(un)reason
Legend
Dragon Magazine Issue 216: April 1995
part 1/8
124 pages. Things get meta straight away, as the editor's hands intrude on the cover. That little goblin thing may well take a bite out of them if he tries to correct it. If that breaks your suspension of disbelief, I suspect this issue is Not For You. They're trying new forms of wackyness too, with a wacky review and wacky planescape article. Man, there's no shortage of silliness still. Are you filking ready?! I don't think you're ready for Weird Al Yankovic's belly. Hoo Ha!
In this issue:
Letters: Once again, we give it to the floor. Passing up ridiculous letters, enough for evermore. You won't be snoring or finding it boring although their stupidity might be appalling. Their twinky ideas can be quite egregious, you'll place your head in your palm and mutter Jesus. They make assumptions from poor perceptions, and don't realise they'll get a risible reception. And when they try to be nefarious, you can bet we'll find it hilarious. Just don't try to compete with Drizzt, for every fanboy knows he's the shiznit. And I think that's enough horrible near-rhymes for the sake of humour from me for one year.
Editorial covers women in gaming again. This is the 4th or so time. Since the magazine has been around 19 years, you can't exactly call that overkill. And they are definitely making headway. If you look at the staff listing in the contents, slightly more than half of them are female, although the men are still hogging the top positions, so it's a bit of a mixed message. But it's still a massive improvement from 1979, when Jean Wells was the first and only woman on the TSR staff. The same can be said of general media, where there is also a decent amount of women being portrayed at least half-decently in prominent roles. Course, you can't expect them to like exactly the same stuff men do, and this road will eventually lead to them splitting away from the geek's categorisation and creating the currently massive Paranormal Romance genre, to much amusing nerdrage. Just as MMORPGs have substantial tabletop ancestry, but have now eclipsed us commercially by orders of magnitude and become very much their own thing, if you suddenly appeal to a different demographic, they won't play by your rules, but make their own. Which is why a broad definition of what roleplaying is is a good idea, otherwise you're setting yourself up for obsolescence. Learn from others, but find your own voice as well. And don't take crap from anyone. Lessons everyone should learn, regardless of sex, race or creed. And now off the soapbox for me.
First quest: William W. Connors may be a fairly recent arrival to the TSR stable, but he's already done pretty well for himself, with Masque of the Red Death exceeding their commercial expectations by quite a bit. His story begins with a game of Starships & Spacemen that went on for 16 hours, and was fun all the way through. The kind of game that pretty much deserves to be called legendary, more than half the participants have gone on to be game writers. Sounds like seeing the sex pistols in '76 or owning the velvet underground albums in the 60's. Another one that shows that you really can't start off with mature exploration of character if you want to grow the hobby. Little kids are drawn in by strange landscapes and blowing stuff up. It's only later that they wind up writing toned down, atmosphere heavy games which emphasise roleplaying over combat.
part 1/8
124 pages. Things get meta straight away, as the editor's hands intrude on the cover. That little goblin thing may well take a bite out of them if he tries to correct it. If that breaks your suspension of disbelief, I suspect this issue is Not For You. They're trying new forms of wackyness too, with a wacky review and wacky planescape article. Man, there's no shortage of silliness still. Are you filking ready?! I don't think you're ready for Weird Al Yankovic's belly. Hoo Ha!
In this issue:
Letters: Once again, we give it to the floor. Passing up ridiculous letters, enough for evermore. You won't be snoring or finding it boring although their stupidity might be appalling. Their twinky ideas can be quite egregious, you'll place your head in your palm and mutter Jesus. They make assumptions from poor perceptions, and don't realise they'll get a risible reception. And when they try to be nefarious, you can bet we'll find it hilarious. Just don't try to compete with Drizzt, for every fanboy knows he's the shiznit. And I think that's enough horrible near-rhymes for the sake of humour from me for one year.
Editorial covers women in gaming again. This is the 4th or so time. Since the magazine has been around 19 years, you can't exactly call that overkill. And they are definitely making headway. If you look at the staff listing in the contents, slightly more than half of them are female, although the men are still hogging the top positions, so it's a bit of a mixed message. But it's still a massive improvement from 1979, when Jean Wells was the first and only woman on the TSR staff. The same can be said of general media, where there is also a decent amount of women being portrayed at least half-decently in prominent roles. Course, you can't expect them to like exactly the same stuff men do, and this road will eventually lead to them splitting away from the geek's categorisation and creating the currently massive Paranormal Romance genre, to much amusing nerdrage. Just as MMORPGs have substantial tabletop ancestry, but have now eclipsed us commercially by orders of magnitude and become very much their own thing, if you suddenly appeal to a different demographic, they won't play by your rules, but make their own. Which is why a broad definition of what roleplaying is is a good idea, otherwise you're setting yourself up for obsolescence. Learn from others, but find your own voice as well. And don't take crap from anyone. Lessons everyone should learn, regardless of sex, race or creed. And now off the soapbox for me.
First quest: William W. Connors may be a fairly recent arrival to the TSR stable, but he's already done pretty well for himself, with Masque of the Red Death exceeding their commercial expectations by quite a bit. His story begins with a game of Starships & Spacemen that went on for 16 hours, and was fun all the way through. The kind of game that pretty much deserves to be called legendary, more than half the participants have gone on to be game writers. Sounds like seeing the sex pistols in '76 or owning the velvet underground albums in the 60's. Another one that shows that you really can't start off with mature exploration of character if you want to grow the hobby. Little kids are drawn in by strange landscapes and blowing stuff up. It's only later that they wind up writing toned down, atmosphere heavy games which emphasise roleplaying over combat.
