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<blockquote data-quote="(un)reason" data-source="post: 4479854" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 23 : March 1979</u></strong></p><p></p><p>The page count returns to 32 pages briefly, for the last time. From next month on, Dragon's expansion of size really starts in earnest. I guess they managed to solve their paper shortage. This issue starts with a blast at the running of origins, calling it inherently faulty and self-serving, only concerned with the profits of the manufacturers. An accusation which would be leveled at T$R as well, but there you go. There's always going to be organizational and financial problems, and people are always going to complain about them. </p><p></p><p>In this issue: </p><p></p><p>En garde in solitare: Does what it says on the tin, providing a system by which you can run opponents for yourself without scripting, which wouldn't work in solitare. A short but sweet article, which looks like it would work quite well. </p><p></p><p>Gary lists the gaming companies that were present at the Hobby industry Convention that year, and talks about how much of an improvement that is over 10 years ago. Another sign of the wave that they were riding, but also of how many of the big players of the 80's and 90's hadn't even been founded yet. We're still a long way from the present. </p><p></p><p>Fiction: The thing from the tomb, by Gardner F Fox. Niall returns for a fourth time. Increasingly, it seems like he's never in any real danger, thanks to his demonic patroness. Which does detract from the tension somewhat. Plus, for the same reasons, he grows decreasingly tactically intelligent and proactive. Yeah, I'm not enjoying this as much as I used too. If it continues like this, he'll be an unstoppable gary-stu in a few episodes time. </p><p></p><p>Mind wrestling: An alternate system for psionic combat, trying to make it model the visuals of psychic fights in movies better. Not sure how well this would work, as I never read the 1st ed psionic rules, but it does substantially change the tactical considerations of the game. It certainly looks like another fun little system I wouldn't mind trying out. </p><p></p><p>Water adventures for Metamorphosis alpha: Lots of new monsters, plus a little bit of game advice. Typically weird mutations make this a pretty entertaining read, as well as driving home how huge the starship warden is. If only red dwarf had though of doing a flooded level episode at some point during their run. </p><p></p><p>It weighs What?!!!: Armor and weapons were designed for effectively fighting in and with. Any game designer or GM (yes, you SPI) saying otherwise and trying to stop you from doing basic things like stand up from lying down or getting on and off a horse on grounds of "realism" is being silly. I suspect that they'll have to debunk this persistent myth again, since it showed up here recently as well. When will people learn. </p><p></p><p>Random generation of creatures from the lower planes: No, not a reprint. Gary liked the idea so much that he decided to do his own take on it (plus, that means he doesn't have to pay the original writer royalties). This would be incorporated into the DMG, and later on become the basis for the hordlings. Lovely stuff, although not quite as overpowered or gonzo as the original. Includes some sample illustrations, which really help you visualize how to take these <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ed up combinations of random rolls, and turn them into creatures. </p><p></p><p>Fineous fingers is on vacation. Wormy is also still absent. Dear oh dear. </p><p></p><p>Damage Permanency: Ahh, attempts to introduce realism into D&D. How we laugh at ye. Involves lots of tables that are not always entirely sensical, such as losing levels in spellcasting ability because your arm was damaged. I think we'll avoid using this one. Long experience has shown that people react to their character getting random crippling injuries even worse than they do to their being killed. When the rules governing it aren't that good, (FYI, the only crippling injury rules that I've seen that I actually like are the ones from Savage Worlds) its even less desirable. </p><p></p><p>Imprisoning Characters: Another badly thought out article based on the principles of antagonistic GMing and players with multiple characters being common. Doing stuff like this may be fun for the GM, but having your character put out of play, but not killed for extended periods of time can quite justifiably induce frustration. Or are we just too soft these days? </p><p></p><p>A very advert heavy issue this time, which combined with its page count, makes this issue feel a little light on content. The article quality is about average, but the overall product feels a little subpar, with the artwork below standard as well. Guess they were gearing up for the big changes coming shortly, and not putting quite as much effort into this issue.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4479854, member: 27780"] [B][U]The Dragon Issue 23 : March 1979[/U][/B] The page count returns to 32 pages briefly, for the last time. From next month on, Dragon's expansion of size really starts in earnest. I guess they managed to solve their paper shortage. This issue starts with a blast at the running of origins, calling it inherently faulty and self-serving, only concerned with the profits of the manufacturers. An accusation which would be leveled at T$R as well, but there you go. There's always going to be organizational and financial problems, and people are always going to complain about them. In this issue: En garde in solitare: Does what it says on the tin, providing a system by which you can run opponents for yourself without scripting, which wouldn't work in solitare. A short but sweet article, which looks like it would work quite well. Gary lists the gaming companies that were present at the Hobby industry Convention that year, and talks about how much of an improvement that is over 10 years ago. Another sign of the wave that they were riding, but also of how many of the big players of the 80's and 90's hadn't even been founded yet. We're still a long way from the present. Fiction: The thing from the tomb, by Gardner F Fox. Niall returns for a fourth time. Increasingly, it seems like he's never in any real danger, thanks to his demonic patroness. Which does detract from the tension somewhat. Plus, for the same reasons, he grows decreasingly tactically intelligent and proactive. Yeah, I'm not enjoying this as much as I used too. If it continues like this, he'll be an unstoppable gary-stu in a few episodes time. Mind wrestling: An alternate system for psionic combat, trying to make it model the visuals of psychic fights in movies better. Not sure how well this would work, as I never read the 1st ed psionic rules, but it does substantially change the tactical considerations of the game. It certainly looks like another fun little system I wouldn't mind trying out. Water adventures for Metamorphosis alpha: Lots of new monsters, plus a little bit of game advice. Typically weird mutations make this a pretty entertaining read, as well as driving home how huge the starship warden is. If only red dwarf had though of doing a flooded level episode at some point during their run. It weighs What?!!!: Armor and weapons were designed for effectively fighting in and with. Any game designer or GM (yes, you SPI) saying otherwise and trying to stop you from doing basic things like stand up from lying down or getting on and off a horse on grounds of "realism" is being silly. I suspect that they'll have to debunk this persistent myth again, since it showed up here recently as well. When will people learn. Random generation of creatures from the lower planes: No, not a reprint. Gary liked the idea so much that he decided to do his own take on it (plus, that means he doesn't have to pay the original writer royalties). This would be incorporated into the DMG, and later on become the basis for the hordlings. Lovely stuff, although not quite as overpowered or gonzo as the original. Includes some sample illustrations, which really help you visualize how to take these :):):):)ed up combinations of random rolls, and turn them into creatures. Fineous fingers is on vacation. Wormy is also still absent. Dear oh dear. Damage Permanency: Ahh, attempts to introduce realism into D&D. How we laugh at ye. Involves lots of tables that are not always entirely sensical, such as losing levels in spellcasting ability because your arm was damaged. I think we'll avoid using this one. Long experience has shown that people react to their character getting random crippling injuries even worse than they do to their being killed. When the rules governing it aren't that good, (FYI, the only crippling injury rules that I've seen that I actually like are the ones from Savage Worlds) its even less desirable. Imprisoning Characters: Another badly thought out article based on the principles of antagonistic GMing and players with multiple characters being common. Doing stuff like this may be fun for the GM, but having your character put out of play, but not killed for extended periods of time can quite justifiably induce frustration. Or are we just too soft these days? A very advert heavy issue this time, which combined with its page count, makes this issue feel a little light on content. The article quality is about average, but the overall product feels a little subpar, with the artwork below standard as well. Guess they were gearing up for the big changes coming shortly, and not putting quite as much effort into this issue. [/QUOTE]
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