Let's read the entire run

Dragon Magazine Issue 231: July 1996


part 3/8


Why spy: As usual, as the themed section draws to an end, the quality starts to drop. It's very much more of the same, only this time from the perspective that PC's might hire a spy to get information for them. You don't want to do that! The whole point of being a PC is that you're the one getting hired to do stuff, going out, risking your neck, and generally getting into trouble. To top it off, we have another case of proficiency bloat, including one that was presented as a new thief skill a couple of articles ago. That's another of those things that made me realise the thief ability and proficiency systems were rather awkward in their current implementation, and something needed to be done to overhaul and better integrate them. So while this has some fun advice, it's another one that's primarily notable for increasing my dissatisfaction with the system as is, especially when there's lots of supplements bolted on. Despite everything, I still believed in the idea of "one system to rule them all." on some level. Seeing two articles in the same magazine that were impossible to use together once again adds to my frustration.


Wyrms of the north: And here we reach the straw that really made me not interested in carrying on with buying the magazine, back in the day. The realisation that every dragon in here would probably have their own unique self-developed spells was what pushed my suspension of belief in the Realms' fabric a little too far. That combined with the number of references within to other books and articles killed my desire to collect further for quite some time, for I realised there was no way I could keep up with it all on pocket money. IT'S JUST TOO MUCH! And so I wanted to get off. It is rather interesting just how much my endurance has increased since then. But I can still remember pretty clearly how I felt, and it is taking a conscious effort to carry on past this point. Funny how it all comes back to you, even if you haven't thought about it for years.


Defilers and preservers: Tie-in article time. Dark Sun is getting a book expanding on the unique quirks of their wizards, and here's some more kits exploiting the conceits of the world and it's cosmology. Harsh environments produce strange creatures to exploit any source of energy they can find. Thankfully, this isn't cut or recycled material from the book though, and is still useful without it, which definitely puts it well above most promotional articles from the start. As to whether they're good mechanically and thematically though, that still needs further examination.

Grey Chasseurs hunt undead and blur the distinction between wizards & clerics. They do get a lot of benefits from this, but like clerics, have to work to keep those godly relationships going. Unlike dragon hunters, undead are ubiquitous enough at various levels that you won't have a problem encountering them if you're actively looking, so I don't have a problem with this. Even with their advantages, they're still heading for an early grave by definition.

Obscures use an adjective to describe themselves when they probably ought to use a noun, which looks silly. That said, they are pretty interesting. They get around the normal athasian plant-killing problems by drawing energy from the neighbouring plane of darkness instead. This could very easily kill the central; drama of the setting, but they continue to show how scarce and hard to access magical energy is on athas by other means. They get unpredictable amounts, could fail altogether and take damage, and being transformed into shadow makes their social issues even greater than normal wizards. It's not an easy alternative by a long shot.

Pales continue the dumb naming conventions. And they function in a pretty similar manner too, drawing energy from the plane of the dead, which is similarly subject to failure and inflicting damage upon the user, and becoming rather undead-like themselves. Once again though, they do get quite reasonable benefits. Better stack up on those appearance altering spells to mitigate the social penalties.

Protectors are elf fighter-mages who try to keep their tribe safe at all costs. This may be a pain for adventurers, as they are constantly on call by the tribe's shamans. Once again though, I think the benefits well outweigh the penalties. Bonus blasty spells are worth a lot of hassle when it comes down to the bottom line.

Relic Seekers are rather interesting because the consciously go against the original conception of athas, a place where people just don't have the time or resources to waste on luxuries like archaeology. I guess they have jungles and a proper sea now. Dilution of theme, blah blah blah. Happens to any long-running setting. :( That said, the idea isn't bad, and is mechanically pretty cool. Just transfer to another setting.

