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<blockquote data-quote="(un)reason" data-source="post: 4446808" data-attributes="member: 27780"><p><strong><u>The strategic review 2: Summer 1975</u></strong></p><p></p><p>We're up to 8 pages in this one. They start off with an obituary for Donald Kaye, the forgotten third co-founder of TSR. Ironicaly, he was only around the same age as Gary Gygax, who of course went on another 32 years. Rather a shame, really. TSR's history would probably have developed quite differently if he'd been around. Already they seem a little more aware of what they are doing, and how to go about it. We get the disclaimer about unsolicited material, and adverts. There is the persistent sense of a company that is expanding as fast as they can create and print new stuff, and still building up the infrastructure needed to do it. There is also plenty of reminders that the 1970's were a slower age, with talk of distribution times and the like. The internet has enabled us to send things out across the whole world as soon as it is done, which is pretty cool. They also say that D&D is not intended to simulate reality but to primarily just be a fun game. Yeah, its pretty clear where the original designers intentions fall on the GNS model. We don't want none of those poncy narrativists or boring simulationists around here. </p><p></p><p>Other stuff:</p><p></p><p>Errata for Cavaliers and Roundheads. Another historical period that seems to have fallen out of fashion. </p><p></p><p>Stuff on the upcoming conventions. </p><p></p><p>Lots of clarifications for D&D. I suppose this is the first ancestor of what would become Sage Advice. Very dry, point by point stuff, as you would expect. Already people were discontented with the spell memorisation system, but they stuck with it as the main option for another 25 years. </p><p></p><p>Ropers! Another new introduction that continues to annoy to this day, although they never became iconic like illithids. Very archaic sounding intro. </p><p></p><p>Rangers. The very first instance of a twinktastic new class being introduced in the magazine! They only go to level 13, and lack the rogue abilities and two weapon fighting that they would later get, but are deadly against giants, can track, and become pretty decent spellcasters in both wizard and cleric lists at high level. I certainly recognise the AD&D 1st ed ranger in these, but they are almost completely different to the 3.5 ranger. Once again we see an influx of fiddly social restrictions that have since disappeared, and a tendency towards static abilities with an arbitrary chance of success. Unified mechanics, where are you? </p><p></p><p>Some really primitive line art, little more than a napkin scribble. Still, the first issue had no art at all, so its progress I guess. </p><p></p><p>Polearms! A whole page on polearms! Getcha dozen varieties of polearms here. All of the names are familiar sounding, and I think this is most of the ones that would be a staple of both 1st and 2nd ed AD&D. Much pointless minutinae contained within. </p><p></p><p>Some bitching about printing and dice costs, and saying they may have to raise prices. Yeah, thats a familiar story whatever the era. This is a reminder that before D&D, dice other than 6 siders were exceedingly rare, and they had to get up a distribution chain to get a regular supply of them. </p><p></p><p>Expansion for Panzer warfare. Again, we don't see enough rules for playing with tanks these days. Damn narrativists and their focus on feelings. We want more tanks! </p><p></p><p>1st D&D supplement Greyhawk out now. Boot hill coming soon. </p><p></p><p>In some ways this is less familiar than the 1st issue, as it really points out how the organisation of gaming has changed with the internet. Still, I can see things are already developing, such as variable damage for weapons, power creep, and the start of the first D&D setting. And its certainly a much lighter read than modern stuff. I'm definitely enjoying things so far, and I can see why it took off so fast.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4446808, member: 27780"] [B][U]The strategic review 2: Summer 1975[/U][/B] We're up to 8 pages in this one. They start off with an obituary for Donald Kaye, the forgotten third co-founder of TSR. Ironicaly, he was only around the same age as Gary Gygax, who of course went on another 32 years. Rather a shame, really. TSR's history would probably have developed quite differently if he'd been around. Already they seem a little more aware of what they are doing, and how to go about it. We get the disclaimer about unsolicited material, and adverts. There is the persistent sense of a company that is expanding as fast as they can create and print new stuff, and still building up the infrastructure needed to do it. There is also plenty of reminders that the 1970's were a slower age, with talk of distribution times and the like. The internet has enabled us to send things out across the whole world as soon as it is done, which is pretty cool. They also say that D&D is not intended to simulate reality but to primarily just be a fun game. Yeah, its pretty clear where the original designers intentions fall on the GNS model. We don't want none of those poncy narrativists or boring simulationists around here. Other stuff: Errata for Cavaliers and Roundheads. Another historical period that seems to have fallen out of fashion. Stuff on the upcoming conventions. Lots of clarifications for D&D. I suppose this is the first ancestor of what would become Sage Advice. Very dry, point by point stuff, as you would expect. Already people were discontented with the spell memorisation system, but they stuck with it as the main option for another 25 years. Ropers! Another new introduction that continues to annoy to this day, although they never became iconic like illithids. Very archaic sounding intro. Rangers. The very first instance of a twinktastic new class being introduced in the magazine! They only go to level 13, and lack the rogue abilities and two weapon fighting that they would later get, but are deadly against giants, can track, and become pretty decent spellcasters in both wizard and cleric lists at high level. I certainly recognise the AD&D 1st ed ranger in these, but they are almost completely different to the 3.5 ranger. Once again we see an influx of fiddly social restrictions that have since disappeared, and a tendency towards static abilities with an arbitrary chance of success. Unified mechanics, where are you? Some really primitive line art, little more than a napkin scribble. Still, the first issue had no art at all, so its progress I guess. Polearms! A whole page on polearms! Getcha dozen varieties of polearms here. All of the names are familiar sounding, and I think this is most of the ones that would be a staple of both 1st and 2nd ed AD&D. Much pointless minutinae contained within. Some bitching about printing and dice costs, and saying they may have to raise prices. Yeah, thats a familiar story whatever the era. This is a reminder that before D&D, dice other than 6 siders were exceedingly rare, and they had to get up a distribution chain to get a regular supply of them. Expansion for Panzer warfare. Again, we don't see enough rules for playing with tanks these days. Damn narrativists and their focus on feelings. We want more tanks! 1st D&D supplement Greyhawk out now. Boot hill coming soon. In some ways this is less familiar than the 1st issue, as it really points out how the organisation of gaming has changed with the internet. Still, I can see things are already developing, such as variable damage for weapons, power creep, and the start of the first D&D setting. And its certainly a much lighter read than modern stuff. I'm definitely enjoying things so far, and I can see why it took off so fast. [/QUOTE]
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