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Dragon Magazine Issue 267: January 2000


part 5/7


Bazaar of the Bizarre: Yet again they prove that the writers are chasing each other's tails these days. Magical eyes? Issue 240, just over 2 years ago. Ok, most of these are worn ones, rather than actual physical replacements, but it is once again a demonstration that they are willing to return to topics much more quickly. I do not find myself optimistic.

Cats eyes give you night vision and deal with detection attempts. Very useful for a cat burglar, obviously.

The Circlet of the Bat gives you sonar. This obviously has different nuances from regular and infravision, but lets you see in the dark quite handily. Have fun reading up on the things you can perceive with it.

Evil Eyes are made by hags and let you curse people. Been there, done that, got the t-shirt, as is the case far too often these days.

Eyes of Spying are little winged things that you see through and send exploring. The kind of thing you squash with great brutality if you see it flitting around, for that never bodes well.

Talisman Eyes ward off evil spirits and curses. You should never create a problem without figuring out a defence for yourself if someone else tries it on you. Superstition is entirely reasonable in a fantasy world.

Eyed Rings let the wearer see through them, essentially acting as a periscope. Now you can get that rat in the wall. Tee hee.

Eyes of Fury glow red and turn you into a berserker. This is obviously a mixed blessing, as with any fury based power. Watch you don't hurt your buds.

Eyes of Glaring make you really intimidating. A fairly nebulous benefit, but not a bad one. You can often use a little social edge, and D&D doesn't give you that too often.

Eyes of Infravision give you exactly that. A power that is getting a little overcommon. I guess the demihumans in the party are a constant reminder to people they're missing out on something cool. Funny to think we're not far off from getting rid of infravision altogether.

Eyes of Soulgazing let you know someone's alignment and important personality traits at a glance. Should save a few minutes conversation.

Hypnotic Eyes trance and suggestion you, as you would expect. Again, ssssoooo overdone. Make it a core product next time.

Ioun Eyes are an ioun stone that grants 360 degree vision from it's orbit around your head. Now that is pretty handy, especially as it's also up and down and semimobile. Motion sickness from the constant orbiting might be a problem though.

Lenses of Light Shielding are a third way of allowing darkdwelling things to come above ground, after the parasol and shades. It's so valuable, everyone's copying it! Next.

Lenses of Second Sight let you see fae creatures and occasional visions of the future. This will probably bring up more adventures than it prevents. Just remember, they'll still prank you if they know you can see them.


The ecology of the carrion crawler: Shandrilla and Javorik get to face another oogie dungeon denizen in quick succession. At least this one isn't amorphous. Hell, they aren't even able to inflict damage on a combat timescale. But it still has quite substantial screwage capabilities. Still, since they are brainless, you'd think a group of PC's would be able to outsmart them and use them to their advantage. And they do, just about. But, really, a thief and an illusionist ought to be up in the city, swindling money from noblemen and engaging in acts of swashbuckling derring-do, not down in the dungeon where more than half the enemies are immune to their powers. Still, as usual, Johnathan has put his research in, figuring out how to use real world details to fill out a decidedly alien creature. He's still more than pulling his weight around here.


The new adventures of Volo: Wyrms of the North may have ended, but Volo is inexplicably still popular enough to get a new regular column. So you'll have to get used to being called gentles, and having Elminster thumb his nose at him behind his back. Ed takes great pleasure in playing up how intolerable the little twat is, and how inaccurate his reports may well be. (all the better for you to change them, my dear) Well, it keeps them entertaining as reading, even if you don't plan to use this stuff.

We kick off with a whistlestop tour of the various elven kingdoms of the Realms. Many of them are rather hostile to humans, (or at least to Volos :p ) but most have some interesting stuff to eat, drink, buy, or wear. A surprising number of them are aquatic, once again demonstrating the breadth and depth of Ed's worldbuilding, and that there's still areas of Toril as yet uncovered by sourcebooks. It also shows up the differences between various elven cultures, with their levels of isolationism and technology varying quite a bit. He took in the monoculture lesson and made plans to fix it long ago.

