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<blockquote data-quote="(un)reason" data-source="post: 4623774" data-attributes="member: 27780"><p><strong><u>Dragon Issue 81: January 1984</u></strong></p><p></p><p>part 2/2</p><p></p><p>Figure feature: Castle creations give us a Mercenaries, spies and private eyes line of figures. A whole bunch of contemporary models for your action based modern situations</p><p>Grenadier models offer us a 13 piece set of elf models. Archers, wizards, scouts, and a unicorn rider. You could make a whole army outta that. </p><p>RAFM gives us the reptiliad line. Lizard men and their equally reptilian mounts. They get a whole load of fluff too, but you can easily cut that away. </p><p>Dark horse designs gives us some more elves, this time concentrating on the wilder side of them, with scanty clothing, mohawks and really big ears. That's an interesting culture clash. </p><p>Tag industries gives us a fighter/mage, and a suitably towering messenger of the gods. Scale, you can play with it. </p><p></p><p>Chariots for characters: Another fun little bit of ancient technology that would be eminently suitable to the D&D game, but gets surprisingly little use in games I've seen, gets the spotlight put on it. So we get costs, rules for using them in combat (which they are rather good for) and historical bumpf. A quite simple but effective article that gives us more cool options to play with for both PC's and monsters. </p><p></p><p>Cu Chulainn: Giants in the earth may be gone, but it's spirit lives on, in yet another super powerful NPC statblock. You know the drill. A quick regurgitation of the myths involving the character, plus some roleplaying advice. Seen it all before, will probably see it again, still not very keen on the format. Nuff said. </p><p></p><p>The ruins of Andril: They billed this as an adventure for high level characters. 8-11 still counts as high level for you people? No ambition. I guess once teleporting and resurrection come in, site based adventures don't work very well. Lets give it a shot anyway. Another 16 pager, this is the kind of tournament adventure that does not play fair, and is filled with clever ways to screw the players over and keep their powers from working as expected. It also has an amusing anachronism, plenty of evidence of previous failed adventurers, a time limit, and a nasty sting in the tail just when you think it's over. Contrary to my initial skepticism, I find myself rather liking this, as it's a good example of no mercy old skool design, without being a no hints deathtrap like the tomb of horrors or doomkeep. I could see myself having a lot of fun with this one. Two thumbs up. </p><p></p><p>Living in a material world: More stuff on equipment. Just because material components have a price doesn't mean they should be easily available. Some of that's rather weird stuff, and you'll have to go hunting for it yourself. (note that this is an important part of keeping spellcasters from overpowering other characters. Even if you don't make them play out all their shopping, deducting costs appropriately to the spells cast will help keep them from blowing powerful spells on every encounter and hogging all the limelight) Like the poison article earlier, this is very useful if you want to play a high detail game where proper resource management is critical. </p><p></p><p>Off the shelf: Master of the five magics by Lyndon Hardy is a personal favorite of mine, with it's high concept examination of the metaphysics of magic and swift paced clever plotting being a definite influence on my own worldbuilding style. The reviewer is a little less enthusiastic, pointing out that the characters aren't the most deeply developed, and the naming conventions suck. (also flaws I can see in my own work, amusingly enough. ) I can see why someone less scientifically minded wouldn't enjoy it as much as I did. </p><p>Soul-singer of Tyrnos by Ardath Mayhar gets almost as scathing a review as her previous books. (see issues 64 and 76) Depth, character development, plot, predictability. This book is weighed, and found very much wanting. One wonders why the reviewer keeps on reading her stuff if he hated the previous ones so much. One to skip without regrets. </p><p>The swordswoman by Jessica Amanda Salmonson, on the other hand, does get a quite positive review. While it does feature the same basic plot as her previous novels, as a female warrior is drawn into a fantasy world with very strong japanese tendencies, their characters are still easily as different as say, Conan and Kull. The main point of criticism is the cover, which seems to have been commissioned by people in marketing who haven't read the book. We do not need gratuitous cheesecake. </p><p></p><p>The role of books: Lew gives us some