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<blockquote data-quote="(un)reason" data-source="post: 4531597" data-attributes="member: 27780"><p><strong><u>Dragon Issue 45: January 1981</u></strong></p><p></p><p>part 2/2</p><p></p><p>Leomunds tiny hut: Len talks about missile fire, and includes a new sub-class specializing in them, the Archer. As ever, D&D does not accurately represent reality, and he would like to make it a bit closer. Ranges, cover, rates of fire and disruption of spellcasting all get mentions. And once again, once he starts discussing minutinae, I start zoning out. As you might expect, the new class is an excuse to give loads of bonuses that circumvent the penalties he's just introduced for everyone else. Which is not the kind of behaviour I approve of. </p><p></p><p>The Dragon Dungeon Design kit: Our big centrepiece this month is lots and lots of cardboard components that you are supposed to cut out and use to make dungeons with. Walls, stairs, treasure chests, tables, torches, lots of things that you'll use again and again. Plus both hex and grid paper for laying your new labyrinths out on. Another thing that's a bit problematic in .pdf, but if you can solve the sizing issues and need for cardstock, you can now print as many copies of this bit as you like, circumventing the limitations they had back then. Which is very nice indeed. More stuff that would still be rather useful today, and if I ever get to run a campaign based around stuff from the magazine, this'll be one of the things I'll use in it.</p><p></p><p>Minarian Legends: The spotlight this issue falls upon the Dwarves. Their history, their (not particularly nice ) deities, and their conquests and defeats. As ever from Glen, this is a pretty nuanced portrayal, which neither mary-sues them, nor villainises them, and gives their setting individuality without going too far from established fantasy tropes to be unrecognisable. So the usual good quality stuff then. </p><p></p><p>Simulation Corner: This time, the talk is on how a game can be objectively badly designed. Inconsistencies in the rules, poor organization, tedious and impenetrable legal speak, failure to explain technical terms, and outright errata can all make a game more problematic to play than another. And that even before we get into subjective stuff like catering to particular playstyles. The writer seems to have their head screwed on properly. Now, if they could just apply those principles to D&D <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" /> </p><p></p><p>Squad Leader: The Germans invaded the Russian cities earlier on in these articles. Turnabout is fair play, as they push back in 1945. More close fighting fun. </p><p></p><p>Castles Castles Everywhere: Not just a medieval invention, there were tons of castles in roman and older periods too, including plenty of bibilical examples. This article goes into more detail on this matter. As with many things designed for war, they were often kludged designs started in a rush using whatever they had at the time, and then refined into lethally efficient forms. Which conflicts with the tendency of D&D worlds to be stuck in technological pseudo-stasis. Which raises more awkward world design issues you may or may not want to address in your game. Sorry, my mind seems to have drifted, as this is another not particularly good article. </p><p></p><p>The Electric Eye: More build it yourself programming fun, this time showing you how to create your own random number generator to take the place of physical dice. So long, being restricted to the standard range of platonic solids (and d10's) for your number ranges. If only more games had taken advantage of this. I would like to see more d13 rolls. But then, computer and RPG integration is still an iffy subject, 27 years later. What are we to do. </p><p></p><p>Hop Hop Hooray: Woo! An article for Bunnies and Burrows. You get an "I've been wondering if they'd mention this" Point, Mr Maxfield. Hmm. Some rather odd ideas here. Rabbits riding hares? Wouldn't that be like humans riding gorillas? With these extras, a well organised team has a good chance of taking on a human and winning. Was this really the intent of the designers? I know rabbits can be pretty vicious, but that may be taking player empowerment at the expense of emulation a little too far. Still, I guess imitating real rabbits too accurately wouldn't be fun. </p><p></p><p>How to have a good time being evil: Sometimes you don't want to be a hero, you just want to kill stuff and get treasure. Ok, so good adventurers do that as well, but this way you get to ride nightmares, torture your prisoners and stab each other in the back for bigger shares of the loot. Just watch out for hordes of angry villagers. Kill too many, and you won't be able to eat them all. <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=";)" /> Not a particularly great article of its type, but I'm sure we'll see plenty better as the years go by. </p><p></p><p>You can jump how far?: Rules for determining exactly how far and high you can jump. A percentile system with a whole load of modifiers, this is another classic D&D example of inventing a whole new subsystem for each special case. Not that it's a bad subsystem in this case, but that's not the point. It still means you have to look the damn thing up. </p><p></p><p>Reviews: Bloodtree rebellion is a game of guerilla warfare on a far planet. And a pretty good one. But of course, games of asymmetic warfare are not particularly popular, partially due to the shadow of vietnam over american society. Will it be able to overcome that? We shall see. </p><p>Space Marines: The second edition of this game is a substantial improvement over the first in terms of rules, but still hampered by uninspired fluff. It's certainly no WH40K, for good or bad. <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>Grail quest. Arthurian legend gets an adaption for the fantasy trip. Designed for solitare play, this seems to do a pretty good job of providing a thematically appropriate set of encounters for a group of questing knights. But as a solitare game it is a little too heavily dependent on random rolls to create a challenge over tactics. </p><p></p><p>Dragons bestiary: Last month it was arctic monsters, this time, all the creatures prefer more arid climes. Skyzorr'n are a race of giant anthromorph ants that would make good rivals to thri-kreen, Sand lizards and dust devils are pretty self explanatory. Being grappled by multi-tailed reptiles and suffocated by an annoying elemental that then takes your stuff should keep the characters busy for a while. </p><p></p><p>Dragonmirth is present. Fineous fingers is not only here, he also gets an advert for a big compilation of all his early issues, plus a new exclusive one. Jasmine's eponymous character finally reveals herself, and has to be rescued straight away. </p><p></p><p>While the overall product remains pretty well done, the average quality of articles this month doesn't seem to be very good. Maybe they blew all their energy on the christmas one, and so this was filled with the leftovers. Oh well. There's plenty more where this came from.