Along with that, it seems his appetite for creating new spells is also undiminished. Spellshine lets you detect spells created by a particular individual, allowing you to perform more refined magical detective work. Since so many elves are spellcasters, the uses of that in their society is pretty obvious. So Ed is once again producing work with both a greater sense of fun than other writers, and stuff that would logically turn up in a magic-heavy world where people keep refining their knowledge of how to use it and counter other people's uses. I'd like to be sick of him by now, but he keeps winning me back. Amazing, isn't it.
 

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Dragon Magazine Issue 267: January 2000


part 6/7


Dungeon Mastery comes to an end, it's scattershot advice having been eclipsed by Dungeoncraft's sustained continuity heavy planning over the past year. We finish up with some advice on different kinds of rewards you can give your players beyond yet more gold and magical items. A topic I'm pretty sure we've had before. Yup, not that long ago in issue 217. And looking at them, this one comes off substantially inferior, as it's shorter, has fewer ideas for various kinds of rewards, and doesn't have the nanofiction and random tables adding flavour and increasing it's ease of use like the previous one. Even the illustrations are inferior, although there's more of them. So this definitely falls into the category of redundant rehash, which is never a good note to end a column on. I suppose that's a good reason for the cancellation though. After all, if you end on a high note, people will complain and want it back. And then you'll have to think of some more ideas to fill things up. So this is very unsatisfying. Oh well, they've already started a couple of new columns this issue, I guess someone had to end up on the chopping block. :(


Eye in the sky: Spy Satellites are controlling your mind! Get the tinfoil hats out now! You know, that doesn't actually seem too dated. Of course we know now that the government doesn't need spy satellites to access all your data. They just lean on the mobile phone companies to give them backdoor access to their servers and record all your texts and calls with no trouble save the tedious legal challenges when they forget about the paperwork. Who needs conspiracy theories when we have pretty well confirmed conspiracy facts like that. Your only real defence is that while the amount of electronic data flowing through the air has increased by orders of magnitude, the number of people to sift through and interpret it hasn't. But anyway, this is a fun little Alternity article letting you know just what they can and can't do at this point in time, and what they could do if you were running a modern day conspiracy campaign. It's pretty much system free, so it could be applied to other games such as Conspiracy X or the World of Darkness without too much trouble, and has some nicely quirky adventure hooks. It's a string to your bow that's quite useful, especially as it's not easy to get the resources to affect the satellites directly, which gives the players something to work towards.


Dungeoncraft: More advice on how to create interesting challenges for the players here, presented in an easy to digest format. And here, he once again gives advice that i strongly approve of. Make challenges that have multiple solutions. Reward them for their success. Pace your challenges, with a mix of big and little ones. Tailor your challenges to the magic they have, and don't cockblock them when they use it creatively. In fact, you should place challenges for which their spells are essential. This of course involves knowing what your PC's stats are, but what DM would be dumb enough to not keep track of that. ;) Work with the system, not against it. Absolutely no complaints here, either with the format or the message. Carry on then.
 

Dragon Magazine Issue 267: January 2000


part 7/7


Sage advice: Can you use Tenser's destructive resonance to explode a dagger in a bott(ho)le full of glass shards and make a bomb. How much would it hurt (No. Just no. Skip disapproves of this kind of creativity, as you should know by now. )

What happens if multiple kender play tag team taunt on a battlerager. (they get chopped up into little pieces, one by one. Good riddance. )

Can Restoration restore damage to any ability score (yes)

The values of Gems required for spells often don't synch up with the actual value ranges for that gem type in the treasure table. ( Oh, how inconvenient. Frankly, Skip's amazed you're playing the rules that closely as written. Figure out a workaround. No-one ever said being a wizard was going to be easy. )

How easy is it to wake someone under the influence of a Nap spell (Fairly. A bit of violence should do the trick.)