Slayers are wizard assassins. This is another one that seems better suited to another setting where wizards can at least advertise enough to get clients. As it is, they're stuck working for a singular powerful and nasty patron who'll be able to cause them serious grief if they screw up or try to leave employment. Dunno why wizards don't bugger off to another plane when they get the spells. So overall, I'm ambivalent about this collection. Some of it's cool, but others feel shoehorned into the setting. Once again, we may be adding a bit too much onto what was originally a really cool focussed world.
 

log in or register to remove this ad

Dragon Magazine Issue 231: July 1996


part 4/8


The role of books: Guardian's key by Anne Logston gets lots of praise for both being high quality, and defying easy categorisation. The elements from various subgenres are incorporated expertly, but the primary goal remains to entertain, which is as it should be. As we've said many times, that needs to be the primary goal of any artform if you want to be commercially succesful.

The two georges by Richard Dreyfuss & Harry Turtledove funnily enough, doesn't play to the stereotypes either of the writers as established in their solo work. It's fast paced, has interesting, if not fully fleshed out worldbuilding, and is generally quite pulpy. John's main complaint is that it doesn't delve into the whys and wherefores of how the world got to be different from reality. Given answers generally lead to more questions, this may be hard, but there you go.

The dig by Alan Dean Foster is a novelisation of a computer game. This gets a moderately problematic result simply because reading it will spoil you on the game, or vice versa, so there's really not much point having both. As with most gaming fiction, it's probably better not to bother. It's not bad, just rather derivative.

War in Tethyr by Victor Milan is of course for the Forgotten Realms. Starring the kind of noble who got the title by kicking butt all the way to name level, it feels like it needs a prequel filling out our star's earlier adventures. But that's a request, not a complaint, as it does make for fun reading, providing a great example of how to set up plot twists so they come as a surprise yet make sense upon rereading. Given how many times we've had complaints about last act deus ex machina, that seems worth reading for aspiring writers.

The gates of twilight by Paula Volsky gets a mildly negative review for concentrating too much on side plots and worldbuilding over advancing the main story. It's not that there isn't stuff to enjoy, but it would be better placed in appendices or given a good pruning by an editor so the story can shine. Perhaps writing should be presented as more of a collaborative artform in the first place.


The electronic wizard: Oh man. Here we have a crux of my annoyance with this issue. You offer us cool bonus stuff, I don't get it, and then we have a fairly long promotional article on it to rub it in. And to top things off, it's not even as well written as the teaser in issue 226. This sent me into more than a little of a sulk back in the day. Ok, so it's probably the distributor or newsagent's fault, not TSR's, but that's not the point. The point is that it's a cocktease. I've never had much patience for that kind of experience, and if anything, my tolerance has only decreased as time has gone by. I'd much rather walk away than try jumping through someone else's hoops for some potential reward they could wind up withholding on a whim anyway because you're putting all the power in their hands. No. Just no. Screw you, and the distributor you rode in on. Buh-bye.
 

Dragon Magazine Issue 231: July 1996


part 5/8


Tales of the fifth age: Measure of the home guard by J Robert King. Another story in Krynn where the lesson is neutrality, be my good. For a certain value of neutrality. Which really depends on the assumption that going out and killing bad guys is more what the good gods want to see than staying at home and taking care of your friends and family. Which in D&D world, is quite possible. But it does make for some very interesting philosophical questions. Is proactivity really a good thing, when all is said and done. In an entropic universe, everything you do contributes in a small way to the end of everything. In a world threatened by regular apocalypses, both good and evil will want to preserve the status quo, even if it may be out of selfishness. Is it better to work with enemies who will probably backstab you the moment the crisis is over, or stand by your principles even if it means everything going down in flames? What do you do when things change so much that what was once a good and sensible thing to do (be fruitful and multiply) becomes an active liability. (overpopulation) So this story asks hard questions and answers them in a poignant manner. If there's anything that the new setting and system ought to facilitate, it's issues like this, rather than the dungeon crawling D&D is obviously designed for.


