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Is Dragon Magazine even *Relevant* anymore?
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<blockquote data-quote="Darrin Drader" data-source="post: 2082298" data-attributes="member: 7394"><p>OK, I lied, so I'm back, but only because I appreciated your response, and I'm not really that much of a hothead.</p><p> </p><p></p><p> </p><p>Nobody is saying that Dragon can't get better. I'm not saying that, Erik isn't saying that, and everyone should agree that improvement in any publication can only be a good thing. To address your second point, the structural change the marketplace because of the Internet isn't really as dramatic as many people here seem to think. </p><p> </p><p></p><p> </p><p>All I'm saying is that as a DM, I also find Dungeon of greater value, so I'm not completely disagreeing with the points you make in your first post. As a DM, you are likely to want setting information, adventures, story ideas, monsters, NPCs, and general advice on running a game. Dungeon supplies all of these things.</p><p> </p><p>Dragon covers the setting material, story ideas, and a few select items on the above list when appropriate, but the majority of it focuses on things that are helpful to players, like feats, magic items (which admittedly can also be useful as treasure for DMs), and general interest material.</p><p> </p><p>Going through the most recent issue of Dragon that I have, #329, I find an article on the beasts of Beowulf. Here we find new monsters. As a DM, I can use those. I may or may not use them in the context they are presented, but monsters are useful. </p><p> </p><p>Mesopotamian Gods is useful to both DMs and players. The gods are useful if you want to use them as the deity's for a new campaign, or possibly a section of your campaign world. As a player, it is a good article because it provides you with some new choices of gods for your character to worship, each with their own domains and favored weapons. If the DM runs an anything goes campaign, there are some options here, both in terms of character background and crunch. </p><p> </p><p>The article on the Petit Tarrasque is kind of a general interest article. A lot of people wonder where their favorite monsters fit into real-world mytholgy - this article is for them. </p><p> </p><p>The Demonomicon of Iggwilv: Pazuzu gives DMs a great article on the denizens of the lower planes and a major article. Plus this article is an interesting read. This falls under general interest and useful to DMs category. </p><p> </p><p>The ecology of the Kenku is another general interest article. DMs are going to be interested because it gives additional background material on these creatures while players and fantasy enthusiasts may find it an interesting read. </p><p> </p><p>Stuff of Legends is a Bazaar of the Bizarre article, so its equally useful to DMs and players for obvious reasons. </p><p> </p><p>Marked for Death previews a book and provides both useful setting material and a new spell that ties in with the book. </p><p> </p><p>Sage advice is useful for those people who don't go online, and the rest of the magazine is Class acts, which is definitely geared towards players.</p><p> </p><p></p><p> </p><p>Maybe instead of saying that it "is for the player," a better statement is that it "is for the general D&D playing public." The material in this magazine may not be as useful for a DM, and it may not be immediately useful, but it may be interesting to all players.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 2082298, member: 7394"] OK, I lied, so I'm back, but only because I appreciated your response, and I'm not really that much of a hothead. Nobody is saying that Dragon can't get better. I'm not saying that, Erik isn't saying that, and everyone should agree that improvement in any publication can only be a good thing. To address your second point, the structural change the marketplace because of the Internet isn't really as dramatic as many people here seem to think. All I'm saying is that as a DM, I also find Dungeon of greater value, so I'm not completely disagreeing with the points you make in your first post. As a DM, you are likely to want setting information, adventures, story ideas, monsters, NPCs, and general advice on running a game. Dungeon supplies all of these things. Dragon covers the setting material, story ideas, and a few select items on the above list when appropriate, but the majority of it focuses on things that are helpful to players, like feats, magic items (which admittedly can also be useful as treasure for DMs), and general interest material. Going through the most recent issue of Dragon that I have, #329, I find an article on the beasts of Beowulf. Here we find new monsters. As a DM, I can use those. I may or may not use them in the context they are presented, but monsters are useful. Mesopotamian Gods is useful to both DMs and players. The gods are useful if you want to use them as the deity's for a new campaign, or possibly a section of your campaign world. As a player, it is a good article because it provides you with some new choices of gods for your character to worship, each with their own domains and favored weapons. If the DM runs an anything goes campaign, there are some options here, both in terms of character background and crunch. The article on the Petit Tarrasque is kind of a general interest article. A lot of people wonder where their favorite monsters fit into real-world mytholgy - this article is for them. The Demonomicon of Iggwilv: Pazuzu gives DMs a great article on the denizens of the lower planes and a major article. Plus this article is an interesting read. This falls under general interest and useful to DMs category. The ecology of the Kenku is another general interest article. DMs are going to be interested because it gives additional background material on these creatures while players and fantasy enthusiasts may find it an interesting read. Stuff of Legends is a Bazaar of the Bizarre article, so its equally useful to DMs and players for obvious reasons. Marked for Death previews a book and provides both useful setting material and a new spell that ties in with the book. Sage advice is useful for those people who don't go online, and the rest of the magazine is Class acts, which is definitely geared towards players. Maybe instead of saying that it "is for the player," a better statement is that it "is for the general D&D playing public." The material in this magazine may not be as useful for a DM, and it may not be immediately useful, but it may be interesting to all players. [/QUOTE]
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