more good sources for our worldbuilding. This time, he wants to encourage us to stop using medieval stuff so much, and opens our eyes to the possibilities of Greek, Roman and Egyptian based cultures. There were lots of things that they did which differed massively from modern day life, including some which fall under the truth is stranger than fiction umbrella. While of course I cannot recommend wholesale stealing, picking and matching cultural elements will allow you to create a near infinite number of interesting nations to populate your world with. Don't get stuck in a rut. </p><p></p><p>Reviews: Shadows of yog-sothoth is the classic Call of Cthulhu adventure where you have to try and save the world from the big C himself. Comprised of seven interlinked scenarios, it should provide for months of adventuring. It gets plenty of praise, but is noted as taking quite a bit of effort to run, due to the open-endedness of some sections. </p><p>Ravenloft is of course another soon to be classic, that would go on to become the biggest selling standalone module ever, and spawn an entire campaign world around it. The conflict between D&D rules and tropes and those of the horror genre are immediately obvious, and the reviewer judges it as a failure as a horror adventure, especially in contrast to the previous CoC adventure. (he also thinks that gargoyles and golems are not suitable monsters for a horror game, which is a bit dumb. Statues and everyday objects coming to life unexpectedly is a classic horror trope.) However, taken as a challenging D&D adventure with horror trappings, it succeeds just fine, with a strong sense of atmosphere and good visual layout, and an easy to play setup which allows for multiple reruns which still surprise the players, due to the clever fortune reading mechanic. It's certainly a step up from most D&D adventures of this era. </p><p>Brotherhood of the bolt is a system free adventure. It has a slight horror slant, but is mostly your standard adventure fare of infiltration tomb-robbing, intrigue, and suchlike. As it is system free, it gets to put a lot of effort into creating good maps, descriptions and characterizations instead. Despite being obviously an amateur production, it does a lot of things that still don't appear in most adventures today, such as timelines and relationship details. Still, competing against two classic products, it struggles to stand out from the crowd. </p><p></p><p>Dragonmirth is particularly sadistic this month. What's new sees dixie going undercover in draconic society. Wormy is still wanted for wargaming. Snarfquest involves two dramas colliding. </p><p></p><p>Isengard module for MERP now available. Sounds interesting. </p><p></p><p>Seems like this issue has a relatively small number of extra long articles. This is not a bad thing, as it means they get to tackle their respective topics in more depth than usual, which is always a problem in episodic periodicals. It's articles also have an unusually high quantity of stuff directly applicable to actual play, in the form of rules expansions and setting building advice. This is definitely a good thing, as they do so without neglecting the fluff, unlike so many later of this type. Add in the start of the forum, and reviews of quite a few classic products as well, and you have one of their strongest issues ever. Looks like they've got this year off to a strong start. Lets hope they keep it up.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4623774, member: 27780"] [B][U]Dragon Issue 81: January 1984[/U][/B] part 2/2 Figure feature: Castle creations give us a Mercenaries, spies and private eyes line of figures. A whole bunch of contemporary models for your action based modern situations Grenadier models offer us a 13 piece set of elf models. Archers, wizards, scouts, and a unicorn rider. You could make a whole army outta that. RAFM gives us the reptiliad line. Lizard men and their equally reptilian mounts. They get a whole load of fluff too, but you can easily cut that away. Dark horse designs gives us some more elves, this time concentrating on the wilder side of them, with scanty clothing, mohawks and really big ears. That's an interesting culture clash. Tag industries gives us a fighter/mage, and a suitably towering messenger of the gods. Scale, you can play with it. Chariots for characters: Another fun little bit of ancient technology that would be eminently suitable to the D&D game, but gets surprisingly little use in games I've seen, gets the spotlight put on it. So we get costs, rules for using them in combat (which they are rather good for) and historical bumpf. A quite simple but effective article that gives us more cool options to play with for both PC's and monsters. Cu Chulainn: Giants in the earth may be gone, but it's spirit lives on, in yet another super powerful NPC statblock. You know the drill. A quick regurgitation of the myths involving the character, plus some roleplaying advice. Seen it all before, will probably see it again, still not very keen on the format. Nuff said. The ruins of Andril: They billed this as an adventure for high level characters. 