Game wizards drops it's definite article. They really are making a habit of that, over the years. You'll already have heard by now that Dragonlance is coming back under a different game system, but here's the official promotional article. People in setting have had enough time to adapt to the lack of gods and figure out a new magic system, which does seem like a bit of a compromise, but there's plenty of radical elements here. Actually, the decision to make it card based and narrative focussed is a blatant attempt to follow in the footsteps of Everway and the WoD, respectively, but there's nothing hugely wrong with that idea. And the way the cards draw upon existing lore does allow them to do things with the mechanics that would be impossible in an all-new setting. There's a lot of interesting things to be said about this one, which of course makes the fact that it doesn't do particularly well all the more regrettable. So it's with decidedly mixed feelings that I say hello to this. At least it's an actual other roleplaying game, unlike all this blood war and dragon dice crap. But it's not as innovative as it would like to think it is, and is marketed in a somewhat newbie unfriendly way, which pretty much ensures it's sales will only ever be a small fraction of AD&D's. I'm sure they could have done things differently and better, even if I'm not absolutely certain how.


Forum slowly shrinks. Combined with the larger font size, it's definitely passing a lot quicker these days.

Tim Merritt points out some more problems with S&P subability scores. It's all too easy for them to wind up as almost pure benefit if you build your characters suitably specialised. No wonder this is one rule that didn't make it to the next edition.

Dale Donovan steps into the ring to defend TSR's creating rulebreaking characters. Story purpose and coolness is more important than strict adherence to the rules, especially for NPC's. Plus you have to make sure rules lawyers don't get smug and overconfident. I don't think he's one of the people who survives the takeover, is he. That kind of change it just to spite them attitude'll be falling out of favor soon.

Steven Shaffer thinks each demihuman race should have at least one class with unlimited advancement. How simultaneously progressive and old skool. This will of course strongly encourage multiclassing with it, especially now XP isn't still split amongst maxed out classes slowing you down like 1st ed.
 

Dale Donovan steps into the ring to defend TSR's creating rulebreaking characters. Story purpose and coolness is more important than strict adherence to the rules, especially for NPC's. Plus you have to make sure rules lawyers don't get smug and overconfident. I don't think he's one of the people who survives the takeover, is he.
According to the bio at RPGGeek, Dale stayed with WotC until 2002, when he was retrenched during one of the "Hasbro Purges" of 2000-2002.
 




Dragon Magazine Issue 231: July 1996


part 6/8


Sage advice: How do you make psionicists using skills & powers (oh, this is gonna eat up tons of space. Should skip cap this mofo to get out of this question :Rumble of thunder, stab of organ music: oop, lorraine's watching, better get to work. Work work work. La lala Happy shiny rules writer, la la lala.)

Does a scarab of protection help you against dispel magic (no. It has no save, so the bonus doesn't apply)

What happens if you destroy a liches phylactery before killing the lich (You get a very pissed off lich after you. Also, liches, like dev :organ music: er, fiends, are notoriously tricksy. Don't be surprised if it's a fake.)


Network News: Another case of fail this month comes here, with the end of this article cut off abruptly for no apparent reason. It looks like it ought to route to another page, and indeed, on the next page there's a whole load of blank space it could have gone in, but I've scoured both my .pdf and physical copy and can't find it anywhere. This is another thing that makes me grumpy, especially as I was rather enjoying reading it beforehand. An interview with the guy in charge of Earthdawn, and his past and convention experiences. He's one of the people working hard to keep the RPGA supporting games other than D&D, which definitely deserves kudos. He's also busy writing for FASA when not co-ordinating convention adventures. It's both likable and informative. So this article manages to snatch defeat from the jaws of victory, which is both annoying and funny. This is what happens when you go through editors too fast.


Dragon dice: A second bit of supplement pimping two months in succession. From the undead, to what is pretty much their opposite. The Ferals! Embodiment of vitality, fecundity and animalistic savagery. They replace troops at a scary speed, making them hard to put down for good, move fast, are ok in any terrain, and have plenty of tricks based on their individual animal types. Yeah, this is pretty standard fantasy tropeage, and quite a few of the spells seem to be directly taken from D&D. I find this surprisingly boring, especially compared to the quirks of the first few races. I suppose half of that is the problem with changing your lead developer and the other is that supplements don't generally get the development and editing time core stuff does. In any case, I suspect half-assed ideas like this contributed to the line's overall problem with oversaturation and underselling. Adding the kitchen sink makes a setting less interesting, not more.