Does loremasters arcane lore replace bards standard lore. Do spells still go mad if you fail your check (yes and no. It's meant to be an improvement.)

How does truthear work. (If they diliberately say an untruth, you know it. Lies of ommission work just fine. )

How does the healing proficiency interact with natural healing (they stack. Woo. Just you wait until you see what next edition does with healing. You're gonna be happy.)

What do you mean by needing both healing and herbalism to treat swallowed or touched poisons (I think this falls under plain english, do you speak it mutha:):):):)a. Skip suggests you increase your basic reading comprehension. Yes, that does mean you'll need to spend most of your proficiency slots if you want to be a doctor. )

How much does contact cost for creatures above 20 HD. (Basic extrapolation. Is that so hard? Skip thinks Skip'll cap you, just to set an example and make sure skip doesn't keep getting stupid questions. )

Is there a limit to the number of languages a druid can speak (Not really. Useful trick, that. )

Can you dispel a clone (not once it's fully grown.)

What's the difference between a mace and a morningstar. (The spikes. Pretty big difference actually.)

How long does a changestaff last. (Until destroyed. They're a selfkeyed magic item.)

How do you refuel a steam mechanical. (Lotsa gems.)

Do backstabs interact with critical hits. (Add multiples, not multiply them out. It keeps things from getting out of hand too quickly. Skip will lobby to make that standard next edition. )

The stats for familiars are different for the same animal as monsters. Which do I use. (The PHB one. We said familiars are different from normal animals. Didn't you ever wonder how. Well, the answer is staring you right in the face. )


KotDT fix their colour scheme. But unfortunately, they can't fix their bad party dynamics or metagaming. Dragonmirth falls afoul of 'elf & safety. Shop keep are still full of christmas cheer and spirit.


Coming attractions: Finally, they get rid of the TSR part in a way that sticks. As the new edition approaches, they finally start to phase out that name entirely. About time, really. But anyway. AD&D continues to sell planar stuff under the generic banner courtesy of Chris Pramas in the hopes it'll boost sales. Vortex of madness & other planar perils. A third bunch of miscellaneous adventures. 4 if you count the 1E one. All around the watchtower, strange worlds revolve.

The Realms does what Dragonlance did a little while ago. Drizzt's first trilogy gets an updated omnibus edition. Just make it available online, so you don't have to worry about stuff going OOP ever again.

Dragonlance gets Dalamar the Dark. Another prequel, as this takes us back to when he was just trying to become a wizard. See him choose the path of evil for the first time. Dear oh dear. Oh well, we wouldn't have got the Wizards Three without him.

Alternity gets a double bill. StarDrive gets a System guide to Ageis, a more zoomed in setting book, while Dark Matter gets The Killing Jar, their first adventure. Quite possibly their only adventure at this rate.

Marvel Super Heroes uses a terrible pun for their title. Spider-man: Mysterio's Ways. A one-on-one adventure book (haven't had one of those for ages) that you don't need a GM for. Interesting experiment. Wonder how it'll do.


What's new has a whole selection of familiar looking monsters, plus some cross-promotion.


The generic material is pretty hit and miss here, but the Forgotten Realms stuff is really rather good, showing that the line continues to grow and rejuvenate itself while the other worlds gradually whither away. Strange how that's worked out. Meanwhile, the preparations for the edition change continue to pick up momentum, taking up a little more of the issue, while the number of general products drops as they gear up, making the magazine a more significant part of the company's output. Interesting times, at least when they're not rehashing overdone topics. Lets hope their editors pick only the best articles from their backlog for the last half a dozen issues.
 