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4531597, member: 27780"] [B][U]Dragon Issue 45: January 1981[/U][/B] part 2/2 Leomunds tiny hut: Len talks about missile fire, and includes a new sub-class specializing in them, the Archer. As ever, D&D does not accurately represent reality, and he would like to make it a bit closer. Ranges, cover, rates of fire and disruption of spellcasting all get mentions. And once again, once he starts discussing minutinae, I start zoning out. As you might expect, the new class is an excuse to give loads of bonuses that circumvent the penalties he's just introduced for everyone else. Which is not the kind of behaviour I approve of. The Dragon Dungeon Design kit: Our big centrepiece this month is lots and lots of cardboard components that you are supposed to cut out and use to make dungeons with. Walls, stairs, treasure chests, tables, torches, lots of things that you'll use again and again. Plus both hex and grid paper for laying your new labyrinths out on. Another thing that's a bit problematic in .pdf, but if you can solve the sizing issues and need for cardstock, you can now print as many copies of this bit as you like, circumventing the limitations they had back then. Which is very nice indeed. More stuff that would still be rather useful today, and if I ever get to run a campaign based around stuff from the magazine, this'll be one of the things I'll use in it. Minarian Legends: The spotlight this issue falls upon the Dwarves. Their history, their (not particularly nice ) deities, and their conquests and defeats. As ever from Glen, this is a pretty nuanced portrayal, which neither mary-sues them, nor villainises them, and gives their setting individuality without going too far from established fantasy tropes to be unrecognisable. So the usual good quality stuff then. Simulation Corner: This time, the talk is on how a game can be objectively badly designed. Inconsistencies in the rules, poor organization, tedious and impenetrable legal speak, failure to explain technical terms, and outright errata can all make a game more problematic to play than another. And that even before we get into subjective stuff like catering to particular playstyles. The writer seems to have their head screwed on properly. Now, if they could just apply those principles to D&D :D Squad Leader: The Germans invaded the Russian cities earlier on in these articles. Turnabout is fair play, as they push back in 1945. More close fighting fun. Castles Castles Everywhere: Not just a medieval invention, there were tons of castles in roman and older periods too, including plenty of bibilical examples. This article goes into more detail on this matter. As with many things designed for war, they were often kludged designs started in a rush using whatever they had at the time, and then refined into lethally efficient forms. Which conflicts with the tendency of D&D worlds to be stuck in technological pseudo-stasis. Which raises more awkward world design issues you may or may not want to address in your game. Sorry, my mind seems to have drifted, as this is another not particularly good article. The Electric Eye: More build it yourself programming fun, this time showing you how to create your own random number generator to take the place of physical dice. So long, being restricted to the standard range of platonic solids (and d10's) for your number ranges. If only more games had taken advantage of this. I would like to see more d13 rolls. But then, computer and RPG integration is still an iffy subject, 27 years later. What are we to do. Hop Hop Hooray: Woo! An article for Bunnies and Burrows. You get an "I've been wondering if they'd mention this" Point, Mr Maxfield. Hmm. Some rather odd ideas here. Rabbits riding hares? Wouldn't that be like humans riding gorillas? With these extras, a well organised team has a good chance of taking on a human and winning. Was this really the intent of the designers? I know rabbits can be pretty vicious, but that may be taking player empowerment at the expense of emulation a little too far. Still, I guess imitating real rabbits too accurately wouldn't be fun. How to have a good time being evil: Sometimes you don't want to be a hero, you just want to kill stuff and get treasure. Ok, so good adventurers do that as well, but this way you get to ride nightmares, torture your prisoners and stab each other in the back for bigger shares of the loot. Just watch out for hordes of angry villagers. Kill too many, and you won't be able to eat them all. ;) Not a particularly great article of its type, but I'm sure we'll see plenty better as the years go by. You can jump how far?: Rules for determining exactly how far and high you can jump. A percentile system with a whole load of modifiers, this is another classic D&D example of inventing a whole new subsystem for each special case. Not that it's a bad subsystem in this case, but that's not the point. It still means you have to look the damn thing up. Reviews: Bloodtree rebellion is a game of guerilla warfare on a far planet. And a pretty good one. But of course, games of asymmetic warfare are not particularly popular, partially due to the shadow of vietnam over american society. Will it be able to overcome that? We shall see. Space Marines: The second edition of this game is a substantial improvement over the first in terms of rules, but still hampered by uninspired fluff. It's certainly no WH40K, for good or bad. ;) Grail quest. Arthurian legend gets an adaption for the fantasy trip. Designed for solitare play, this seems to do a pretty good job of providing a thematically appropriate set of encounters for a group of questing knights. But as a solitare game it is a little too heavily dependent on random rolls to create a challenge over tactics. Dragons bestiary: Last month it was arctic monsters, this time, all the creatures prefer more arid climes. Skyzorr'n are a race of giant anthromorph ants that would make good rivals to thri-kreen, Sand lizards and dust devils are pretty self explanatory. Being grappled by multi-tailed reptiles and suffocated by an annoying elemental that then takes your stuff should keep the characters busy for a while. Dragonmirth is present. Fineous fingers is not only here, he also gets an advert for a big compilation of all his early issues, plus a new exclusive one. Jasmine's eponymous character finally reveals herself, and has to be rescued straight away. While the overall product remains pretty well done, the average quality of articles this month doesn't seem to be very good. Maybe they blew all their energy on the christmas one, and so this was filled with the leftovers. Oh well. There's plenty more where this came from. [/QUOTE]
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