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<blockquote data-quote="(un)reason" data-source="post: 4530891" data-attributes="member: 27780"><p><strong><u>Dragon Issue 45: January 1981</u></strong></p><p></p><p>part 1/2</p><p></p><p>96 pages. A new year, new staff. Lots of new staff in fact. Roger Moore and Ed Greenwood both get official jobs with the company, having both had tons of articles published over the past year. Quality and quantity will have an impact, and be recognized. Circulation has once again increased around fourfold in the last year, and obviously they can now afford considerably more. Just how much bigger can they get? Hopefully quite a bit. </p><p></p><p>In this issue: </p><p></p><p>An advert for Fantasy Modelling magazine. Featuring Boris Vallejo. Snerk. Look at the muscles. </p><p></p><p>Out on a limb: Another letter complaining about the horrendous character inflation the GM's in his area practice, and asking the magazine to do more to sort them out. </p><p>A letter grumbling about Ringside, Traveller and other obscure games getting so much space in the magazine when they want more AD&D. To which they reply only catering to the most popular crowd and neglecting everyone else is how governments lose support and magazines descend into irrelevance. Which is not a good idea. Variety is important. </p><p>And someone's finally noticed the magazine losing its The. And they are not happy. They also have lots of other complaints about the recent "kiddiefication" of the magazine in general. The professor ludlow module sucked, the new cover format sucks, you're running too many adverts, and Kim Mohan sucks for trying to cater to a younger audience. Charming. Kim takes the ranting with good humour, and points out that the proportion of advertising they carry has not, in fact, increased, it's just kept pace with their page count expansion. This is accompanied by hard statistics on the percentages other magazines devoted to ads. Most of their rivals are around 20-30% ads, apart from White Dwarf, who are at over 40%, which is an interesting thing to know. </p><p></p><p>Ha. Look the part you play. Another amusing advert, this time for a costumes company. Well, it's appropriate, I guess. Lets just hope we don't get too many fat unwashed creepy guys dressing up as princesses. </p><p></p><p>Gas 'em up and smoke 'em out: Muahahaha. Another weapon that bypasses the combat scenario to great effectiveness, at least the first few times you face it. Players getting overcocky with their flaming oil? GM's get poison gas. Nothing to show them who's boss like having to save or die every single round while trying to escape, with no-one to fight (or possibly lots of level draining undead, if you want to be extra mean. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />). Includes proper formulae for determining rates of dispersal and stuff. I like this, as it's a good reminder that life isn't fair, and you shouldn't make the game strictly fair all the time either. After all, what evil overlord worth their horns would intentionally leave a weakness in their defenses? (unless it was as a trap to lure the heroes into a false sense of security) </p><p></p><p>Dungeon ventilation clears the air: The complimentary article to the previous one. In a real underground setting, without any airflow system things get pretty manky pretty quickly. And yet players rarely encounter this little problem. Yet the solutions to it, such as chimneys and mechanical pumping systems, can add considerable tactical options to your game which are pretty fun to take advantage of. More fun stuff you usually forget, and which I would rather like to use in the future. </p><p></p><p>Two more NPC classes. The alchemist (Again. Honestly, they're like wizards useless kid brother who you just can't get rid of. Can I come on an adventure this time? No.) and the astrologer. Neither of them are very useful, really. If it weren't for D&D's artificial trade monopolies, they'd be screwed next to wizards and clerics. </p><p></p><p>Magic items for everyman (sic): Ahh, determining how many magic items characters of a particular level are supposed to have. Another persistent problem that 3rd edition just about managed to solve. This is a pretty reasonable stab at dealing with it, but doesn't have the simplicity of the final solution. Another think we'll probably be seeing several more tries at over the years. </p><p></p><p>Up on a soap box: Two smaller rants under this ageis this issue. The first involves creative use of real world principles to strategically counter monsters, such as pouring cold water down the throat of a red dragon. Not sure how much leeway you should give to stuff like that, as D&D shouldn't use real world physics too much. The second is about dealing with high level characters. Retirement, wish wars, way too many save or die effects, deity stalemate, and a constant influx of young guns trying to take on the guys with the big reputations are all ways to keep them from getting complacent. This is why keeping the party together is still useful when at high level. One high level character can still get splatted by a bad save, even if they have 2's in every category, while a team can raise each other and form a multiversal political bloc that keeps the dreaded stasis of competing powers from making things dull. Can't say I'm particularly enthused about either of these articles. </p><p></p><p>Bazaar of the Bizarre: Bell of pavlov? Really. Someone in editing was too busy laughing to realize how dumb that is. Lots of other quirky and jokey items as well, including pet rocks, ruby slippers (a la wizard of oz) and the ring of oak, which is pretty useless to PC's, because all it does is allow dryads to roam beyond the usual distance from their trees. Still, I suppose it's better than only listing items and abilities with a direct combat application. That would get tedious even faster. </p><p></p><p>The write way to get published: Robert Plamondon and Kim Mohan provide a humorously illustrated example of the submission and editing process, following up on issue 43's Dragon Rumbles. Even experienced authors who've been professionally published regularly need an multiple drafts and an editor to produce work of truly great quality. And once again, the virtues of persistence, revision, and making sure you get paid are emphasized. Being a professional artist is no job for the undisciplined. Once again, this is pretty good advice, regardless of the job. I certainly intend to heed it. </p><p></p><p>The Rasmussen files: Merle gives us some feedback, rules clarifications, and new stuff on training characters up. Nothing particularly revolutionary here, just the usual sound of a developer chugging away, trying to keep his work growing and promoted.