Let's read the entire run

Dragon Magazine Issue 213: January 1995


part 2/8


Godsmen, bleakers, guvners and takers: Hello, planescape factions. You're making quite the waves amongst gamers. Ok, so they're essentially D&D's answer to Mage:the Ascension, taking exactly the same idea that reality is subjective, and it's our belief that can shape it, right down to the laws of physics, and then having a bunch of philosophies duking it out for control of the universe. Actually, I think I prefer the planescape factions to the Mage traditions. It's more obvious what they stand for, and easier to build a party consisting exclusively of one faction, as you still have the full class/race axes to play with. But the benefits you get from them are pretty minimal. Shouldn't the higher-ups in a faction get some additional abilities? Oh, you powergamers. :waves hand: You do keep on. Any excuse for a little more than the rules normally let you have. So each faction gets a few bits and pieces, be it new innate powers for everyone of higher rank, new spells, or donated magical items given to those in their good graces. Most of these will appear again in a few months time in The Factol's Manifesto, making this into a teaser of sorts. So this was damn cool on first reading, but loses a bit of it's impact in rereading because I do know it's just another extracted promotional tool, rather than something created specifically for the magazine. Once again we see the fact that they're relying more and more on staff writers these days.


The demiplane of shadow: Ahh, now here's another thing it's been way too long since. A complete overview of a so-far left nebulous plane. A really cool one too. Let's face it, shadow is one of those themes that's inherently dramatic narratively. Caught between light and darkness, unable to exist without both, ephemeral, mysterious, brooding, morally ambiguous. Fangirl bait onna stick, in other words. it's no surprise that this is one that actually gets followed up on, actually becoming a full plane next edition as they hint it might here (with an extra special place in the cosmology at that), and one of the few survivors to make it to 4th edition. This is further reinforced by the fact that a good half of this article is devoted to updating Shades, one of our easier ways of becoming an immortal brooding world-travelling badass, as last seen in issue 126's ecology. So in retrospect, this article may have slight pacing issues, but that doesn't negate the fact that it's both awesome, useful and historically significant. The demiplane is an excellent place to adventure, and when you get to really high level, you have the tools to make it into your homebase, and move the game from dungeon crawling to manipulating the world from the shadows down the generations. (why should bad guys have all that fun? ) I still wuv this article.


Planar personalities: Somewhat less universal and more rehashed is this little bunch of Sigil's NPC's, most of which appear elsewhere in various supplements. Goddammnit Bill, Rich, et all, there's no way you're going to catch up with Ed in terms of world details at this rate. How can a whole team of writers working on a line be producing less and recycling more material than a single guy? Well, I suppose it's more focussed, game useful material than another round of magical pranks and details of food. :p So say hello to A'kin, the friendly fiend, Lissandra the gate-seeker, Estavan of the planar trade consortium, and Kylie the tout. All quite morally ambiguous characters, both good and bad guys can do business with them, or quite possibly wind up opposed to them. Despite the setting weirdness, they all fill fairly mundane roles, shopping, information, both buying and selling. As long as sigil is mostly comprised of things that need to eat, breathe, etc, economics will mostly work the way it does on the prime material, despite the things being bought and sold being a little odd. Actually, this feels rather banal in retrospect. I guess I'm spoiled by the more alien Exalted, Nobilis and WoD creatures, which manage to be several orders of magnitude more developed in terms of self-consistent alienness. Even the mid 90's already seems very dated in some respects.
 

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Ahhhh. The Demi-Plane of Shadow. My first article. How I fretted over that thing. It was written/submitted before Planescape was released, and it followed the 1e Manual of the Planes format as closely as possible. I offered to "planescape" it after PS's release but the editor said it was too late in Dragon's production schedule for a rewrite. Good times. :)
 

Dragon Magazine Issue 213: January 1995


part 3/8


You never know who you'll meet: The planes as presented in the AD&D cosmology do have their limits. Here we step outside them for some rather gonzo random tableage, perfect for when PCs enter that part of the map marked Here Be Dragons. No matter how high level you are, the wrong result on these'll make your day pretty interesting, and may also threaten the entire world if you don't think fast. Still, in infinite parallel universes, you can probably go back in time to fix things, or find one that's almost identical except for a few little niggling historical details. It's how well you tell the story, not the stakes. What is fairly certain is this article provides a good monkey wrench for you to throw into a campaign that's getting too staid and has players that are getting too confident. Call it kill or cure. :p Either's better than letting a game just drag on past it's natural end.


