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<blockquote data-quote="(un)reason" data-source="post: 4595634" data-attributes="member: 27780"><p><strong><u>Dragon Issue 70: February 1983</u></strong></p><p></p><p>part 1/2</p><p></p><p>84 pages </p><p></p><p>In this issue:</p><p></p><p>Out on a limb: A letter complementing them on the weather article, and also providing some minor errata. </p><p>A letter asking them to cover other games more. They reply that they would if they were more popular. But they aren't. So there. This is the magazine for the cool geeks. <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>A letter asking them to use a better form of binding than staples. But then how could people remove the adventures in the center? <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=":)" /> Plus it'd cost more. They don't want to raise prices.</p><p>Another article pointing out the flaws in their thieves cant article. Using so many sibilants would not be a good idea when trying to communicate quietly in a dangerous area, as they're incredibly noticable to anyone who might be listening, even at very low levels. A very valid point indeed. You should pay more attention to the specific sounds that make up a language and their voicing qualities when designing them. If only people did that in real life. Then maybe we wouldn't get languages that you need several pounds of phlegm in your throat to pronounce properly. <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>The smith: Another NPC class for you to ponder the use of. Well, I guess it'll make players thing twice about killing NPC's instead of paying for new stuff. This is another example of new experiments in class design, giving them unique benefits when combined with PC classes. Since their XP costs are pretty low, this might actually be viable for a PC. One of the better examples of profession classes we've seen. </p><p></p><p>The hull truth about speed: A big correction here. For whatever reason, the people designing the ship rules in the DMG made larger ships slower than small ones. This is rubbish! Though they may have higher inertia, in reality, the longer a ship is, the faster it can go. It'll just take a while to start, stop or turn. Glad that's sorted out then. Now, will they remember this when designing the rules for the next edition? Previous experience points to unlikely. </p><p></p><p>From the sorceror's scroll: Oh boy, social status. One of those annoying things that crops up every now and then. Since these are Official AD&Dtm Tables, I assume they apply to greyhawk. So lets see what they reveal about the setting assumptions. If characters are too low in status, they can't get the training to qualify for many classes. There is a quite substantial middle class, and adventurers often hail from it. Most people still go in for official weddings. Half-orcs have about a 1 in 20 chance of being from a stable loving family. First and second children either die a lot, or are discouraged from becoming adventurers, as they are less common as adventurers than 3rd-6th children. (also, orcs apparently don't go for virgins, because a half-orc PC generated by these tables has no chance of being a first child. That generates interesting concepts. ) Hmm. I get the impression that these may not have been thought through too well, as they fail to build a cohesive picture. But then, when has D&D's socioeconomic structure ever made sense? Depressing to realize that's par for the course. </p><p></p><p>A caste of realistic characters: Frank Mentzer gives his own contributions on the topic. Thinking about social classes in your game is another important part of worldbuilding. And that's something you shouldn't skimp on, unless you like endless one dimensional dungeon crawls. Relationships between people and monsters (not that sort, this isn't third edition) are important, and you ought to think about them. Yeah, we get it already. Tell us something new. </p><p></p><p>Falling damage: Belated errata, what an annoying phrase. Belated errata, aint no passing craze. It means the rules suck, and you'll have to cut out this page. Its the rarely seen, revisioning. Belated errata. When I was a young games player. (When he was a young games PLAYER!) I thought that for things to ever be published, they'd be examined until they were perfect. But no, when I grew up you shattered my dreams. And the fall was much more painful than you might think. From linear to geometric, we must put a harsher yardstick. To make things more realistic. So even high level characters fear the reaper, turning them into pizza when they jump off a rooftop with no magic to stop them going SPLAT! :extended silence: Another Official AD&Dtm Rules Correction that most of you probably ignored. </p><p></p><p>Giants can be awful or awe-full: Nothing to do with actual giants, this is about using characters from the Giants in the Earth series in your own game. Putting the characters in as they are may provoke a certain amount of protest and incredulity from your players, particularly if they've actually read the magazine and know what they're up against. You may want to adapt them to your campaign, changing their statistics, or filing the serial numbers off and using their stats for a different character. Along with the advice we get an index of all the fictional characters statted in the magazine, including those under different titles. A nice way to cap off the series, before it takes an extended break. Actually, they have stopped quite a few of their old regulars over the past year or so. What's up with that? </p><p></p><p>Deities and demigods of greyhawk: This month's objects of worship are Boccob the uncaring and his servant Zagyg (nudge nudge wink wink), and Olidammara the laughing rogue. (so if you need a healer for your all entertainer party, he'll be the guy for the job.) More ones that continued on to 3rd edition. Their cleric's special powers are fairly muted this issue, so the game will not be broken by permitting them. </p><p></p><p>Figure feature: Once again they've changed the title and format of the mini's column. Proper categorized grading is out. This is totally dumbing down. I disapprove. All the minis this issue have a knightly theme. Well, it's a good staple. How will they meddle with this next? </p><p></p><p>Dwarves in Space: Ahem, surely you mean DWARVES IN SPAAAAAACE!!!!!, Mr Moore. This is crossover advice on how to put D&D stuff in a sci-fi setting, with a particular focus on Traveller. Just how liberal are you prepared to be with the laws of physics? In any case, it's not that hard, unless you want to make them available as PC's. In which case you need to build career and aging stuff. Thankfully he does just that. And the tables seem pretty decent. Not bad at all.