(un)reason
Legend
Dragon Magazine Issue 190: February 1993
part 3/6
TSR Previews moves back to the middle of the magazine. Ravenloft does pretty well for itself, with Van Richten's guide to the Lich, and Tapestry of Dark souls by Elaine Bergstrom. Some choose darkness, while others are trapped within it by the wrongdoings of others. Ravenloft welcomes and delights in tormenting them both.
The forgotten realms is also mixing game and novel harmoniously. Ruins of Myth Drannor opens up another boxed set superdungeon to give your players plenty of opportunities to level up .... or die. The Druid Queen completes Doug Niles' Druidhome trilogy. The Moonshaes restore peace and proper rulership. Until next time. :fade out to ominous music:
Dark sun tries to make an epic adventure to match the promise of the setting. DSE1: Dragon's crown gives you another chance to affect the world, that may or may not be railroaded to keep things from straying too far from the official history. Go on, let your PC's break out and become Dragons too.
Dragonlance continues to reprint it's glory days, with DLC2: Dragonlav(sic)ce classics, Vol 2. Aka original modules 6-9. Give us more money! Your gameline needs you!
Generic AD&D products do well for themselves. PHBR9: The complete book of gnomes and halflings sees this line start to run out of steam. They obviously don't think either little race has enough selling power on their own. How vaguely insulting. GA1: The murky deep takes us underwater to a lost city. Woo. Looks like they're having a resurgence at the moment. We also get another year's batch of collectable cards. They have obviously proved profitable as a regular release.
D&D gets The Knight of Newts. An adventure designed for a group to play even without a DM. I'm guessing it's pretty simple then, especially as it's only 16 pages.
Gamma world has another gadget book. GWA1:Treasures of the Ancients. How much will this stuff have changed from previous editions, given real world tech developments since the 70's?
And Warlords of Jupiter completes the Invaders of Charon trilogy. Buck and the 25th century logos are not mentioned at all. It's almost as if they're embarrassed about them.
The role of computers: Darklands is a particularly in depth medieval RPG, taking your characters from birth to death. This makes for an epic, but often difficult and grindy adventure. One for those willing to do lots of experimenting with character builds and open-ended exploring.
The ancient art of war in the air is a WWI wargame. Unusually for a flight game, it's largely overhead, and has a combination of formation and individual bits to challenge you. This'll require both strategic thinking and fast reflexes.
Goblins gets a short but positive review. Control the three goofy looking little creatures, each with their own unique skills to solve an array of puzzles. Plenty of humour and weird solutions to be found here. Flex those lateral thinking muscles.
Plan 9 from outer space ironically manages to be almost as bad as it's namesake, only without the camp pleasure value. It's just a tedious find the items to solve the puzzles adventure game, linear and dull. Unless you want to MST3K it in the forums, avoid.
Shinobi adds a bunch of new ninja tricks to it's repertoire. Not just a little dog, but a whole bunch of additional ninja become available as you complete the game, with their own tricks. Sounds like someone's taking lessons from mega man's school of reward design.
Alisa Dragoon also involves summoning the right creature for the job as you go through the game. Manage your blasty powers wisely, and beat all the monsters.
Spellcraft: Aspects of valor sees you building spells from scratch using an elemental based components system. Find components, buy them, experiment with them to see what can be done, and try to avoid dying. But even if you do, it's not the end, as you can escape from the underworld, and possibly find some cool rare items while there. The biggest problem comes from mixing your components in real time as the enemies approach, and getting off the spells before dying.
Forum: Thomas Vogt asks a very interesting question. What can you do to improve a sucky GM as a player. Yeah, that is one that could merit an article. Hopefully someone'll step up to that challenge in a few months time.
Paul Cardwell, Jr radiates his disapproval for the more hyperbolic elements of TTLG's argument against banning lead miniatures. There are genuine health risks, and you're being a bit petty simply due to personal investment. Can we just make a law that's good for people.
Cory Dodt finds that people are incorporating house rules from the AD&D computer games into their tabletop experience. You know, I have never strictly tracked material components or post death door recuperation times either. Chances are, they're not even thinking seriously about it. The system actually runs more smoothly if you cut corners.
William D. Sharpe III makes the slightly patronising suggestion that if you want to get more girls into roleplaying, you should just keep all the rules stuff behind the scenes and just actually roleplay. Cos maff is hard for girlz, hehehehe.
Eyal Teler suggests that you make magic items with charges a good deal more common than permanent ones. That'll help quite a bit in keeping them from getting monty haulish in the long term, as they'll be regularly exhausting and cycling through items instead of accumulating ever more.
Alexander Dengler suggests the idea of a Ravenloft/Gamma World crossover. The mists seem to reach to all times and places, and you can incorporate a wide range of technologies. All are helpless against the Dark Powers.
Matthew Lyon talks about his worldbuilding experience as a new gamer. Not too surprisingly, he's used a hodgepodge of ideas from whatever he could afford to get his hands on. Perfectly normal. It's only once you have more ideas than you could ever use that you can really pick and choose and only incorporate an appropriately themed set.
Julien Hermitte likes to use film soundtracks to set the mood for his games. Those lyrics just get in the way. Classical music is good too, particularly the more bombastic Wagner stuff. You know, this is another topic we really haven't had enough of. For al the led zeppelin stereotypes, they didn't mention music once during the 70's. More please.
