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<blockquote data-quote="(un)reason" data-source="post: 4484891" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 25: May 1979</u></strong></p><p></p><p>part 2/2</p><p></p><p>Would the real orc please step forward: An article on the proliferation of goblinoids and their different appearances. We see the start of the goblin/hobgoblin vs orc/ogre partitioning that would become more pronounced as the years went on, along with some bits that weren't picked up, such as gnolls and trolls being related (well they do rhyme. Whatever happened to Thouls? They were cool.) and kobolds being part of the same family as orcs. Has a huge chunk of miniatures reviews as well, with strong opinions on which ones most suit the writers vision of orc. I like this article a lot, it manages to be both informative and amusingly opininated, adding quite a bit to D&D's implied setting. </p><p></p><p>The Traveler navy wants to join YOU!: More character path stuff for traveler. Pretty dry stuff. But people always want more options. I just hope the ones here aren't broken, as I can't tell. </p><p></p><p>Gamma world artifact use chart: More advice on future characters using modern devices, and how to handle it. Don't let them do things just because their players can, and vice versa. Includes some random failure fun for if they get overconfident. </p><p></p><p>Fiction: An alien in a strange land, by Jim Ward. We see one of the big backstory events of the gamma world setting through the eyes if its instigator, the lifeforce sucking mutant Blern. Doesn't really work, as It never really gives him a personality beyond the desire to kill and smash everything he comes across. (ahh, the 70's and 80's, when you could get away with characters who's only motivation is doing evil because they are evil. ) We are not impressed. </p><p></p><p>Fiction: An interview with an iron golem, by Michael McCrery: A follow-up to the one with the rust monster. And oh god, it the holy hand grenade of antioch. Yet again, the adventurers own idiocy is their undoing. Frankly, anyone acting that dumb deserves to die. </p><p></p><p>War of flowers: An article on the political and religious structure of the aztec city-states, and the way they waged war on one-another. Includes a complete little war game. A very high quality and entertaining article. </p><p></p><p>Fineous fingers finally finds his way back. </p><p></p><p>Varieties of Vampires: Ahh, the insanity of real world mythology. Still despite in many cases being incredibly stupid, your players will soon stop laughing once they face their special abilities. They want to suck your ....... eeech, lets not go there. </p><p></p><p>To select a mythos: More stuff on world design. All a bit dull and platitudinous really. My philosophy of world design is very much not rocked. </p><p></p><p>Arms and armor of the Conquistadores: More historical fluff for your wargames. Another article that fails to really distinguish itself. </p><p></p><p>Another fairly good issue, with several really good articles, some fun ones, and some dull ones, but no really bad ones. Once again, I'm feeling more than a little full up after reading this one. There's no way I'm going to remember everything reading at this rate. There's going to be enough stuff in the run that you could never really use it all, and that's really hitting me now. Still, the only way out is forward, so on with the adventure.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4484891, member: 27780"] [B][U]The Dragon Issue 25: May 1979[/U][/B] part 2/2 Would the real orc please step forward: An article on the proliferation of goblinoids and their different appearances. We see the start of the goblin/hobgoblin vs orc/ogre partitioning that would become more pronounced as the years went on, along with some bits that weren't picked up, such as gnolls and trolls being related (well they do rhyme. Whatever happened to Thouls? They were cool.) and kobolds being part of the same family as orcs. Has a huge chunk of miniatures reviews as well, with strong opinions on which ones most suit the writers vision of orc. I like this article a lot, it manages to be both informative and amusingly opininated, adding quite a bit to D&D's implied setting. The Traveler navy wants to join YOU!: More character path stuff for traveler. Pretty dry stuff. But people always want more options. I just hope the ones here aren't broken, as I can't tell. Gamma world artifact use chart: More advice on future characters using modern devices, and how to handle it. Don't let them do things just because their players can, and vice versa. Includes some random failure fun for if they get overconfident. Fiction: An alien in a strange land, by Jim Ward. We see one of the big backstory events of the gamma world setting through the eyes if its instigator, the lifeforce sucking mutant Blern. Doesn't really work, as It never really gives him a personality beyond the desire to kill and smash everything he comes across. (ahh, the 70's and 80's, when you could get away with characters who's only motivation is doing evil because they are evil. ) We are not impressed. Fiction: An interview with an iron golem, by Michael McCrery: A follow-up to the one with the rust monster. And oh god, it the holy hand grenade of antioch. Yet again, the adventurers own idiocy is their undoing. Frankly, anyone acting that dumb deserves to die. War of flowers: An article on the political and religious structure of the aztec city-states, and the way they waged war on one-another. Includes a complete little war game. A very high quality and entertaining article. Fineous fingers finally finds his way back. Varieties of Vampires: Ahh, the insanity of real world mythology. Still despite in many cases being incredibly stupid, your players will soon stop laughing once they face their special abilities. They want to suck your ....... eeech, lets not go there. To select a mythos: More stuff on world design. All a bit dull and platitudinous really. My philosophy of world design is very much not rocked. Arms and armor of the Conquistadores: More historical fluff for your wargames. Another article that fails to really distinguish itself. Another fairly good issue, with several really good articles, some fun ones, and some dull ones, but no really bad ones. Once again, I'm feeling more than a little full up after reading this one. There's no way I'm going to remember everything reading at this rate. There's going to be enough stuff in the run that you could never really use it all, and that's really hitting me now. Still, the only way out is forward, so on with the adventure. [/QUOTE]
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