The role of books: The sword of maiden's tears by Rosemary Edgehill is essentially an anti-quest, as the dysfunctional protagonists deny the mess they're in to precisely the point of believability. (and not beyond, as in too many magic meets modern day stories do. ) This does mean that a solvable problem becomes a far harder one by the end, but anyone who's studied economics knows that's pretty realistic. And it's that dose of reality that makes the drama all the more affecting. Sounds like she's amusingly genre aware whatever name she's writing under.

The list of 7 by Mark Frost gets one of our more common criticisms. Too many elements at once leads to clutter, and not enough attention given to any one of them. And combining the wrong ones is just nasty, even if they seem good individually. The art of editing and arrangement is one even good writers can struggle with, even after many books.

The winter prince by Elizabeth E Wein is a very welsh retelling of arthurian legend, with Mordred as the narrator. This of course means that the perspective is very different, even beyond the various creative liberties. The story is quite complex as well, with plenty to unpick from what is implied but left unsaid. Sounds like it'll reward rereading.

The child queen by Nancy McKenzie does something similar with Guinevere, portraying the story from her view, with a particular emphasis on the Arthur/Lancelot love triangle. Once again this shows how differently people can reinterpret the same source material. It only takes a few bounces round the hall of mirrors for an idea to become distorted beyond recogniseability.

Brian Froud's Faerielands by Patricia McKillip is a triumph of style over substance, with the story virtually inconsequential as a framework to hang the gorgeously rendered artwork. Might as well have just released it as a straight art book, as the attempt at eco-preaching is very much a broken aesop. Maybe he should collaborate with David Bowie again.

Spear of heaven by Judith Tarr gets a fairly good all-round review. It's set in an established world, but not unfriendly to newbies. It's a serious story, but the characters aren't lacking in sense of humour, and there's plenty of worldbuilding without the plot dragging. All just recommended.
 

Dragon Magazine Issue 213: January 1995


part 4/8


Eye of the monitor: Ultimate Domain gets a negative review of considerable detail, due to many small flaws. It's ridiculously slow, gives you very little help in figuring out how to play it, isn't sure what it wants to be, and when they tried to call the helpline, they spent ages on hold. Bleah. Sounds more like a chore than a game.

Genghis Khan II does only slightly better, having some fun elements, but also a bunch of niggly restrictions and areas which our reviewers would have done differently. They compare it quite a lot with the similarly themed Bandit Kings from their last review, and like that, you need to balance being a conquerer with a domain manager and protector. If you're looking for straightforward action, give it a miss.

Master of Magic gets our best review of the issue. It also sees our first mention of that great modern annoyance, patching. No longer do game designers have to make sure they iron out all the bugs before release. Instead, you need to download something, or in this case, actually send off for a disk to get the update. ( A practice I don't think will last long simply for cost reasons. ) But once they finished getting it working, they found they thoroughly enjoyed taking over the world with their wizards. Their main complaint is the lack of a diplomacy option. Play a proper RPG then! These two haven't touched a single one yet.

Space Hulk tries to emulate the board game and give you a limited amount of time to make decisions, but fails to get the balance right, with clunky AI making controlling your squad well enough to finish a scenario near impossible. And you never get to play the bad guys either. They wanted to like it, but were left frustrated.


Forum: Frederick Mills complains that his experienced players with new characters are metagaming. See, this is another thing in favour of changing systems regularly. It's never quite the same starting again after the first time.

Rob Gidlow tells us what real world cultures he uses for his FR nations. In the process, he also points out just what parts of the Realms still need their own sourcebooks. Get too it, Ed! Stop lallylagging round the dalelands!

Jason Whitbeck complains about rising costs. Haven't had that in a while. The whole lead banning debacle has been particularly bad for this, meaning models are both more expensive and come in smaller quantities. Hey, it's hardly as bad as the gouging oil companies give us. and if you don't like the costs of gaming materials, you can just stop. The existing ones'll last you ages.

Joe Katzman belatedly realises how nasty extraplanar creatures deploying summoning cascades can be, with a very real threat of the buggers taking over your entire world. This really needs houseruling, because you can't rely on the celestial cavalry to swoop in and save the day in time to avoid massive devastation.

Ruediger Landmann finds his players are abusing the -10 rule, knowing exactly when their fallen companions are going to die, and only saving them at the very last second. Put a bit of randomness back in the bleeding to death process to keep them from gaming the system like this.

Peter David Levi is a second forumite espousing something that would be taken up next edition. In his case, it's the elimination of demihuman level limits. The amount of time and effort to advance each level after name is so great that it's churlish to stop them at that point and pretty unlikely they'll get much further anyway.
 

