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<blockquote data-quote="(un)reason" data-source="post: 4463044" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 10: October 1977</u></strong></p><p></p><p>Going up to 36 pages long, this includes a full boardgame with it, as they hinted at earlier. We'll see several more of those over the years. Such a shame I'm reading in .pdf and can't make proper use of it. Oh well. We also see another development. In an attempt to stem the cries of canonwankers, they're going to clearly mark which new articles are "official" and which are optional variants. Will, it work? It wasn't around by the time I started reading, so it can't have lasted too long. I'll let you know when it stops. </p><p></p><p>Also in this issue:</p><p></p><p>Orgies, inc: Changing the rules to make the game more S&Sish, characters using this variant gain experience by blowing their money instead of earning it. Wait a minute. Didn't I see this rule in Iron Heroes recently, where it was hailed a a rather good idea. And do we not also know that mike mearls is still partial to a little OD&D. Not that I'm implying anything, oh no. There are fewer truly original ideas than you would think. Includes some rather NSFW artwork by Dave Trampier. Someones certainly willing to push the family friendly line most of this stuff sticks too. </p><p></p><p>Designing for unique wilderness encounters: More random tables full of stuff to let you build areas quickly when out of ideas. System free, and so still useful today. It'd be cool to design a world using only the tables in these issues. </p><p></p><p>Random Monsters: Another set of tables, literally allowing you to build a monter by rolling on them to determine its appearance and stats. Handy (as they say) when dealing with players who already know all the monsters in the books, and have strategies for how to best fight them all worked out. Dontcha just hate that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Let there be a method to your madness: The worldbuilding continues with this essay on how to create logical dungeons by working from principles such as who built it, why, and what resources they had. This is madness! It'll never catch on! </p><p></p><p>Snit Smashing! A fun little game of hunting and reproducing, leading on from the floating in timeless space comic. </p><p></p><p>An article on why males should be stronger than females in D&D, because of things like weight, height and differences in build, along with "realistic" tables for the determination of these factors. As I don't want to annoy the PC among you, I shall say no more apart from to mention that this is another thing which would spawn an analogue much later on, with the height influencing weight multiplication method used in 3rd edition. </p><p></p><p>Gaining a new experience level: This starts off as a serious article about making gaining a level an ordeal in itself (as people were wont to do back then with training house rules), and then turns into a joke, as the requirements grow ever more ludicrous and arbitrary, ending up with the great pink elephants granting the character his new level while he lies in a drunken stupor. Read as satire, this is a great article, and amongst the jokes are some sound mechanical suggestions, such as allowing magic-users to forget spells that are no longer useful so they can learn new lower lever ones that do have use at higher level, and make the most of their spells known limit. Which as we know, became an invaluable ability for sorcerers in 3.5. </p><p></p><p>The tactics of diplomacy in Stellar Conquest: Advice on how to play a game where you can't communicate directly and indicate lack of hostility, as well as general tactical advice for the game such as exploration and supply lines. Pretty standard stuff, really. </p><p></p><p>Wormy and fineous fingers continue. </p><p></p><p>This has quite a fun issue. There have been several cool new developments, with a higher than usual level of ideas that will be reused in the future, and a proper sense of history is starting to grow.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4463044, member: 27780"] [B][U]The Dragon Issue 10: October 1977[/U][/B] Going up to 36 pages long, this includes a full boardgame with it, as they hinted at earlier. We'll see several more of those over the years. Such a shame I'm reading in .pdf and can't make proper use of it. Oh well. We also see another development. In an attempt to stem the cries of canonwankers, they're going to clearly mark which new articles are "official" and which are optional variants. Will, it work? It wasn't around by the time I started reading, so it can't have lasted too long. I'll let you know when it stops. Also in this issue: Orgies, inc: Changing the rules to make the game more S&Sish, characters using this variant gain experience by blowing their money instead of earning it. Wait a minute. Didn't I see this rule in Iron Heroes recently, where it was hailed a a rather good idea. And do we not also know that mike mearls is still partial to a little OD&D. Not that I'm implying anything, oh no. There are fewer truly original ideas than you would think. Includes some rather NSFW artwork by Dave Trampier. Someones certainly willing to push the family friendly line most of this stuff sticks too. Designing for unique wilderness encounters: More random tables full of stuff to let you build areas quickly when out of ideas. System free, and so still useful today. It'd be cool to design a world using only the tables in these issues. Random Monsters: Another set of tables, literally allowing you to build a monter by rolling on them to determine its appearance and stats. Handy (as they say) when dealing with players who already know all the monsters in the books, and have strategies for how to best fight them all worked out. Dontcha just hate that. ;) Let there be a method to your madness: The worldbuilding continues with this essay on how to create logical dungeons by working from principles such as who built it, why, and what resources they had. This is madness! It'll never catch on! Snit Smashing! A fun little game of hunting and reproducing, leading on from the floating in timeless space comic. An article on why males should be stronger than females in D&D, because of things like weight, height and differences in build, along with "realistic" tables for the determination of these factors. As I don't want to annoy the PC among you, I shall say no more apart from to mention that this is another thing which would spawn an analogue much later on, with the height influencing weight multiplication method used in 3rd edition. Gaining a new experience level: This starts off as a serious article about making gaining a level an ordeal in itself (as people were wont to do back then with training house rules), and then turns into a joke, as the requirements grow ever more ludicrous and arbitrary, ending up with the great pink elephants granting the character his new level while he lies in a drunken stupor. Read as satire, this is a great article, and amongst the jokes are some sound mechanical suggestions, such as allowing magic-users to forget spells that are no longer useful so they can learn new lower lever ones that do have use at higher level, and make the most of their spells known limit. Which as we know, became an invaluable ability for sorcerers in 3.5. The tactics of diplomacy in Stellar Conquest: Advice on how to play a game where you can't communicate directly and indicate lack of hostility, as well as general tactical advice for the game such as exploration and supply lines. Pretty standard stuff, really. Wormy and fineous fingers continue. This has quite a fun issue. There have been several cool new developments, with a higher than usual level of ideas that will be reused in the future, and a proper sense of history is starting to grow. [/QUOTE]
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