Dragon Magazine Issue 268: February 2000


part 1/7


132 pages. Ok, we've had some bad covers in our time, but I think this one wins the awards for most unintentionally hilarious, and worst compositing. The little girl in particular looks completely out of place in her supposed environment. And that skull looks like an enlarged miniature, if that makes any sense. It's all very mockable. But anyway, they shift up another gear in their edition change preparations. For the next few months, all their issues are bumper sized, as they still have plenty of 2e material that they want to get out. It's time for bargain sales, special offers, and general clearance behaviour so when the next edition hits, it'll be a clean slate. I'll wager they're not accepting freelancer submissions anymore either. So we'll have to see what's getting released, and what winds up on the cutting room floor.


Scan Quality: Excellent, no index.


In this issue:


The wyrms turn: This month's editorial is on the subject of keeping the same campaign world, but trading DM's regularly. It's an excellent way to avoid burnout, and keep things fresh as long as you make sure the DM doesn't favouritise their own character while they're running. This is one that I've done personally, and I can attest to it's effectiveness, with the campaign in question lasting about 8 years with various personnel changes. Obviously it works best in episodic games, where you won't always be facing the same adversaries and plot, and PC's don't always stick together, and you do have to make a little extra effort with continuity. But like the related idea of sharing GM duties out, having the moderator and the guy running the adversaries, or having a guest star playing the villain, it takes a lot of the pressure off the role that otherwise requires the most work by far. This deserves to get a full article, not be squeezed into the editorial where many people'll skip over it. Do eeeet!


D-Mail: We start off with a letter worried about Greyhawk not getting as much coverage in the next edition. Well, see, if they're being taken over by the RPGA, then Polyhedron would be the sensible place to look. We still want to get readership up on that so we don't have to kill it off.

We follow up with one praising their recent Ravenloft articles and asking for more. It's safe to say you'll see at least one every year, and probably a whole lot more. For all that they're trying to cut down on settings, horror is such a big market they can't ignore it.

Next we have one asking for some less fighty spaceships for Alternity. Sorry, they're trying to concentrate on the shiny stuff. It's not like AD&D, where they're running out of new ideas, so they're filling in the boring setting stuff just because they need to write something.

Some questions about the Earthstokers article that settles one rules confusion, but not all of them. Still needs another editing pass.

A question about the 3e AC system from someone who's cautiously positive. Don't worry about it. After a few sessions, it'll feel pretty intuitive.

A request for moar guns! Unlike the civvie spaceships, I think it's safe to say they see the money in providing that.

A request for more Alternity articles in general. Ok. For the moment, anyway.

One I was very much expecting. Someone saying the new designs for the 3e characters are impractical and favor style over utility. You'd be surprised what can be practical and still look good if designed right. Course, that still requires pretty competent designers, and at least moderate amounts of technology.

Praise for the return of What's New. I don't think you'll see many disagreeing with that.

And finally, a pop culture reference correction. Even a simple internet search would solve this problem before it even began. You do have those now, you know. I don't know.


Piffany reveals she's not as stupid and innocent as she acts in Nodwick. Like most character development around here, we shall never speak of this again.
 

One I was very much expecting. Someone saying the new designs for the 3e characters are impractical and favor style over utility. You'd be surprised what can be practical and still look good if designed right.

I'll never forgive the designers of 3E for not only depicting the characters having spikes on their armor, but actually making it part of the rules. Practical? hardly...

Oh, and congrats on keeping this thread going for so long and pretty much uninterrupted. Unfortunately, your counterpart doing the same thing for Dungeon gave up on it over a year ago... pity.
 

I'll never forgive the designers of 3E for not only depicting the characters having spikes on their armor, but actually making it part of the rules. Practical? hardly...
I bemoan the fact that D&D has never had a really good set of grappling rules that stuck. If they did, we might have more monsters which used them, which would make spiky armor genuinely useful.

Oh, and congrats on keeping this thread going for so long and pretty much uninterrupted. Unfortunately, your counterpart doing the same thing for Dungeon gave up on it over a year ago... pity.
It does bemuse me a little that I've had more missed days due to website issues than personal ones. Chalk it down to knowing how to pace myself, and making sure I'm backed up on multiple levels.
 

