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<blockquote data-quote="(un)reason" data-source="post: 4495454" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 30: October 1979</u></strong></p><p></p><p>Part 1/2</p><p></p><p>48 pages. Geeks, cults, and disappearances, oh my! So this is when the first D&D player takes things too far headline hit the news, and the tabloids start printing ridiculous misconceptions about the nature of the game. Well, its another thing I was curious about. Remember everyone, It's your job to present yourself to the world as well adjusted people, so these unfortunates do not tarnish the name of the hobby as a whole. Of course, any publicity is good publicity in a way, and we know that sales would still increase considerably after this point, so this is not the BADDness you're looking for. </p><p></p><p>In this issue: </p><p></p><p>Kim Mohan gives us his first article, which is also a report of the first ever convention he attended. Talk about jumping in at the deep end. He gets star struck meeting the other D&D writers, worn out dealing with the endless public demand, amazed how nice virtually everyone is, and takes lots of photos. His huge amount of enthusiasm for his new job shows through, and is pretty infectious. This is why you need new people every so often. All the skill in the world means nothing without the energy to back it up. </p><p></p><p>Where the Orcs are: An epic miniatures castle and its inhabitants gets a several page, full color spread of photos showing it off. Truly, an awe inspiring example of the ridiculous lengths people are willing to go for their hobbies. Mind you, given the amount of time and effort I'm putting into this thread, maybe its not such an unachievable standard after all. </p><p></p><p>Leromunds tiny hut: Another new regular column starts. This particular one goes into extensive detail on the powers and limitations of vampires, extrapolating on their MM entry, and delivering rules expansions and errata. There is a certain amount of nerfing going on here, as Len tends to rule in a conservative way, but even so, vampires are still disgustingly powerfull and able to screw your characters for ages with a single hit. And if they were played intelligently, they would be able to take over the world with worrying ease. Ahh, spawning monsters. How you mess with the idea of a workable ecology. </p><p></p><p>Another persons perspective on this years Origins. Lots of cool specifics and a well written article. </p><p></p><p>White plume mountain! Another classic module out now. Isn't this the one with the crashed spacecraft? Or was that expedition to the barrier peaks? Ahh, silly crossovers. You don't get anything like that in modern adventures. </p><p></p><p>New settings for the adventure. Gary talks on stuff in general. First, he talks about the difference between a publisher and an editor, and how much input he has on the contents of the magazine. Notable here is that he says he is trying to keep the amount of articles he submits each month to a reasonable amount, so as not to overdominate the magazine. When I consider how slow his C&C output was in the last few years of his life, this just makes me sad. When you consider the risks and costs in transhumanism, and then compare them to what age does to people, frankly I think I'm willing to face those drawbacks. But anyway. He also criticises the Giants in the earth column for overpowering the characters, and talks about the new modules out soon. All in all, a very informative column this issue. </p><p></p><p>The new improved Ninja!: As if they weren't twinked enough, this article gives ninjas a whole slew of new weapons and powers. Not very well integrated with the D&D ruleset, nor particularly imaginative, this is just not very good in general. This is why we needed feats. It stopped characters from being able to pick up every special power given to their class in various supplements. </p><p></p><p>The formative years of Fafhrd and the Mouser: The guy who introduced Harry and Fritz to one-another, and is thus indirectly responsible for lankhmar, talks about their high school and university years, how they influenced one-another, and their collective creation. Another extremely informative article about the roots of the hobby.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4495454, member: 27780"] [B][U]The Dragon Issue 30: October 1979[/U][/B] Part 1/2 48 pages. Geeks, cults, and disappearances, oh my! So this is when the first D&D player takes things too far headline hit the news, and the tabloids start printing ridiculous misconceptions about the nature of the game. Well, its another thing I was curious about. Remember everyone, It's your job to present yourself to the world as well adjusted people, so these unfortunates do not tarnish the name of the hobby as a whole. Of course, any publicity is good publicity in a way, and we know that sales would still increase considerably after this point, so this is not the BADDness you're looking for. In this issue: Kim Mohan gives us his first article, which is also a report of the first ever convention he attended. Talk about jumping in at the deep end. He gets star struck meeting the other D&D writers, worn out dealing with the endless public demand, amazed how nice virtually everyone is, and takes lots of photos. His huge amount of enthusiasm for his new job shows through, and is pretty infectious. This is why you need new people every so often. All the skill in the world means nothing without the energy to back it up. Where the Orcs are: An epic miniatures castle and its inhabitants gets a several page, full color spread of photos showing it off. Truly, an awe inspiring example of the ridiculous lengths people are willing to go for their hobbies. Mind you, given the amount of time and effort I'm putting into this thread, maybe its not such an unachievable standard after all. Leromunds tiny hut: Another new regular column starts. This particular one goes into extensive detail on the powers and limitations of vampires, extrapolating on their MM entry, and delivering rules expansions and errata. There is a certain amount of nerfing going on here, as Len tends to rule in a conservative way, but even so, vampires are still disgustingly powerfull and able to screw your characters for ages with a single hit. And if they were played intelligently, they would be able to take over the world with worrying ease. Ahh, spawning monsters. How you mess with the idea of a workable ecology. Another persons perspective on this years Origins. Lots of cool specifics and a well written article. White plume mountain! Another classic module out now. Isn't this the one with the crashed spacecraft? Or was that expedition to the barrier peaks? Ahh, silly crossovers. You don't get anything like that in modern adventures. New settings for the adventure. Gary talks on stuff in general. First, he talks about the difference between a publisher and an editor, and how much input he has on the contents of the magazine. Notable here is that he says he is trying to keep the amount of articles he submits each month to a reasonable amount, so as not to overdominate the magazine. When I consider how slow his C&C output was in the last few years of his life, this just makes me sad. When you consider the risks and costs in transhumanism, and then compare them to what age does to people, frankly I think I'm willing to face those drawbacks. But anyway. He also criticises the Giants in the earth column for overpowering the characters, and talks about the new modules out soon. All in all, a very informative column this issue. The new improved Ninja!: As if they weren't twinked enough, this article gives ninjas a whole slew of new weapons and powers. Not very well integrated with the D&D ruleset, nor particularly imaginative, this is just not very good in general. This is why we needed feats. It stopped characters from being able to pick up every special power given to their class in various supplements. The formative years of Fafhrd and the Mouser: The guy who introduced Harry and Fritz to one-another, and is thus indirectly responsible for lankhmar, talks about their high school and university years, how they influenced one-another, and their collective creation. Another extremely informative article about the roots of the hobby. [/QUOTE]
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