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<blockquote data-quote="(un)reason" data-source="post: 4488327" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 27: July 1979 </u></strong></p><p></p><p>part 1/2</p><p></p><p>52 pages. So its their third birthday, and they are now firmly established as the premier magazine in their field. A pretty good place to be in. So they're looking back a bit. And the thing they're most proud of, oddly enough is the snits games. Life is full of amusing oddities. But that doesn't mean they've taken their eye off the ball. They intend to advance with the times, instituting a computer game column, and more increases in size. Which is nice, I guess. More work for me. We also get a new logo, losing the ooziness of the old one for a more easily legible angular script. All things must change, I suppose. </p><p></p><p>In this issue: </p><p></p><p>Agincourt - the destruction of french chivalry: A review of the wargame by Tim the editor. This brings up an interesting topic. It seems like wargames designed to represent one particular battle in history and nothing else were quite common back then. Which seems quite strange, from my perspective, as you'd have to learn new rules for each game, and the replay value would be somewhat limited. (unless you're the kind of person who enjoys playing something like chess as a hobby in itself, rather than boardgames as a whole) I guess that was their analog of indie games like my life with master. Digression aside, it's a very well written review, that comprehensively covers both its good and bad points, and examines the historical accuracy of the game. Guess it was up to the editor to show up all those freelancers submitting shoddy reviews. </p><p></p><p>Agincourt designers notes: I guess this is this issues big topic then. The designer talks about his design choices, and fills in more details about the historical context of Agincourt. Not quite as interesting as the review, this is still a solid article, which combined with the previous should give you more than enough information on if you want to buy the game. </p><p></p><p>The effects of agincourt on the hundred years war: A third article, this time focusing on the political situation surrounding the battle, what happened before and afterwards. A tale of madness, famine, bankruptcy, treachery and technology. If anyone says history is boring, they've had the wrong teacher. </p><p></p><p>Elementals and the philosophers stone: An interesting article, drawing upon greek theories of matter to create an alternate cosmology based upon a cubic structure, with the 4 elements and good and evil arranged in a cube, with 12 other physical and emotional states being formed by the combinations between them. An idea that would of course later be paralleled in the demi and quasielemental planes, with the overt morality stripped out. I quite like this, and like the alternate alignment systems presented in earlier issues, would very much like to try it out in game sometime. After all, anything, even a cosmology as cool as the great wheel, gets dull eventually with overuse. </p><p></p><p>What judges guild has done for D&D: By publishing officially licenced products for D&D, both it, we, and you have benefited. In addition, we have encouraged the practice of GM's treating players fairly, not as antagonists to be tricked and slaughtered at every opportunity, and playing by the rules, as this messes up the game balance. We also encourage realistic world building. Ooookay. Permit me to have a degree of skepicism. Not sure how to feel about this article. </p><p></p><p>Cangames '79: Gary reviews the convention, giving it good marks, and saying he hopes to visit again next year. Not much more to say on this one. </p><p></p><p>Out on a limb: A veeeeeeeeery long letter rebutting the scathing attack on bakshi's LotR. A quite short letter attacking the mountain of supplements for D&D, and the expense of keeping up with the game. (excuse me while I s<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=":)" /><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=":)" /> for a moment) Nothing to see here folks, move along, move along. </p><p></p><p>Tesseracts - A traveller artifact: The idea presented for D&D a few issues back gets adapted to traveler, with similarly fun results. Hyperdimensional stuff is always so much fun. </p><p></p><p>A new comic, The voyages of exploration ship znutar: Another silly little B&W number that looks like it's leading into something.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4488327, member: 27780"] [B][U]The Dragon Issue 27: July 1979 [/U][/B] part 1/2 52 pages. So its their third birthday, and they are now firmly established as the premier magazine in their field. A pretty good place to be in. So they're looking back a bit. And the thing they're most proud of, oddly enough is the snits games. Life is full of amusing oddities. But that doesn't mean they've taken their eye off the ball. They intend to advance with the times, instituting a computer game column, and more increases in size. Which is nice, I guess. More work for me. We also get a new logo, losing the ooziness of the old one for a more easily legible angular script. All things must change, I suppose. In this issue: Agincourt - the destruction of french chivalry: A review of the wargame by Tim the editor. This brings up an interesting topic. It seems like wargames designed to represent one particular battle in history and nothing else were quite common back then. Which seems quite strange, from my perspective, as you'd have to learn new rules for each game, and the replay value would be somewhat limited. (unless you're the kind of person who enjoys playing something like chess as a hobby in itself, rather than boardgames as a whole) I guess that was their analog of indie games like my life with master. Digression aside, it's a very well written review, that comprehensively covers both its good and bad points, and examines the historical accuracy of the game. Guess it was up to the editor to show up all those freelancers submitting shoddy reviews. Agincourt designers notes: I guess this is this issues big topic then. The designer talks about his design choices, and fills in more details about the historical context of Agincourt. Not quite as interesting as the review, this is still a solid article, which combined with the previous should give you more than enough information on if you want to buy the game. The effects of agincourt on the hundred years war: A third article, this time focusing on the political situation surrounding the battle, what happened before and afterwards. A tale of madness, famine, bankruptcy, treachery and technology. If anyone says history is boring, they've had the wrong teacher. Elementals and the philosophers stone: An interesting article, drawing upon greek theories of matter to create an alternate cosmology based upon a cubic structure, with the 4 elements and good and evil arranged in a cube, with 12 other physical and emotional states being formed by the combinations between them. An idea that would of course later be paralleled in the demi and quasielemental planes, with the overt morality stripped out. I quite like this, and like the alternate alignment systems presented in earlier issues, would very much like to try it out in game sometime. After all, anything, even a cosmology as cool as the great wheel, gets dull eventually with overuse. What judges guild has done for D&D: By publishing officially licenced products for D&D, both it, we, and you have benefited. In addition, we have encouraged the practice of GM's treating players fairly, not as antagonists to be tricked and slaughtered at every opportunity, and playing by the rules, as this messes up the game balance. We also encourage realistic world building. Ooookay. Permit me to have a degree of skepicism. Not sure how to feel about this article. Cangames '79: Gary reviews the convention, giving it good marks, and saying he hopes to visit again next year. Not much more to say on this one. Out on a limb: A veeeeeeeeery long letter rebutting the scathing attack on bakshi's LotR. A quite short letter attacking the mountain of supplements for D&D, and the expense of keeping up with the game. (excuse me while I s:):):):):):) for a moment) Nothing to see here folks, move along, move along. Tesseracts - A traveller artifact: The idea presented for D&D a few issues back gets adapted to traveler, with similarly fun results. Hyperdimensional stuff is always so much fun. A new comic, The voyages of exploration ship znutar: Another silly little B&W number that looks like it's leading into something. [/QUOTE]
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