Dragon Issue 277: November 2000
part 3/7
Greyhawk 2000: So what lies in the steampunk future of good ol' Greyhawk? Iuz finally got beaten, but at the cost of using weapons of mass destruction that left huge chunks of land poisoned and uninhabitable. Elves have retreated from the developed world, while Dwarves have become increasingly dominant with their mastery of industrial technology. Teleporting trains are the primary method of long distant travel, while military jets are quite capable of dogfighting with dragons. This doesn't just plop real world technology into a fantasy world, or steal all it's ideas from Shadowrun, it actually goes to some effort to sketch out a setting that's both familiar and different in it's own ways. It definitely does the job, because this is one of those articles that feels way too short, and could easily be extended out to full book form covering how the whole Flanaess went through several centuries of industrial development, with adventure hooks on how to play in any of the stages of development along the way. It's a pretty cool article that could do with a follow-up or two, and I hope it gets a good enough response to get them.
Fantasy futures: Stephen Kenson rounds out the steampunk stuff with a second article. Actually, it feels rather like this and the first one were one big article split up by the editors, given that they're written and structured almost identically. This is more general than the previous one, touching on levels of technology from renaissance to postapocalyptic and giving lots of examples of books that cover each of them. Between the two of them, I can see the seeds of a great article, if they'd been edited differently, had the pacing kicked up a notch, and some decent illustrations were there to break up the text. As it is, this is just frustrating. So much wasted potential of such an awesome concept.
Elements of a hero: Now for a complete change of gears. This is essentially a Giants in the Earth article, with a novelist coming in to write a bit about their books, and then the regular staff doing D&D conversions of some of the characters. T. A. Barron has spent the past 5 years writing a series of books about the adventures of young merlin, as he grew from a boy with unexplained but powerful magic abilities to a proper hero. This very much follows the traditional hero's journey, where they have to not only overcome external obstacles, but their own limitations and personality quirks if they are to truly become legendary. As he's developing powers without tuition, they choose to represent Merlin as a Sorcerer in this incarnation, with an increased chance of random stuff happening that would probably indicate a Wild Mage if they'd bothered to put them in the new edition. So this shows that they still need to break a few rules to fit many literary characters into D&D's rules, but not quite as much as they used to, and has some useful storytelling advice mixed with the self promotion. So overall, this one's ok, and makes sure the issue isn't useless to people who want some more conventional fantasy from the magazine.
Unusual suspects: After the high requirement subclasses, Arcane spellcasters are the ones that were formerly the most restricted by race. Here's another stereotype busting article to get people trying out those halfling wizards (which rock) and half-orc bards. (which suck) Even the races that could be spellcasters anyway, like elves, now have a vastly expanded selection of specialist options, which can also be used to break stereotypes you never even realised you were bound by. You could have Urdlen worshipping gnome necromancers, elf racial isolationist abjurers, or dwarven item making specialist enchanters, all concepts that make sense in light of setting, that weren't legal before. This is pretty cool, made cooler by the fact that it includes bits and pieces of new crunch to go with the ideas, including substitute racial abilities and stats for groundhog familiars.

That also keeps it from being useless on rereading, so it's another pretty well handled bit of agenda pushing. They want people to push the game as far as it'll go, because their playtesters didn't really, and they still think it can take anything you can throw at it. Have fun getting your wish granted.
How you play the game: Oh, Tracy Hickman. You have produced quite a few things that get on our nerves over the years. This is not a fluke at all, as he describes some of the irritating things he's done in actual play, and gives us advice on how to play like him. Leap into action, don't let the other players bog down play with lengthy preparation and paranoia. If a problem stumps you, metagame the DM into providing more clues by pretending to give up. Make sure you always have your fair share of the spotlight or more. Be dramatic, push the DM for more details on creatures and the environment, and then use those cleverly. It's a good reminder that he was one of the first people pushing us to get out of the dungeon, and into storygaming mode. On the other hand, he was also partially responsible for Kender, Tinker gnomes and Gully Dwarves. And these aspects of his personality are not in conflict, but two sides of the same coin. So if you follow this advice, you can certainly expect your game to be interesting. On the other hand, if your DM isn't the grand narrative type, you may well die as a result of it, or at the hands of the other players if that's not the case. Oh well, it's easy enough to roll up a new, even more "interesting" character, and make them wish they'd stuck with the old one, isn't it.