Dragon Magazine Issue 268: February 2000


part 2/7


Forum: Nikki Johnson finds IRC is a far better medium to actually roleplay than MUDs. The more mechanics there are for XP and other rewards to happen independently of a DM, the less people will give a :):):):) about getting into a character and talking for the pleasure of it.

Jack Pinckert finds computers are really speeding up his play experience, especially now there are so many D&D products on CD. rules are available at a touch of a button, far less tedious page flipping. Assuming you know what you're looking for, anyway.

John C. Campbell thinks the magic system had better get a revamp in 3e, and the artwork had better not continue it's downward slide from the revised corebooks. Well, I suppose that depends if you like belts or not. :p

Steve Rees is very much in favor of using minis, and also building terrain for them to adventure upon. He's built tons of stuff, and had great fun using it. More power to him.

Jeff Myrom also likes using minis, but not as much. They should be an aid for positioning, not a substitute for imagination. Spending hours on painting one could be better used for coming up with new scenarios.

Andrew Branstad is pleased by what he's seen of the changes to 3e so far. If the rest lives up to this, it'll be a huge improvement in his opinion. Yay! Happy customers!

Brian Libby wants a more MA based campaign, and wonders how to implement that. There's so many books, how am I to know which ones to pick? Roll on the reboot.

Patrick Curtin gets the special privilege of a sidebar all to himself, being the premier reader's response. He thinks it's important to give characters something to fight for beyond just money and fame, particularly if they're good. They really ought to be actually helping people to justify that.


Up on a soapbox: Gary continues to tackle the thorny question of how we label ourselves. We've been labelled in unflattering terms, and then taken steps to appropriate and recontextualise them. What's particularly amusing is when you simultaneously have some people within the subculture using these terms as terms of insult because they look down on them because they don't consider their particular interests as cool, while others are using it as an ironic term of endearment. The parallels with racism and religious discrimination are obvious, and show humanity's ability to subdivide to ridiculous degrees and create reasons for conflict. It's all pretty amusingly pointless, really, especially when there are more pressing concerns in the world everyone has to deal with. Why can't we all learn to get along, and just ignore each other where our interests don't intersect. But we still all agree pedophiles are bad, right? I'd hate to find that fashion suddenly changed when I wasn't paying attention and the ancient greek approach had become popular again. So anyway, this continues to be entertaining and thought-provoking, and appears to have a larger plan that'll lead somewhere interesting. Like Dungeoncraft, this definitely has the potential to stick around for a good few years without getting tiresome.


ProFiles: Bruce Cordell. Now there's a name that has yet to go on to produce their greatest work, as he would later go on to become the grand master of psionics in 3rd edition. Not that he hasn't been busy, producing stuff like the Illithiad, Killing Jar, two of our recent Return to adventures, and, unfortunately, Die, Vecna Die! :spits: He's another of our scientific types, applying logical principles to decidedly nonlogical ends, such as wrestling, and having fun in general. They also change the format this issue, adding a bunch of quickfire questions to the prose, which is definitely the kind of thing which helps you get into the minds of the interviewee. Plus it's easier to make smartass comments in and about that format. I approve.


Wizards live: Promotion time again! Only this time you can be personally involved. They're setting up a whole bunch of chatrooms and scheduled online events where you can talk to the game designers personally. The wonderful connecting power of the internet, everybody! Well, it's definitely an area where WotC always was, and still is a huge improvement over TSR. And embracing new technologies and making it possible to get to know the writers personally is pretty cool. It has been pretty interesting to be able to talk to some of the original writers over the course of this thread. So this is a topic that is worth mentioning, and doesn't overstay it's welcome. Now gitchore asses over there and get flaming! Make them work to earn their keep!
 

