Sanglorian
Adventurer
Dragon Issue 284: June 2001
But I'm still not going to get to review whatever's on the bonus CD.
I remember it had a dungeon generator and the 3E character generator demo; maybe it had some other things as well. I thought the dungeon generator was amazing at the time; in retrospect it was a pretty conventional generator. The character generator demo was attractive and saved a lot of time, though the options were quite limited.
Wyrms turn: The editorial is a little look back at what the magazine was like in the past. Which reminds us just how long Kim and Roger were in charge, and that Dave took quite a while to grow to fill their shoes, what with the various problems the company was facing when he was promoted. It's also a good reminder that they covered a greater variety of stuff back then, which I definitely miss. This is the trouble with sticking too close to the middle path, because they want to please as many people as possible with every single article. And the magazine is never going to recapture that sense of openness and possibility, no matter how many cool D&D articles they produce. Looking back is only really fun if you feel that you might be able to do better still at some point. Not a great start.
Later on, Polyhedron was the magazine that had that excitement for me: pulp heroes one month, planetary romance the next, a battle of the bands the month after. But that would be some years later.
Countdown to the forgotten realms reaches zero, but is still going.
Look at the list of races on page 22: 'gold dwarves, gray dwarves, shield dwarves, drow, sun elves, wild elves, wood elves, deep gnomes, rock gnomes, ghostwise halflings, strongheart halflings, aasimar, genasi and tieflings'. Imagine you're reading the magazine for the first time and with little knowledge of D&D. What an exciting list of races! And what a shame that in practice they often boiled down to nothing more than a different set of ability score bonuses.
I think it took until Eberron to make me excited about sub-races again. The Valenor and Aerenal elves in particular are distinct and interesting.
Dork tower presents the non-history of dragon magazine. Look how thing's have non-changed.
THIS baffled me. I could tell that Dork Tower was partially tongue-in-cheek, but was it parodying real events? Who was this 'Piffany' who sued for defamation? Weren't they worried that by rudely representing her in this comic she might sue again? Did Phil Foglio really finance the magazine?
Draconian Tactics: This is an even more familiar topic, that's mainly enlivened by the fact that as their first birthday under 3e, they can go into plenty of detail on specific tactics that the new rules support or discourage, and it'll be fresh this time around.
As a newcomer, I found the non–rules-based parts of this the most valuable: what traps the dragons might use, where they commonly lair, and so on.
Run for your Lives: Time for the usual kind of advice about running a dragon and keeping it scary.
This article introduced the concept of foreshadowing to me, and the example of a dragon's shadow being cast on the party is still what I think of when I think of foreshadowing. In addition, the table for what dragons always and never do ('always acts like royalty'; 'never loses a game of chess') is damn useful and concise advice: much more useful than advice on what character class to add to your dragon, to use an example from Draconian Tactics.
Taste test: Robin Laws goes into psychoanalyst mode again, trying to break gamers down into useful categories, that'll then allow you to ensure they all get a chance to do the things they love. Make sure there's fighting for the hack-and-slashers, talky bits for the roleplayers, and challenges that utilise any idiosyncratic special abilities characters might have. I'm thinking if you need to think like, you aren't putting enough effort into making your setting solid and detailed enough that players can apply whatever tools they prefer to get a result anyway. While it is important to make your game fun, if the players feel you're pandering to them, and everything comes too easy or is only solvable by their specific combination of stats and equipment, the world loses verisimilitude. So yeah, this is a bit too far into the narrativist side of the GNS triangle for my tastes. Kinda losing me here.
I don't think that's what Laws is suggesting here at all. He's not suggesting that you create adventures that give each character a chance to shine (as a narrativist might do), but rather create adventures that interest every player.
This isn't necessarily achieved by your suggestion of making the setting solid and detailed. The casual gamer would just be overwhelmed by that; it's hard to see how a detailed world necessarily helps the steam venter or the power gamer. Even if your setting manages to have facets that interest all players, it's still up to the GM to ensure that those facets are present in each adventure: it's not enough that the kobolds in the south can be slaughtered by the steam venter and the half-orcs in the north can be converted by the method actor, since what you want is for both the steam venter and the method actor to be engaged by either location.
I also think he's missed out at least one category, what I'd call the explorer. The explorer enjoys learning more about a coherent and fantastic world and its inhabitants.
Campaign Corner [...] This seems like it could stay interesting for a while.
It could, but I think it only lasted for one or two articles!
Class acts: Monte turns his attention to a topic he would later revisit in greater depth in Arcana Evolved. The dragon kith, a person who gains draconic abilities by swearing fealty to one, and then performing rituals that bond them together.
I think the dragon kith are a good example of a concept that were forced into the format of a prestige class. They really would have worked better as a LA +1 or +2 template or a feat chain (or, perhaps, a 5e theme); no one is going to bother meeting the requirements to take what is a collection of unexciting and uncoordinated abilities.
Faiths of Faerun: [...] The reality, unfortunately, is rather less glamorous. Fluff expansion is completely eschewed in favour of taking a rather anally detailed look at multiclass clerics, and how to best achieve the crunch matching the flavour of two cleric orders, Azuth's Magistrati and Helm's Watchers. As with so much of the multiclass path stuff, this all feels like discredited design that will result in suboptimal characters compared to a straight cleric. Another case where the kinks of the format definitely need ironing out. Send feedback!
To be fair, the two cleric orders are given as examples so that players can go away and do the same thing for lots of other 2e kits instead of demanding prestige classes. The multiclass paths are definitely suboptimal, but without prestige classes like the mystic theurge any cleric/wizard or cleric/fighter multiclass would be suboptimal.
Cities for the ages
A terrific column, and a shame it didn't continue for longer. I didn't appreciate it at the time, but in retrospect it was a fantastic ideas mine and—like a lot of roleplaying resources—subtly taught the reader at the same time.
The bestiary: Johnathan M. Richards shows that not everyone is keen to leave the excesses of late 2e behind, by giving us the same birthday gift he did 2 years ago. More Greater Drakes. More little attempts to find rational biological excuses for breath weapons, and give low level characters the chances to ride dragons without it completely breaking the game. It's not as bad as getting socks, but it does seem a little played out, especially now you could add half-dragon to all manner of riding beasts and have your flying, firebreathing mounty fun that way. Yawn.
I'm surprised by your lukewarm reaction! At the time, I was totally enchanted by the different varieties of drake and their strange and unique breath weapons. Even now that I have quite a few monster books, I find the greater drakes a refreshing alternative to the 'water drake', 'fire drake', 'earth drake' and 'air drake' that weren't interesting the first time, and yet have been done hundreds of times.
A dragon that breaths mead ... what's not to love? Ron Spencer's illustrations really help here as well: only the vallochar looks like a stereotypical dragon, and even that looks a lot better than the dragonnel!