Knights of the dinner table has an attack of the henchpeople. Swordplay turns the tables on the law. Dragonmirth does the old fake house trick again. Floyd faces the attention of the Randian inquisition. Will they give him a properly objective trial?
 

Dragon Magazine Issue 231: July 1996


part 7/8


Role-playing reviews: Shaman sees Rick annoyed because he can't discuss more than half of it due to spoilers. And the name is the least imaginative part of the whole thing, which may cost it sales from those inclined to judge a book by it's cover. It's a damn good idea that could do with a better implementation.

Arcane companion is for rolemaster, adding a whole bunch of interesting options for players and DM's to customise their campaign with. It's as crunchy as ever for the system, but rick still finds it surprisingly accessible and concise, packing thousands of spells and items in. If you like the system, it would be silly to pass this one up.

Magic: A manual of mystic secrets is for Earthdawn. As with the Rolemaster one, it's pretty tightly tied to it's system and setting, and will take a bit of converting. And even more than Rolemaster, the magic ideas are quirky and interesting, with unique abilities and social ramifications for each magic type. Rick's main complaint is that the system for the planes is a bit of a non-starter. Probably ought to get it's own book to sort that out.


TSR Previews: Another busy month coming up. The forgotten realms continues to slant slightly heavier on the novel side. The Heroes lorebook stats out all the various NPC's from books again. How many new ones will there be, and how much will the old ones have changed since they last did this 5 years ago. And how soon will the continued novels render this one out of date? The Mage in the Iron Mash (sic) by Brian Thompson features Volo being his usual nosey and irritating self. Still, as long as it's mainly bad guys he's annoying, that's not a problem. Passage to Dawn by R A Salvadore is another Drizzt novel. He's forcibly returned to icewind dale and has to go through all that crap again.

Red steel is rehashed in a rather odd way. The Odyssey line kicks up with another generalised sourcebook on it. Wha. It was less than 2 years ago. Why is this happening? What happened to the Mystara name? I'm confused. They also get a book, The Black Vessel by Morris Simon. Seems generic enough. Really, what's going on here?

Birthright gets the Naval battle system. This sounds self explanatory enough. Mass combat is one of the things there is a consistent demand for, yet doesn't quite stick in the core rules. It would be needed in a game where domain management is important.

They also try and kick off the Lankhmar line again, with The New Adventures of Fafhrd and the Grey Mouser. Shane Hensley tries to make this boxed set streamlined and truly standalone, to try and lure in more new players. Interesting. What was different about it, and did it bear any relation to his later Savage Worlds stuff?

Ravenloft continues the Grim Harvest series with Death Ascendant. Things are about to get even uglier unless you can foil them pronto. Can you keep things from progressing to the next level?

Our generic stuff this month is Sages and Specialists, and a Heroes Tale. More stuff on the people you might want to hire, and more mid-range mini adventures to keep your players busy. Not very gripping.

Dragon Dice get their 4th Kicker pack. The Feral. Beastie boys join your army ready to fight for their right to party. More weirdly, they start a novel line as well. Cast of Fate by Allen Varney sees a young lava elf concerned about the futility of war. Ha. Like Gundam or Mega Man, as long as your franchise is built on blowing :):):):) up, you're always going to have to fight some more.
 

I know novels, Dragon Dice, and general mismanagement ultimately did TSR in, but looking at these product offerings... wow. They really did kind of disappear up their own asses a bit near the very end.

That Lankhmar boxed set was pointless, and a lot of these other products are on the bottom side of the bottom of the barrel. "Sages and Specialists"? I can't imagine many people wanted to pay for that. Can "Of Ships and the Sea" be too far behind?

It might have been a good idea to plan more products that people might actually want around this time.

--Erik
 

Remove ads

Top