John M. Fairfield picks apart the earlier contributions saying psionicists are overpowered. They may not have many hard level limits, but the prerequisites and high psp costs on their nastiest powers keep them from being easy to use at lower levels. And don't forget the failure chances. Those can be pretty annoying in a pinch. It's particularly the case if you don't allow them insanely twinked ability score generating methods.
part 3/6
TSR Previews moves back to the middle of the magazine. Ravenloft does pretty well for itself, with Van Richten's guide to the Lich, and Tapestry of Dark souls by Elaine Bergstrom. Some choose darkness, while others are trapped within it by the wrongdoings of others. Ravenloft welcomes and delights in tormenting them both.
The forgotten realms is also mixing game and novel harmoniously. Ruins of Myth Drannor opens up another boxed set superdungeon to give your players plenty of opportunities to level up .... or die. The Druid Queen completes Doug Niles' Druidhome trilogy. The Moonshaes restore peace and proper rulership. Until next time. :fade out to ominous music:
Dark sun tries to make an epic adventure to match the promise of the setting. DSE1: Dragon's crown gives you another chance to affect the world, that may or may not be railroaded to keep things from straying too far from the official history. Go on, let your PC's break out and become Dragons too.
Dragonlance continues to reprint it's glory days, with DLC2: Dragonlav(sic)ce classics, Vol 2. Aka original modules 6-9. Give us more money! Your gameline needs you!
Generic AD&D products do well for themselves. PHBR9: The complete book of gnomes and halflings sees this line start to run out of steam. They obviously don't think either little race has enough selling power on their own. How vaguely insulting. GA1: The murky deep takes us underwater to a lost city. Woo. Looks like they're having a resurgence at the moment. We also get another year's batch of collectable cards. They have obviously proved profitable as a regular release.
D&D gets The Knight of Newts. An adventure designed for a group to play even without a DM. I'm guessing it's pretty simple then, especially as it's only 16 pages.
Gamma world has another gadget book. GWA1:Treasures of the Ancients. How much will this stuff have changed from previous editions, given real world tech developments since the 70's?
And Warlords of Jupiter completes the Invaders of Charon trilogy. Buck and the 25th century logos are not mentioned at all. It's almost as if they're embarrassed about them.

The role of computers: Darklands is a particularly in depth medieval RPG, taking your characters from birth to death. This makes for an epic, but often difficult and grindy adventure. One for those willing to do lots of experimenting with character builds and open-ended exploring.
The ancient art of war in the air is a WWI wargame. Unusually for a flight game, it's largely overhead, and has a combination of formation and individual bits to challenge you. This'll require both strategic thinking and fast reflexes.
Goblins gets a short but positive review. Control the three goofy looking little creatures, each with their own unique skills to solve an array of puzzles. Plenty of humour and weird solutions to be found here. Flex those lateral thinking muscles.
Plan 9 from outer space ironically manages to be almost as bad as it's namesake, only without the camp pleasure value. It's just a tedious find the items to solve the puzzles adventure game, linear and dull. Unless you want to MST3K it in the forums, avoid.
Shinobi adds a bunch of new ninja tricks to it's repertoire. Not just a little dog, but a whole bunch of additional ninja become available as you complete the game, with their own tricks. Sounds like someone's taking lessons from mega man's school of reward design.
Alisa Dragoon also involves summoning the right creature for the job as you go through the game. Manage your blasty powers wisely, and beat all the monsters.
Spellcraft: Aspects of valor sees you building spells from scratch using an elemental based components system. Find components, buy them, experiment with them to see what can be done, and try to avoid dying. But even if you do, it's not the end, as you can escape from the underworld, and possibly find some cool rare items while there. The biggest problem comes from mixing your components in real time as the enemies approach, and getting off the spells before dying.
Forum: Thomas Vogt asks a very interesting question. What can you do to improve a sucky GM as a player. Yeah, that is one that could merit an article. Hopefully someone'll step up to that challenge in a few months time.
Paul Cardwell, Jr radiates his disapproval for the more hyperbolic elements of TTLG's argument against banning lead miniatures. There are genuine health risks, and you're being a bit petty simply due to personal investment. Can we just make a law that's good for people.
Cory Dodt finds that people are incorporating house rules from the AD&D computer games into their tabletop experience. You know, I have never strictly tracked material components or post death door recuperation times either. Chances are, they're not even thinking seriously about it. The system actually runs more smoothly if you cut corners.
William D. Sharpe III makes the slightly patronising suggestion that if you want to get more girls into roleplaying, you should just keep all the rules stuff behind the scenes and just actually roleplay. Cos maff is hard for girlz, hehehehe.

Eyal Teler suggests that you make magic items with charges a good deal more common than permanent ones. That'll help quite a bit in keeping them from getting monty haulish in the long term, as they'll be regularly exhausting and cycling through items instead of accumulating ever more.
Alexander Dengler suggests the idea of a Ravenloft/Gamma World crossover. The mists seem to reach to all times and places, and you can incorporate a wide range of technologies. All are helpless against the Dark Powers.
Matthew Lyon talks about his worldbuilding experience as a new gamer. Not too surprisingly, he's used a hodgepodge of ideas from whatever he could afford to get his hands on. Perfectly normal. It's only once you have more ideas than you could ever use that you can really pick and choose and only incorporate an appropriately themed set.
Julien Hermitte likes to use film soundtracks to set the mood for his games. Those lyrics just get in the way. Classical music is good too, particularly the more bombastic Wagner stuff. You know, this is another topic we really haven't had enough of. For al the led zeppelin stereotypes, they didn't mention music once during the 70's. More please.
John M. Fairfield picks apart the earlier contributions saying psionicists are overpowered. They may not have many hard level limits, but the prerequisites and high psp costs on their nastiest powers keep them from being easy to use at lower levels. And don't forget the failure chances. Those can be pretty annoying in a pinch. It's particularly the case if you don't allow them insanely twinked ability score generating methods.