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4595634, member: 27780"] [B][U]Dragon Issue 70: February 1983[/U][/B] part 1/2 84 pages In this issue: Out on a limb: A letter complementing them on the weather article, and also providing some minor errata. A letter asking them to cover other games more. They reply that they would if they were more popular. But they aren't. So there. This is the magazine for the cool geeks. ;) A letter asking them to use a better form of binding than staples. But then how could people remove the adventures in the center? :) Plus it'd cost more. They don't want to raise prices. Another article pointing out the flaws in their thieves cant article. Using so many sibilants would not be a good idea when trying to communicate quietly in a dangerous area, as they're incredibly noticable to anyone who might be listening, even at very low levels. A very valid point indeed. You should pay more attention to the specific sounds that make up a language and their voicing qualities when designing them. If only people did that in real life. Then maybe we wouldn't get languages that you need several pounds of phlegm in your throat to pronounce properly. ;) The smith: Another NPC class for you to ponder the use of. Well, I guess it'll make players thing twice about killing NPC's instead of paying for new stuff. This is another example of new experiments in class design, giving them unique benefits when combined with PC classes. Since their XP costs are pretty low, this might actually be viable for a PC. One of the better examples of profession classes we've seen. The hull truth about speed: A big correction here. For whatever reason, the people designing the ship rules in the DMG made larger ships slower than small ones. This is rubbish! Though they may have higher inertia, in reality, the longer a ship is, the faster it can go. It'll just take a while to start, stop or turn. Glad that's sorted out then. Now, will they remember this when designing the rules for the next edition? Previous experience points to unlikely. From the sorceror's scroll: Oh boy, social status. One of those annoying things that crops up every now and then. Since these are Official AD&Dtm Tables, I assume they apply to greyhawk. So lets see what they reveal about the setting assumptions. If characters are too low in status, they can't get the training to qualify for many classes. There is a quite substantial middle class, and adventurers often hail from it. Most people still go in for official weddings. Half-orcs have about a 1 in 20 chance of being from a stable loving family. First and second children either die a lot, or are discouraged from becoming adventurers, as they are less common as adventurers than 3rd-6th children. (also, orcs apparently don't go for virgins, because a half-orc PC generated by these tables has no chance of being a first child. That generates interesting concepts. ) Hmm. I get the impression that these may not have been thought through too well, as they fail to build a cohesive picture. But then, when has D&D's socioeconomic structure ever made sense? Depressing to realize that's par for the course. A caste of realistic characters: Frank Mentzer gives his own contributions on the topic. Thinking about social classes in your game is another important part of worldbuilding. And that's something you shouldn't skimp on, unless you like endless one dimensional dungeon crawls. Relationships between people and monsters (not that sort, this isn't third edition) are important, and you ought to think about them. Yeah, we get it already. Tell us something new. Falling damage: Belated errata, what an annoying phrase. Belated errata, aint no passing craze. It means the rules suck, and you'll have to cut out this page. Its the rarely seen, revisioning. Belated errata. When I was a young games player. (When he was a young games PLAYER!) I thought that for things to ever be published, they'd be examined until they were perfect. But no, when I grew up you shattered my dreams. And the fall was much more painful than you might think. From linear to geometric, we must put a harsher yardstick. To make things more realistic. So even high level characters fear the reaper, turning them into pizza when they jump off a rooftop with no magic to stop them going SPLAT! :extended silence: Another Official AD&Dtm Rules Correction that most of you probably ignored. Giants can be awful or awe-full: Nothing to do with actual giants, this is about using characters from the Giants in the Earth series in your own game. Putting the characters in as they are may provoke a certain amount of protest and incredulity from your players, particularly if they've actually read the magazine and know what they're up against. You may want to adapt them to your campaign, changing their statistics, or filing the serial numbers off and using their stats for a different character. Along with the advice we get an index of all the fictional characters statted in the magazine, including those under different titles. A nice way to cap off the series, before it takes an extended break. Actually, they have stopped quite a few of their old regulars over the past year or so. What's up with that? Deities and demigods of greyhawk: This month's objects of worship are Boccob the uncaring and his servant Zagyg (nudge nudge wink wink), and Olidammara the laughing rogue. (so if you need a healer for your all entertainer party, he'll be the guy for the job.) More ones that continued on to 3rd edition. Their cleric's special powers are fairly muted this issue, so the game will not be broken by permitting them. Figure feature: Once again they've changed the title and format of the mini's column. Proper categorized grading is out. This is totally dumbing down. I disapprove. All the minis this issue have a knightly theme. Well, it's a good staple. How will they meddle with this next? Dwarves in Space: Ahem, surely you mean DWARVES IN SPAAAAAACE!!!!!, Mr Moore. This is crossover advice on how to put D&D stuff in a sci-fi setting, with a particular focus on Traveller. Just how liberal are you prepared to be with the laws of physics? In any case, it's not that hard, unless you want to make them available as PC's. In which case you need to build career and aging stuff. Thankfully he does just that. And the tables seem pretty decent. Not bad at all. [/QUOTE]
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