Dragon Magazine Issue 268: February 2000


part 3/7


Countdown to 3rd edition. 6 months to go: Now, while Wizards do get some changes in 3e, they aren't on the same magnitude as Clerics. 0th level spells make them less problematic at low level, and schools are no longer arranged in an opposition diagram that I found thoroughly counterintuitive. (why would the two main combat schools be opposed? Or conjuration and divination, which are very thematically complimentary. ) The interesting changes - counterspelling, familiars and metamagic, are less significant. Familiars are still regularly ignored, and in later games, substituted for some other power, and I have never seen counterspelling come up in any game I played. Only metamagic feats really caught the public imagination, with tons of variant ones appearing in various splatbooks, and contributing to making all spellcasting classes more twinkable. So while they remain one of the most powerful classes overall, and lack the weaknesses they had at low level before, they haven't been as radically upgraded as clerics and druids. Still quite capable of stealing other people's niches though.


Ill gotten gains: The last time we got a full article on taxation was issue 95, where Arthur Collins had quite an amusing take on how adventurers and taxation relate to one-another, with others in issue 36 and 74. So this is one final visit to that bit of old skool realism before the edition change. Adventurers shouldn't simply be able to accumulate wealth unimpeded. There ought to be plenty of people trying to remove their money from them by means legitimate and devious when they get back to civilisation, and cool things for them to spend it on. Some might even turn a profit if you invest properly and don't get swindled. This falls into the useful but dry category, especially when compared to the more playful writings of over a decade ago. This really is an area where a more playful and less verbose style of writing would help the medicine go down.


What do you know?: What is the default character capable of, without spending any points on knowledge of an area? Now that's an interesting question, and one that can vary hugely from system to system based on how granular the skill lists are, and how many points you get to spend. In D&D, that means you probably need reasonable general competence that isn't covered by your proficiencies. Which is exactly what this article is about, mostly collecting stuff from obscure parts of the corebook and various supplements which describe what the odds of success an untrained person has at various basic tasks. Which is a strange little topic for an article, but not one they've done before, and one which could come in handy if you have the magazine to hand, but not a ton of books, and need to settle a rules dispute. So this might actually be worthwhile, particularly if you have it indexed on your computer. It's certainly informative as a way of testing how your default game assumptions measure up to the Rules As Written. That's interesting from an anthropological point of view.


The Armory Annex: Some more weapons? Oh, do go on. We always need a little something to keep wizards from pulling so far ahead that they're out of sight. Unfortunately, the problem here is that there just aren't as many viable weapon shapes as there are spells, so it's a lot harder to keep from repeating yourself. And indeed, I can definitely pinpoint nearly half of these as appearing in various 2e sourcebooks, and wouldn't be surprised if I'd missed more, given just how vast 2e is. So this another case where they're simply running out of ideas that haven't been used before. Sorry, but this isn't particularly great use of their remaining time.


Before the Bow: And they continue in the same vein with some more missile weapons, which again are mostly collected from existing sourcebooks. So this is something of a look back, compiling and maybe updating the info from a whole bunch of sources. That's not totally without value after all, especially when some of these are from 1e, and never appeared in 2e before. Seems like the kind of thing which deserves it's own book though, a best of 2e sourcebooks, just collecting all the useful crunch that's reasonably generic, and leaving out all the setting stuff. After all, the magazine still isn't really enjoying the sales it used too, and the monthly format makes the insights it delivers feel more transient than if they were in an actual book. Seeing a retrospective that is itself rather dated now feels doubly dated. Not the best use of their extra space.


Secret of the brotherhood of true flame: Oooh, an Al-Qadim article. The brotherhood of the true flame were one of the big villains of the setting, and were responsible for more than a few devious plots in the published adventures. So this could be quite cool. Unfortunately, it turns out to be setting light, and mainly just another collection of magical items and spells you could really use anywhere. Another case of their current editorial policy causing them to fill an already over-saturated niche further. Many of them are fire based too, which is already a disproportionately popular topic for books and articles. And on further examination, this collection tends towards the underpowered compared to similar spells of the same level. (which I now have a lot to reference. ) So again, this isn't really adding much to my options, any more than another angsty Drow rebel would. Less filler please.
 

Into the Woods

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