Master of Magic gets our best review of the issue. It also sees our first mention of that great modern annoyance, patching.
This game is one of my all-time favorites! :)
Even after applying all patches it still had some issues, though. The game featured spells with global effects that tended to crash the game time and again. It didn't keep from playing it for years, though.

Still, I never understood why didn't create an updated version of the game, like they did with the very similar Master of Orion.
 

Still, I never understood why didn't create an updated version of the game, like they did with the very similar Master of Orion.
Simtex was shut down before they finished the sequel. Microprose tried continuing it, but then they got in trouble.

And now there's Elemental: War of Magic, which doesn't come even close. And crashes more than Master of Magic.
 

As you may have noticed, I'm not enjoying doing this as much as I used to, and I'm fairly sure this time that it's the quality of what I'm reading rather than just tiredness on my part

yeah, the post-200 issues were definitely a time of quality decline in Dragon. My interests in both reading and writing for it steadily fell, and by the time 3E came along, I was pretty much done with both...
 


Space Hulk tries to emulate the board game and give you a limited amount of time to make decisions, but fails to get the balance right, with clunky AI making controlling your squad well enough to finish a scenario near impossible. And you never get to play the bad guys either. They wanted to like it, but were left frustrated.

I'd have to disagree with him there. Space Hulk was a great game. Very very hard, but great.

Main issues with it were teammates who couldn't shoot straight, a main screen that was taken up with far too much blank space rather than graphics (the 1st person pov was stuffed into a relatively teeny window), and probably a lack of diversity in opponents. Even the one genestealer primarch in the game ended up being a rather pathetic attempt - a reskinned statue that just generated fire in the room in front of it. It might have added another disk or two to the game, but it would have been far better to add mobile primarchs, a magus, hybrids with heavy weapons etc. Would have made for a much deeper and more interesting game.
 

yeah, the post-200 issues were definitely a time of quality decline in Dragon. My interests in both reading and writing for it steadily fell, and by the time 3E came along, I was pretty much done with both...

I'd say the last few years of 2e wasn't too bad for Dragon, particularly after WotC took over. The first few issues I bought were ok, but they were pretty sparse on anything even remotely useful. The usefulness of the articles started improving once they retooled in '96 with a tighter focus on AD&D. From about mid '98 to the release of 3e there was some good stuff in the magazine, better and more useful articles, lots of regular columns like Bazaar of the Bizarre, Dragon's Bestiary, and Arcane Lore that added useful bits of crunch that could be sprinkled anywhere.
 

Dragon Magazine Issue 213: January 1995


part 5/8


Fiction: Harvesting the boneflowers by Joe Lunievicz. Now this is one I've always loved. The curiously poetic and touching story of skeletons in an undead army, their interactions with one-another and the living, and the mythology they've been given. If you're used to thinking of the undead as mindless monsters, this is quite a refreshing spin on things, completely avoiding the sexy vampire trope. In a way, they are still just tools, worked until they break, and then thrown away. But from their perspective, it's quite a different matter, with the prospect of an eventual reward if they just hold out and be good. I guess it's like programming robots to believe in silicon heaven. It makes good sense, even if it's pretty hilarious from the viewpoint of an impartial observer. And of course, we can use this as commentary on the human condition, and our ability to treat one-another in inhumane ways by classifying certain people as nonpeople. So there's a lot of levels to appreciate this story on. I hope I've managed to catch most of them.


Sage advice: Sage advice drops the bolding that makes it easy to distinguish question from answer. Who's dumb idea was that then? I shall have to be extra careful until I get used to this.

How good is an amulet of proof against detection and location (pretty damn good. You'll have to consult gods to get round it )

Can detect magic detect invisible creatures (not precisely. All it'll tell you is that there's something magical going on in that general region)

How do gnomes wield bastard swords (recycled question. Last time skip said use the worst of all options, this time, skip will be a little more generous.)

Can shadow magic affect objects (yes, but they automatically disbelieve. If a tree in a forest is cut down by a semi-real creature and no-one is watching, it's still cut down, it just takes a lot longer)

When a weapon loses it's pluses due to plane travelling, does it also lose it's ability to penetrate damage resistance (yes)

Does a cloak of displacement work if you're invisible (no)

Can golems ignore prismatic spheres (mostly)

Can you memorize low level spells in high level slots (not without metamagic spells)

What do you need to copy spellbooks (time, paper, ink. Very expensive paper and ink. )

Is Gib Htimsen immume to delaying events (yes)

Can you use assassins when you have no hope of winning (yes. That's exactly their point. )

Are multiple surprise raids cumulative (yes)

Does Mogadisho's horde force you to discard from your hand (no)
 

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