(un)reason
Legend
Woo. 1,000 posts before christmas! Thanks everybody!
Dragon Magazine Issue 162: October 1990
part 1/6
116 pages. Another october, and you know straight away from the cover that this is another halloween special. As the success of Ravenloft right from the first module shows, the human desire to scare itself from a position of safety is a perennial one. And so they probably have more than enough suitable articles to fill several years of this, even if they never got any more. Hopefully that means they have enough spares to reject the crap and only use the best, unlike far too many of their themed issues. I suppose I'd better get reading and writing.
In this issue:
Letters: A letter from someone pissed off about the magazine now coming in plastic wrap. They've exchanged environmental friendliness for greater durability. Oh woe for all the eco-people.
A letter pointing out two factual errors the magazine made recently. Looks like they can't do anything right.
A letter from someone finding that a vampire PC causes fairly substantial problems in AD&D. Vampire PC's? There's a turnup for the books. Roger gives us some advice that'll keep things getting too out of hand. At least vampires have substantial weaknesses to go with their powers.
Editiorial: Rogar of Mooria tells the tale of his latest adventure in convention land, looting and pillaging his way through the booths of the competing companies and the local chinese restaurants. Roleplaying may not be enjoying the same degree of corebook sales it did in the mid 80's, but the number of convention goers, and by implication established, serious players with decent amounts of disposable income is still increasing. And they're having lots of fun, between the buying and the selling and the weird attention grabbing freebies and the seminars and the adventures. Man, I ought to go to more cons. Hell, I ought to get out more in general. I have a laptop, and wifi is hardly rare. And working from coffee shop does seem to be in amongst pretentious hipsters. (which as my laptop is a mac, I suppose I fit by default) Maybe then I'd meet more interesting people.
Bazaar of the Bizarre: A horror themed pages from the mages here this month, very much in the Call of Cthulhu mold. The Book of Horrors, a typically life and sanity imperiling tome that it'll take quite a bit of effort to get a benefit from. Just the thing for your evil necromancers to own, so if they players kill them and take their stuff, the adventure is in no way over. Can you turn the evil new spells within to good ends?
Undead Control is pretty self-explanatory. If your cleric fails, then you get a second chance to end things without needless bloodshed. Course, it's not as good as that innate ability, so niche protection is preserved.
Sinuous Horrors transforms your arms into snakes. This is scary looking, but on the whole, probably a good deal less damage inflicting than a good fireball or lightning bolt, despite being higher level; plus of course, your spellcasting options are seriously restricted while you have no hands. If you use this as your primary combat method, I'm afraid I will have to seriously question your sanity
Vampire Mist also looks cool, but does less damage over a longer period of time than the standard wizardly offensive spells. Again, I am forced to make a mad necromancer crack and sigh disdainfully.
Crimson Scourge is also not hugely effective in combat, but in a city setting, where you can use it's contagiousness to maximum effect, it could result in huge casualties, plus paranoia above and beyond that as you strike at the heart of the community without revealing your true nature. Now that's more like it, a means of driving a whole plot. Muahahaha.
Amorphous Blob unleashes a pretty self-explanatory ravenous monstrosity capable of infinite growth, in classic horror movie tradition. Another one to release in a community and watch the terror from afar, as if you put it up directly against CR appropriate enemies without a chance to grow to it's full potential, they'll make pretty short work of it. A fitting end to an entry with cool descriptions, but somewhat underpowered crunch. This one shouldn't cause any long term problems if incorporated into your game, while allowing you to make a good mastermind villain who is still quite defeatable when you actually catch them.
Dragon Magazine Issue 162: October 1990
part 1/6
116 pages. Another october, and you know straight away from the cover that this is another halloween special. As the success of Ravenloft right from the first module shows, the human desire to scare itself from a position of safety is a perennial one. And so they probably have more than enough suitable articles to fill several years of this, even if they never got any more. Hopefully that means they have enough spares to reject the crap and only use the best, unlike far too many of their themed issues. I suppose I'd better get reading and writing.
In this issue:
Letters: A letter from someone pissed off about the magazine now coming in plastic wrap. They've exchanged environmental friendliness for greater durability. Oh woe for all the eco-people.
A letter pointing out two factual errors the magazine made recently. Looks like they can't do anything right.
A letter from someone finding that a vampire PC causes fairly substantial problems in AD&D. Vampire PC's? There's a turnup for the books. Roger gives us some advice that'll keep things getting too out of hand. At least vampires have substantial weaknesses to go with their powers.
Editiorial: Rogar of Mooria tells the tale of his latest adventure in convention land, looting and pillaging his way through the booths of the competing companies and the local chinese restaurants. Roleplaying may not be enjoying the same degree of corebook sales it did in the mid 80's, but the number of convention goers, and by implication established, serious players with decent amounts of disposable income is still increasing. And they're having lots of fun, between the buying and the selling and the weird attention grabbing freebies and the seminars and the adventures. Man, I ought to go to more cons. Hell, I ought to get out more in general. I have a laptop, and wifi is hardly rare. And working from coffee shop does seem to be in amongst pretentious hipsters. (which as my laptop is a mac, I suppose I fit by default) Maybe then I'd meet more interesting people.
Bazaar of the Bizarre: A horror themed pages from the mages here this month, very much in the Call of Cthulhu mold. The Book of Horrors, a typically life and sanity imperiling tome that it'll take quite a bit of effort to get a benefit from. Just the thing for your evil necromancers to own, so if they players kill them and take their stuff, the adventure is in no way over. Can you turn the evil new spells within to good ends?
Undead Control is pretty self-explanatory. If your cleric fails, then you get a second chance to end things without needless bloodshed. Course, it's not as good as that innate ability, so niche protection is preserved.
Sinuous Horrors transforms your arms into snakes. This is scary looking, but on the whole, probably a good deal less damage inflicting than a good fireball or lightning bolt, despite being higher level; plus of course, your spellcasting options are seriously restricted while you have no hands. If you use this as your primary combat method, I'm afraid I will have to seriously question your sanity

Vampire Mist also looks cool, but does less damage over a longer period of time than the standard wizardly offensive spells. Again, I am forced to make a mad necromancer crack and sigh disdainfully.
Crimson Scourge is also not hugely effective in combat, but in a city setting, where you can use it's contagiousness to maximum effect, it could result in huge casualties, plus paranoia above and beyond that as you strike at the heart of the community without revealing your true nature. Now that's more like it, a means of driving a whole plot. Muahahaha.
Amorphous Blob unleashes a pretty self-explanatory ravenous monstrosity capable of infinite growth, in classic horror movie tradition. Another one to release in a community and watch the terror from afar, as if you put it up directly against CR appropriate enemies without a chance to grow to it's full potential, they'll make pretty short work of it. A fitting end to an entry with cool descriptions, but somewhat underpowered crunch. This one shouldn't cause any long term problems if incorporated into your game, while allowing you to make a good mastermind villain who is still quite defeatable when you actually catch them.