(un)reason
Legend
Dragon Magazine Issue 208: August 1994
part 1/6
132 pages. The wolves howl and the cold wind blows in a cover which is completely contradictory to the actual season of this issue. Also advertised on the cover is coverage of their dead campaign world, and brand new CCG. It's all a bit contentious. Still, that means they're challenging their audience. Whether the audience will accept the challenge is another matter altogether. Maybe there is some reward at the end. It may be madness, but I've just got to see.
In this issue:
Letters: Another round of the submission guidelines thang. It never goes out of fashion. This proves two things. The magazine is still getting new readers. And people just don't pay attention, do they. Man, this stuff gets repetitive.
Not repetitive, on the other hand, is a letter by someone who turned a potentially tedious wander around into an opportunity. It's amazing what you can turn into a useful tool if you keep your eyes open and do a little macguyvering.
And finally, we have a complaint from someone who can't find call of cthulhu stuff near them. And as before, this is solved by giving their address and telling the writer to order direct. I can't wait for internet shopping to take off so this ceases to be a concern.
Editorial: Dale tries to promote roleplaying over rollplaying again, by giving you a little assistance in building their personality. Who, what, when, where, why and how? Simple one word questions, that can have very complicated answers indeed. When building a character, it's important to do so from several angles, otherwise what appears solid and 3-dimensional at first can turn out to be just a cardboard cutout. But at the same time, overcomplicating things can result in a whole load of wasted effort. My tendency is to go for a little too much, but the more I have to do, the less chance I get to indulge that desire. As is often the case with Dale, this is more an extra article than any commentary on current events. He's really racking them up despite not actually doing official articles himself. I also wonder just how much he actually adds and takes away from articles on a regular basis. Being an editor gives you a lot of behind the scenes power, different ones will use it to different extents, and probably only another experienced editor could tell the difference from reading a completed publication. So this isn't bad at all, and has also been fairly thought-provoking in general.
Jyhad, aka the Vampire TCG. Everyone's getting in on the act. But some will have more success than others. And it's not always the ones you'd expect.
First Quest: Ah yes, James Lowder. One of the people who's become a regular contributor to this thread in the last year or so. He seems noticeably less zany than some of our other writers, but that just meant his early adventures wound up with him as the straight guy, getting screwed over and rapidly dying while the more experienced players laughed. It's a hard knock life, for us. Still, once again, it makes for a fairly entertaining story that a lot of readers will be able to identify with. To truly hook people on something, you need intermittent reward, and combining sadistic teasing with the fun bits fits that bill disturbingly well. So this is a study in social dynamics, and how they (don't) change as we grow up. People manufacture drama because without it, they would be bored, and in the process, drag everyone else in. And some people need a lot more drama in their lives than others. Stay away from people who need more drama than you can take. Even if they don't mean to hurt you, it'll just fill your life with annoyance.
Right from the start. Ooh, an article by Eric Noah, the founder of ENWorld. Like Sandy's contributing over the last year, that's a definite turnup for the books. Following straight on from First Quest is another slant on introductory info. You can just throw them into the dungeon and make up a world as you go along, but this gets old after a couple of times. If you know your players, know what they want, and engage in the worldbuilding and character generation process simultaneously, you can tailor them to each other, making your life easier, and your players happier. Makes sense to me. A whole bunch of highly specific steps, with examples, makes this a pretty easy one to implement too. It's all pretty likeable. He evidently knows how to work with people and get good results out of them. Seems appropriate really. Keeping a whole bunch of moderators on the same page and not abusing their powers would require much the same skillset.
part 1/6
132 pages. The wolves howl and the cold wind blows in a cover which is completely contradictory to the actual season of this issue. Also advertised on the cover is coverage of their dead campaign world, and brand new CCG. It's all a bit contentious. Still, that means they're challenging their audience. Whether the audience will accept the challenge is another matter altogether. Maybe there is some reward at the end. It may be madness, but I've just got to see.
In this issue:
Letters: Another round of the submission guidelines thang. It never goes out of fashion. This proves two things. The magazine is still getting new readers. And people just don't pay attention, do they. Man, this stuff gets repetitive.
Not repetitive, on the other hand, is a letter by someone who turned a potentially tedious wander around into an opportunity. It's amazing what you can turn into a useful tool if you keep your eyes open and do a little macguyvering.
And finally, we have a complaint from someone who can't find call of cthulhu stuff near them. And as before, this is solved by giving their address and telling the writer to order direct. I can't wait for internet shopping to take off so this ceases to be a concern.
Editorial: Dale tries to promote roleplaying over rollplaying again, by giving you a little assistance in building their personality. Who, what, when, where, why and how? Simple one word questions, that can have very complicated answers indeed. When building a character, it's important to do so from several angles, otherwise what appears solid and 3-dimensional at first can turn out to be just a cardboard cutout. But at the same time, overcomplicating things can result in a whole load of wasted effort. My tendency is to go for a little too much, but the more I have to do, the less chance I get to indulge that desire. As is often the case with Dale, this is more an extra article than any commentary on current events. He's really racking them up despite not actually doing official articles himself. I also wonder just how much he actually adds and takes away from articles on a regular basis. Being an editor gives you a lot of behind the scenes power, different ones will use it to different extents, and probably only another experienced editor could tell the difference from reading a completed publication. So this isn't bad at all, and has also been fairly thought-provoking in general.
Jyhad, aka the Vampire TCG. Everyone's getting in on the act. But some will have more success than others. And it's not always the ones you'd expect.
First Quest: Ah yes, James Lowder. One of the people who's become a regular contributor to this thread in the last year or so. He seems noticeably less zany than some of our other writers, but that just meant his early adventures wound up with him as the straight guy, getting screwed over and rapidly dying while the more experienced players laughed. It's a hard knock life, for us. Still, once again, it makes for a fairly entertaining story that a lot of readers will be able to identify with. To truly hook people on something, you need intermittent reward, and combining sadistic teasing with the fun bits fits that bill disturbingly well. So this is a study in social dynamics, and how they (don't) change as we grow up. People manufacture drama because without it, they would be bored, and in the process, drag everyone else in. And some people need a lot more drama in their lives than others. Stay away from people who need more drama than you can take. Even if they don't mean to hurt you, it'll just fill your life with annoyance.
Right from the start. Ooh, an article by Eric Noah, the founder of ENWorld. Like Sandy's contributing over the last year, that's a definite turnup for the books. Following straight on from First Quest is another slant on introductory info. You can just throw them into the dungeon and make up a world as you go along, but this gets old after a couple of times. If you know your players, know what they want, and engage in the worldbuilding and character generation process simultaneously, you can tailor them to each other, making your life easier, and your players happier. Makes sense to me. A whole bunch of highly specific steps, with examples, makes this a pretty easy one to implement too. It's all pretty likeable. He evidently knows how to work with people and get good results out of them. Seems appropriate really. Keeping a whole bunch of moderators on the same page and not abusing their powers would require much the same skillset.