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4530891, member: 27780"] [B][U]Dragon Issue 45: January 1981[/U][/B] part 1/2 96 pages. A new year, new staff. Lots of new staff in fact. Roger Moore and Ed Greenwood both get official jobs with the company, having both had tons of articles published over the past year. Quality and quantity will have an impact, and be recognized. Circulation has once again increased around fourfold in the last year, and obviously they can now afford considerably more. Just how much bigger can they get? Hopefully quite a bit. In this issue: An advert for Fantasy Modelling magazine. Featuring Boris Vallejo. Snerk. Look at the muscles. Out on a limb: Another letter complaining about the horrendous character inflation the GM's in his area practice, and asking the magazine to do more to sort them out. A letter grumbling about Ringside, Traveller and other obscure games getting so much space in the magazine when they want more AD&D. To which they reply only catering to the most popular crowd and neglecting everyone else is how governments lose support and magazines descend into irrelevance. Which is not a good idea. Variety is important. And someone's finally noticed the magazine losing its The. And they are not happy. They also have lots of other complaints about the recent "kiddiefication" of the magazine in general. The professor ludlow module sucked, the new cover format sucks, you're running too many adverts, and Kim Mohan sucks for trying to cater to a younger audience. Charming. Kim takes the ranting with good humour, and points out that the proportion of advertising they carry has not, in fact, increased, it's just kept pace with their page count expansion. This is accompanied by hard statistics on the percentages other magazines devoted to ads. Most of their rivals are around 20-30% ads, apart from White Dwarf, who are at over 40%, which is an interesting thing to know. Ha. Look the part you play. Another amusing advert, this time for a costumes company. Well, it's appropriate, I guess. Lets just hope we don't get too many fat unwashed creepy guys dressing up as princesses. Gas 'em up and smoke 'em out: Muahahaha. Another weapon that bypasses the combat scenario to great effectiveness, at least the first few times you face it. Players getting overcocky with their flaming oil? GM's get poison gas. Nothing to show them who's boss like having to save or die every single round while trying to escape, with no-one to fight (or possibly lots of level draining undead, if you want to be extra mean. :D). Includes proper formulae for determining rates of dispersal and stuff. I like this, as it's a good reminder that life isn't fair, and you shouldn't make the game strictly fair all the time either. After all, what evil overlord worth their horns would intentionally leave a weakness in their defenses? (unless it was as a trap to lure the heroes into a false sense of security) Dungeon ventilation clears the air: The complimentary article to the previous one. In a real underground setting, without any airflow system things get pretty manky pretty quickly. And yet players rarely encounter this little problem. Yet the solutions to it, such as chimneys and mechanical pumping systems, can add considerable tactical options to your game which are pretty fun to take advantage of. More fun stuff you usually forget, and which I would rather like to use in the future. Two more NPC classes. The alchemist (Again. Honestly, they're like wizards useless kid brother who you just can't get rid of. Can I come on an adventure this time? No.) and the astrologer. Neither of them are very useful, really. If it weren't for D&D's artificial trade monopolies, they'd be screwed next to wizards and clerics. Magic items for everyman (sic): Ahh, determining how many magic items characters of a particular level are supposed to have. Another persistent problem that 3rd edition just about managed to solve. This is a pretty reasonable stab at dealing with it, but doesn't have the simplicity of the final solution. Another think we'll probably be seeing several more tries at over the years. Up on a soap box: Two smaller rants under this ageis this issue. The first involves creative use of real world principles to strategically counter monsters, such as pouring cold water down the throat of a red dragon. Not sure how much leeway you should give to stuff like that, as D&D shouldn't use real world physics too much. The second is about dealing with high level characters. Retirement, wish wars, way too many save or die effects, deity stalemate, and a constant influx of young guns trying to take on the guys with the big reputations are all ways to keep them from getting complacent. This is why keeping the party together is still useful when at high level. One high level character can still get splatted by a bad save, even if they have 2's in every category, while a team can raise each other and form a multiversal political bloc that keeps the dreaded stasis of competing powers from making things dull. Can't say I'm particularly enthused about either of these articles. Bazaar of the Bizarre: Bell of pavlov? Really. Someone in editing was too busy laughing to realize how dumb that is. Lots of other quirky and jokey items as well, including pet rocks, ruby slippers (a la wizard of oz) and the ring of oak, which is pretty useless to PC's, because all it does is allow dryads to roam beyond the usual distance from their trees. Still, I suppose it's better than only listing items and abilities with a direct combat application. That would get tedious even faster. The write way to get published: Robert Plamondon and Kim Mohan provide a humorously illustrated example of the submission and editing process, following up on issue 43's Dragon Rumbles. Even experienced authors who've been professionally published regularly need an multiple drafts and an editor to produce work of truly great quality. And once again, the virtues of persistence, revision, and making sure you get paid are emphasized. Being a professional artist is no job for the undisciplined. Once again, this is pretty good advice, regardless of the job. I certainly intend to heed it. The Rasmussen files: Merle gives us some feedback, rules clarifications, and new stuff on training characters up. Nothing particularly revolutionary here, just the usual sound of a developer chugging away, trying to keep his work growing and promoted. [/QUOTE]
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