(un)reason
Legend
Dragon Magazine Issue 234: October 1996
part 8/8
Role-playing reviews: The Night Below is of course TSR's latest epic adventure path, designed to take you all the way from levels 1-10 (which then puts you into a perfect position to face Dragon Mountain immediately afterwards
) It's a bit more linear than the average dungeon crawl, but then, that's what's happening in adventures these days, where plot is put above exploring locations. It is good at what it does though, and has given Rick hundreds of hours of actual play fun so far. If you don't have time to make your own campaign, this will go a long way.
Undermountain, the lost level, on the other hand, just seems like a self-consciously old skool dungeon crawl, a bunch of amusing ways to die strung together without any particular plot or climax. If you've played the tomb of horrors several times and know how to get through it without dying, this might scratch your itch for a bit, but don't expect it to change the world.
Blades is an adventure anthology for Earthdawn. This gets 6 pips, managing to combine making the adventures self-contained, yet able to combine into a bigger whole. Both the writers and editors are on the ball here, which means they can mix up settings, and work a moral message in at the end without being heavy-handed. That seems worth praising.
Super tuesday is for Shadowrun, and sets things in the shadow of the presidential elections. Dunkelzahn for president!
Yeah, this has lots of potential for satirical fun, and is filled with IC commentary on the process of the election. As a framing device for multiple adventures PC's can interfere in, you could do far worse.
Classic adventures volume three is a reprint of Star Wars' old scenarios. Okay, they're only what, 6-7 years old, but that still feels like a long time to Rick, and there has been an edition change in the meantime. And they are pretty fun, taking you from Tatooine to deep space. Strap on your lightsabers, and get ready to play.
The Kathol Rift contrasts dramatically with the lighthearted old stories with it's decidedly grimdark tone. Players will face substantial environmental hazards and struggle from one gritty challenge to the next, assuming they survive. And if they do, you can bet they won't be in the right mood to appreciate the prequel movies.
Poor poor EU, subject to retcons at a moment's notice.
TSR Previews: Generic stuff is very much on top this month. The world builders guidebook and Wizards spell compendium are more useful tools to help speed your game along, and keep you from flipping through dozens of books to find the crunch and advice you need. Gates of Firestorm Peak is the first adventure to use the Players Option books. Now you can face enemies as tweaked and twinked as you are. For fairly high level players, obviously.
Dragonlance continues to be temporarily invigorated. Heroes of Steel is the first sourcebook for the 5th age game. Stuff for both DM and players, they obviously want to try hard to retain people beyond the corebook. Having got rid of the gods, they bring them back again pretty quickly, in Dragons of Summer flame. Takhisis is back, and as usual, she has evil plans. And they follow up on them straight away, in The Doom Brigade. Margaret Weis leaves her long term writing partner, and teams up with actual husband Don Perrin instead. The Chaos war continues to do a number on the setting you love.
The Realms sends you back in time to Netheril again, this time in game as well as fiction. See a time before the gods put the level 40 cap on humanity in the realms, and their other attempts to emulate the changes between 1st and 2nd ed. Netheril: Empire of Magic is the sourcebook, and Dangerous Games is part two of the novel trilogy. It's like Blackmoor all over again. It'll all end in tears and you know it.
Planescape fills in the astral plane. Another case where we say about time. When are you going to get round to the ethereal and inner planes? The really alien and hostile universes are the most fun to read about.
And our evil overmistress :Wolves howl, thunder rumbles: makes yet another attempt to fill her personal coffers at the expense of the company. Buck Rogers: A life in the future by Martin Caldin. Another book, another continuity from the last two attempts. Let this one die just like the rest.
The current Clack: Last month was filled with info from Origins. Now this one is even more jam packed with Gen Con goodies. Celebrity guests! Big new releases timed to coincide with the fair! A monty python & the holy grail TCG!!?!! Oh man, that's brilliant. I hope it's as snarkily deconstructive of it's source material as the film was. Hogshead are rereleasing Warhammer FRPG and WotC are once again making waves in terms of products and convention space, at this point actually outdoing TSR in attendance. Ok, that's the biggest pointer yet that TSR aren't the healthy market leaders they used to be, even if they try and put a joking spin on it. We really can't be far away from the buyout if that's the case. Very very interesting.
Yup, as usual for october, this is a pretty good issue overall. There's lots of good, highly usable articles, and the bad ones are mostly flawed in interesting ways, keeping me from getting bored and making me want to read onwards. It does seem like the magazine is finally getting better again overall, partly because we are getting some very specific ideas, some of which disagree with other ones. So it seems I get to move on feeling quite cheerful for a change. Calm before the storm and all that.
part 8/8
Role-playing reviews: The Night Below is of course TSR's latest epic adventure path, designed to take you all the way from levels 1-10 (which then puts you into a perfect position to face Dragon Mountain immediately afterwards

