(un)reason
Legend
Dragon Issue 351: January 2007
part 2/6
First watch: Complete Scoundrel. Aka Complete Adventurer II, where Complete Mage was Complete Arcane II. Rehashalicious. Once again, they eschew the new core classes of the first wave for more mechanical experiments, including more attempts to mechanically support swashbuckling high action play. Not a bad idea, really.
Also out this month is Hidden Crypts. Another set of maps for you to have fun on, although not so much on the sample adventures. They can't hold your hand the whole time.
On the minis side, we have a gigantic (16 inch long) blue dragon to serve as an official rival to the 14 inch high red one. Truly a battle of the titans. If you want something a little less awkward, Todd McFarlaine is also producing a whole range of 6 inch dragon minis, which'll still tower over the average adventurer. Nice to see them bring a bit of scale back into battles. In addition, Mega Miniatures are releasing a set of minis tied in with the new Savage Tide adventure path. These can obviously be adapted to all sorts of campaigns featuring watery stuff.
In the D20 department, they're still favouring Green Ronin strongly, with the True20 Companion. If you find the 3 class system restrictive or are annoyed at the small number of powers spellcasters have, this'll sort you right out.
After some rather awkward financial problems, BESM 3rd edition actually gets released, courtesy of White Wolf. Course, they don't support it, and it sells out pretty quickly without getting reprinted, which is a damn shame. Curse you, economics! :shakes fist:
Speaking of economics killing RPG lines, Steve Jackson Games continues to concentrate on Munchkin over GURPS, with their latest release being Munchkin Cthulhu. Seems virtually every company has lovecraftian stuff in their repertoire these days. Let's hope at least some degree of parody remains in their delivery of it.
Several very different books this month. Drizzt gets a boxed set compilation of his graphic novels, and I suspect the Dragonlance Chronicles may do so in the near future. Margaret Weis games also go back to the 80's idea of choose your own adventure books, with Paths of Doom. Choose wisely, for most paths have you losing. And on a completely different note, Paizo release a pretty campaign journal. I'd much rather keep that kind of thing on my laptop. It's just as portable, holds a lot more info, and it can be copied and edited far more easily.
Speaking of computer stuff, no shortage of that. D&D online is progressing in fits and spurts, trying to make itself into an essential part of your gaming experience. Keep trying, maybe you'll get there eventually.
.pdf pad gives you another tool for facilitating your map design. And two computer games get the spotlight. God of war II, and Gods & heroes: Rome Rising. Two trips back to the BC era, to experience fantastical battles and mythological weirdness. In some ways, things have changed very little.
The world serpent inn: Sigil was not the first place filled with gates that you can use to get to nearly any plane. The World-Serpent Inn was originally detailed in OP1, in 1988, as a way of bridging the adventures in that anthology. If they want to encourage world-spanning games, why not reuse it? It's a classic example of neutral ground, with an indestructible proprietor, magically enforced antiviolence effects, and an infinite shifting maze of back rooms that ensures there's always a comfy room for you to sleep in, and a new gate to a different world to discover. This means it's packed with all sorts of weird creatures that would normally fight on sight, just trying to enjoy a drink, get some gossip and make deals. Some people become permanent residents, for like the Astral Plane, you don't age while here, and food is just a quick order away, and there's far worse places to spend eternity, especially if you're an exile from home and might still be hunted if you leave. So tone-wise, it's somewhere between Cheers and Casablanca, somewhere that'll probably never feel entirely like home, but can still become your local, and the framing device for a whole campaign's worth of adventures. Given the choice between here or Sigil, I know which seems more inviting and less likely to get me killed unexpectedly. A very good start to this issue indeed, that makes it very easy to get into whatever world you're playing in. I can't wait to see what they do with the various existing ones.
part 2/6
First watch: Complete Scoundrel. Aka Complete Adventurer II, where Complete Mage was Complete Arcane II. Rehashalicious. Once again, they eschew the new core classes of the first wave for more mechanical experiments, including more attempts to mechanically support swashbuckling high action play. Not a bad idea, really.
Also out this month is Hidden Crypts. Another set of maps for you to have fun on, although not so much on the sample adventures. They can't hold your hand the whole time.
On the minis side, we have a gigantic (16 inch long) blue dragon to serve as an official rival to the 14 inch high red one. Truly a battle of the titans. If you want something a little less awkward, Todd McFarlaine is also producing a whole range of 6 inch dragon minis, which'll still tower over the average adventurer. Nice to see them bring a bit of scale back into battles. In addition, Mega Miniatures are releasing a set of minis tied in with the new Savage Tide adventure path. These can obviously be adapted to all sorts of campaigns featuring watery stuff.
In the D20 department, they're still favouring Green Ronin strongly, with the True20 Companion. If you find the 3 class system restrictive or are annoyed at the small number of powers spellcasters have, this'll sort you right out.
After some rather awkward financial problems, BESM 3rd edition actually gets released, courtesy of White Wolf. Course, they don't support it, and it sells out pretty quickly without getting reprinted, which is a damn shame. Curse you, economics! :shakes fist:
Speaking of economics killing RPG lines, Steve Jackson Games continues to concentrate on Munchkin over GURPS, with their latest release being Munchkin Cthulhu. Seems virtually every company has lovecraftian stuff in their repertoire these days. Let's hope at least some degree of parody remains in their delivery of it.
Several very different books this month. Drizzt gets a boxed set compilation of his graphic novels, and I suspect the Dragonlance Chronicles may do so in the near future. Margaret Weis games also go back to the 80's idea of choose your own adventure books, with Paths of Doom. Choose wisely, for most paths have you losing. And on a completely different note, Paizo release a pretty campaign journal. I'd much rather keep that kind of thing on my laptop. It's just as portable, holds a lot more info, and it can be copied and edited far more easily.
Speaking of computer stuff, no shortage of that. D&D online is progressing in fits and spurts, trying to make itself into an essential part of your gaming experience. Keep trying, maybe you'll get there eventually.

The world serpent inn: Sigil was not the first place filled with gates that you can use to get to nearly any plane. The World-Serpent Inn was originally detailed in OP1, in 1988, as a way of bridging the adventures in that anthology. If they want to encourage world-spanning games, why not reuse it? It's a classic example of neutral ground, with an indestructible proprietor, magically enforced antiviolence effects, and an infinite shifting maze of back rooms that ensures there's always a comfy room for you to sleep in, and a new gate to a different world to discover. This means it's packed with all sorts of weird creatures that would normally fight on sight, just trying to enjoy a drink, get some gossip and make deals. Some people become permanent residents, for like the Astral Plane, you don't age while here, and food is just a quick order away, and there's far worse places to spend eternity, especially if you're an exile from home and might still be hunted if you leave. So tone-wise, it's somewhere between Cheers and Casablanca, somewhere that'll probably never feel entirely like home, but can still become your local, and the framing device for a whole campaign's worth of adventures. Given the choice between here or Sigil, I know which seems more inviting and less likely to get me killed unexpectedly. A very good start to this issue indeed, that makes it very easy to get into whatever world you're playing in. I can't wait to see what they do with the various existing ones.