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<blockquote data-quote="(un)reason" data-source="post: 4502776" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 32: December 1979 </u></strong></p><p></p><p>Part 2/2</p><p></p><p>Leomunds tiny hut: A selection of crossbreeds between goblinoids and insects, for those of you who tire of the same old mooks. Not updated, but given the template system of 3rd ed, it would be simplicity itself to do so. Ahh, mad wizards. Is there anything you won't make? </p><p></p><p>Some Spells for the very Smart Sorcerer: A load of extra spells for the game WIZARD. All are directly nicked from D&D, which is a bit cheeky really. Where is your imagination? </p><p></p><p>The druid in fact and fantasy: This again? Still, this time there's lots of interesting D&D specific material, so it's better than last time. But is it really worth eating Satans Feces to protect yourself from devils? Man, what a decision. </p><p></p><p>The traveller politician: An additional set of career paths for those of you who don't want to join the military. Obviously, you'll get rather more opportunities to hone your social skills, and less combat ability, so it's not a good option for purely hack and slash games. Still, I hope we're far enough into roleplaying teritory that there are people who want to try a less combat focussed game once in a while. And it's certainly no Ninja in terms of brokenness. So I give this article my approval. </p><p></p><p>The fantasysmiths notebook: The writer attempts to persuade those of us who play without miniatures of the advantages of doing so, plus a bit of info on how to get started for the complete amateur. Buy more stuff. Come on, you know you want too. As someone who has played games both with and without miniatures, I simply say meh. I have other things to spend my money on. </p><p></p><p>WRG rules modifications for modern combat: A pretty substantial rewrite of the game. Rather dry and dense stuff, and since I don't know the game, I can't comment on how broken it is. Such a pain in the derrierre. </p><p></p><p>Reviews: Samurai, a wargame. Middle sea, A boardgame, plus mini reviews of Ironclad and Sandalot Football. Rather a short section this month. I guess people are holding off on new stuff until christmas day or something. Still better to only have a few and maintain quality control than let any old drek be printed. </p><p></p><p>Dragons bestiary: Another familiar Ed Greenwood offering this month, the Crawling Claw. AKA thing from the Addams family with the serial numbers filed off. <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=";)" /> Also features the first mention of Nulathoes Ninemen (really, what was all that about? What's his problem with the self explanatory spell names everyone else uses. ) which would also be instrumental in the creation of Bone Bats. So he's snuck quite a bit of implied setting into this monster description. What are we to do with this upstart freelancer? <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>A typical night in the life of nine ordinary people: A little piece of fiction on the strangeness of gamers to the uninitiated, with a distinct horror slant. Reminds me of something else I've read, but can't place at the moment. Pretty cool, anyway. </p><p></p><p>Wormy continues, and we get the start of another persistent piece of formatting, that of the dragonmirth section. Beware the carnivorous commode. </p><p></p><p>And your big christmas present, a complete 16 page module, The Fell Pass by Karl Merris. Well, it is still nearly 7 years until Dungeon starts up. I suspect we'll be seeing a few more adventures in here before then. This is a pretty old school plotless location based module with several horribly unfair death traps and challenges way above the average level of the encounters. Still, at least they're inventively evil death traps, so your players won't be bored as they die. </p><p></p><p>Once again they've continued to put out a quality product, and made noticeable steps towards becoming the magazine I remember. I guess the second half of 79 is where things really become a professional operation. Which puts them in a good position to expand further and capitalise on this. So lets step from the 70's, leave behind disco, punk, economic troubles and stupid hair for synths, shoulderpads, excess and er, more stupid hair. Lets hope you enjoy my trek through the next decade even more than you enjoyed this one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4502776, member: 27780"] [B][U]The Dragon Issue 32: December 1979 [/U][/B] Part 2/2 Leomunds tiny hut: A selection of crossbreeds between goblinoids and insects, for those of you who tire of the same old mooks. Not updated, but given the template system of 3rd ed, it would be simplicity itself to do so. Ahh, mad wizards. Is there anything you won't make? Some Spells for the very Smart Sorcerer: A load of extra spells for the game WIZARD. All are directly nicked from D&D, which is a bit cheeky really. Where is your imagination? The druid in fact and fantasy: This again? Still, this time there's lots of interesting D&D specific material, so it's better than last time. But is it really worth eating Satans Feces to protect yourself from devils? Man, what a decision. The traveller politician: An additional set of career paths for those of you who don't want to join the military. Obviously, you'll get rather more opportunities to hone your social skills, and less combat ability, so it's not a good option for purely hack and slash games. Still, I hope we're far enough into roleplaying teritory that there are people who want to try a less combat focussed game once in a while. And it's certainly no Ninja in terms of brokenness. So I give this article my approval. The fantasysmiths notebook: The writer attempts to persuade those of us who play without miniatures of the advantages of doing so, plus a bit of info on how to get started for the complete amateur. Buy more stuff. Come on, you know you want too. As someone who has played games both with and without miniatures, I simply say meh. I have other things to spend my money on. WRG rules modifications for modern combat: A pretty substantial rewrite of the game. Rather dry and dense stuff, and since I don't know the game, I can't comment on how broken it is. Such a pain in the derrierre. Reviews: Samurai, a wargame. Middle sea, A boardgame, plus mini reviews of Ironclad and Sandalot Football. Rather a short section this month. I guess people are holding off on new stuff until christmas day or something. Still better to only have a few and maintain quality control than let any old drek be printed. Dragons bestiary: Another familiar Ed Greenwood offering this month, the Crawling Claw. AKA thing from the Addams family with the serial numbers filed off. ;) Also features the first mention of Nulathoes Ninemen (really, what was all that about? What's his problem with the self explanatory spell names everyone else uses. ) which would also be instrumental in the creation of Bone Bats. So he's snuck quite a bit of implied setting into this monster description. What are we to do with this upstart freelancer? ;) A typical night in the life of nine ordinary people: A little piece of fiction on the strangeness of gamers to the uninitiated, with a distinct horror slant. Reminds me of something else I've read, but can't place at the moment. Pretty cool, anyway. Wormy continues, and we get the start of another persistent piece of formatting, that of the dragonmirth section. Beware the carnivorous commode. And your big christmas present, a complete 16 page module, The Fell Pass by Karl Merris. Well, it is still nearly 7 years until Dungeon starts up. I suspect we'll be seeing a few more adventures in here before then. This is a pretty old school plotless location based module with several horribly unfair death traps and challenges way above the average level of the encounters. Still, at least they're inventively evil death traps, so your players won't be bored as they die. Once again they've continued to put out a quality product, and made noticeable steps towards becoming the magazine I remember. I guess the second half of 79 is where things really become a professional operation. Which puts them in a good position to expand further and capitalise on this. So lets step from the 70's, leave behind disco, punk, economic troubles and stupid hair for synths, shoulderpads, excess and er, more stupid hair. Lets hope you enjoy my trek through the next decade even more than you enjoyed this one. [/QUOTE]
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