Undermountain, the lost level, on the other hand, just seems like a self-consciously old skool dungeon crawl, a bunch of amusing ways to die strung together without any particular plot or climax. If you've played the tomb of horrors several times and know how to get through it without dying, this might scratch your itch for a bit, but don't expect it to change the world.
Blades is an adventure anthology for Earthdawn. This gets 6 pips, managing to combine making the adventures self-contained, yet able to combine into a bigger whole. Both the writers and editors are on the ball here, which means they can mix up settings, and work a moral message in at the end without being heavy-handed. That seems worth praising.
Super tuesday is for Shadowrun, and sets things in the shadow of the presidential elections. Dunkelzahn for president!

Classic adventures volume three is a reprint of Star Wars' old scenarios. Okay, they're only what, 6-7 years old, but that still feels like a long time to Rick, and there has been an edition change in the meantime. And they are pretty fun, taking you from Tatooine to deep space. Strap on your lightsabers, and get ready to play.
The Kathol Rift contrasts dramatically with the lighthearted old stories with it's decidedly grimdark tone. Players will face substantial environmental hazards and struggle from one gritty challenge to the next, assuming they survive. And if they do, you can bet they won't be in the right mood to appreciate the prequel movies.

TSR Previews: Generic stuff is very much on top this month. The world builders guidebook and Wizards spell compendium are more useful tools to help speed your game along, and keep you from flipping through dozens of books to find the crunch and advice you need. Gates of Firestorm Peak is the first adventure to use the Players Option books. Now you can face enemies as tweaked and twinked as you are. For fairly high level players, obviously.
Dragonlance continues to be temporarily invigorated. Heroes of Steel is the first sourcebook for the 5th age game. Stuff for both DM and players, they obviously want to try hard to retain people beyond the corebook. Having got rid of the gods, they bring them back again pretty quickly, in Dragons of Summer flame. Takhisis is back, and as usual, she has evil plans. And they follow up on them straight away, in The Doom Brigade. Margaret Weis leaves her long term writing partner, and teams up with actual husband Don Perrin instead. The Chaos war continues to do a number on the setting you love.
The Realms sends you back in time to Netheril again, this time in game as well as fiction. See a time before the gods put the level 40 cap on humanity in the realms, and their other attempts to emulate the changes between 1st and 2nd ed. Netheril: Empire of Magic is the sourcebook, and Dangerous Games is part two of the novel trilogy. It's like Blackmoor all over again. It'll all end in tears and you know it.
Planescape fills in the astral plane. Another case where we say about time. When are you going to get round to the ethereal and inner planes? The really alien and hostile universes are the most fun to read about.
And our evil overmistress :Wolves howl, thunder rumbles: makes yet another attempt to fill her personal coffers at the expense of the company. Buck Rogers: A life in the future by Martin Caldin. Another book, another continuity from the last two attempts. Let this one die just like the rest.
The current Clack: Last month was filled with info from Origins. Now this one is even more jam packed with Gen Con goodies. Celebrity guests! Big new releases timed to coincide with the fair! A monty python & the holy grail TCG!!?!! Oh man, that's brilliant. I hope it's as snarkily deconstructive of it's source material as the film was. Hogshead are rereleasing Warhammer FRPG and WotC are once again making waves in terms of products and convention space, at this point actually outdoing TSR in attendance. Ok, that's the biggest pointer yet that TSR aren't the healthy market leaders they used to be, even if they try and put a joking spin on it. We really can't be far away from the buyout if that's the case. Very very interesting.
Yup, as usual for october, this is a pretty good issue overall. There's lots of good, highly usable articles, and the bad ones are mostly flawed in interesting ways, keeping me from getting bored and making me want to read onwards. It does seem like the magazine is finally getting better again overall, partly because we are getting some very specific ideas, some of which disagree with other ones. So it seems I get to move on feeling quite cheerful for a change. Calm before the storm and all that.