., feats, spells, monsters, classes, and other new widgets). While a new class may get a ton of use in the short run--the incantatrix, witch, duelist, and scout, sure saw a lot of use in my games, back in the day--in the long run, you outgrow them. I'm never gonna outgrow an article like Winninger's Dungeoncraft. I may have already learned everything he has to say, or may remember everything he wrote so i don't have to go back to the actual article, but the content is precisely the sort of tthing that transcends campaigns, game systems, and maybe even playstyles.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1911732, member: 10201"] "The Seven-Sentence NPC"--i forget the issue. "The Sunset World" #150 Ray Winninger's Dungeoncraft run Role-Playing Reviews, any of them by Rick Swan or Ken Cliffe, and particularly the round-up/comparison ones (such as psionics supplements for 3-4 systems, all in one review). Tucker's Kobolds editorial The 3-4 articles on African setting: classes/races, weapons, gods, monsters, IIRC. Ecology of the Gibbering Mouther Ecology of the Otyugh "Bugged About Something?"--really brings out how much fun giant insects can be "Get Your Priorities Straight"--a way to provide some structure and definition to AD&D alignments so that they make some sense in a real-world context, but still fulfill the game role of absolute moral categories. Those are just the ones that jump immediately to mind, without digging, or jchecking any of of my lists. Not to rain on your parade, but I don't think it's coincidence that, prior to your prompting, almost all the recollections were of older articles--many of them late '80s/early '90s. More importantly, i don't think it's coincidence that a large portion--perhaps the majority--of articless cited here are ones that are either rules-free, or have nothing particularly to do with any specific rules system. And i don't think it's just because people have switched systems, and so the system-specific articles are less useful. I think it's that i'm not the only one that finds the most use out of precisely those sorts of articles that provide material that the rulebooks don't, rather than just more variations on the sorts of stuff the rulebooks already provide (i.e., feats, spells, monsters, classes, and other new widgets). While a new class may get a ton of use in the short run--the incantatrix, witch, duelist, and scout, sure saw a lot of use in my games, back in the day--in the long run, you outgrow them. I'm never gonna outgrow an article like Winninger's Dungeoncraft. I may have already learned everything he has to say, or may remember everything he wrote so i don't have to go back to the actual article, but the content is precisely the sort of tthing that transcends campaigns, game systems, and maybe even playstyles. [/QUOTE]
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