8-11 still counts as high level for you people? No ambition. I guess once teleporting and resurrection come in, site based adventures don't work very well. Lets give it a shot anyway. Another 16 pager, this is the kind of tournament adventure that does not play fair, and is filled with clever ways to screw the players over and keep their powers from working as expected. It also has an amusing anachronism, plenty of evidence of previous failed adventurers, a time limit, and a nasty sting in the tail just when you think it's over. Contrary to my initial skepticism, I find myself rather liking this, as it's a good example of no mercy old skool design, without being a no hints deathtrap like the tomb of horrors or doomkeep. I could see myself having a lot of fun with this one. Two thumbs up. Living in a material world: More stuff on equipment. Just because material components have a price doesn't mean they should be easily available. Some of that's rather weird stuff, and you'll have to go hunting for it yourself. (note that this is an important part of keeping spellcasters from overpowering other characters. Even if you don't make them play out all their shopping, deducting costs appropriately to the spells cast will help keep them from blowing powerful spells on every encounter and hogging all the limelight) Like the poison article earlier, this is very useful if you want to play a high detail game where proper resource management is critical. Off the shelf: Master of the five magics by Lyndon Hardy is a personal favorite of mine, with it's high concept examination of the metaphysics of magic and swift paced clever plotting being a definite influence on my own worldbuilding style. The reviewer is a little less enthusiastic, pointing out that the characters aren't the most deeply developed, and the naming conventions suck. (also flaws I can see in my own work, amusingly enough. ) I can see why someone less scientifically minded wouldn't enjoy it as much as I did. Soul-singer of Tyrnos by Ardath Mayhar gets almost as scathing a review as her previous books. (see issues 64 and 76) Depth, character development, plot, predictability. This book is weighed, and found very much wanting. One wonders why the reviewer keeps on reading her stuff if he hated the previous ones so much. One to skip without regrets. The swordswoman by Jessica Amanda Salmonson, on the other hand, does get a quite positive review. While it does feature the same basic plot as her previous novels, as a female warrior is drawn into a fantasy world with very strong japanese tendencies, their characters are still easily as different as say, Conan and Kull. The main point of criticism is the cover, which seems to have been commissioned by people in marketing who haven't read the book. We do not need gratuitous cheesecake. The role of books: Lew gives us some more good sources for our worldbuilding. This time, he wants to encourage us to stop using medieval stuff so much, and opens our eyes to the possibilities of Greek, Roman and Egyptian based cultures. There were lots of things that they did which differed massively from modern day life, including some which fall under the truth is stranger than fiction umbrella. While of course I cannot recommend wholesale stealing, picking and matching cultural elements will allow you to create a near infinite number of interesting nations to populate your world with. Don't get stuck in a rut. Reviews: Shadows of yog-sothoth is the classic Call of Cthulhu adventure where you have to try and save the world from the big C himself. Comprised of seven interlinked scenarios, it should provide for months of adventuring. It gets plenty of praise, but is noted as taking quite a bit of effort to run, due to the open-endedness of some sections. Ravenloft is of course another soon to be classic, that would go on to become the biggest selling standalone module ever, and spawn an entire campaign world around it. The conflict between D&D rules and tropes and those of the horror genre are immediately obvious, and the reviewer judges it as a failure as a horror adventure, especially in contrast to the previous CoC adventure. (he also thinks that gargoyles and golems are not suitable monsters for a horror game, which is a bit dumb. Statues and everyday objects coming to life unexpectedly is a classic horror trope.) However, taken as a challenging D&D adventure with horror trappings, it succeeds just fine, with a strong sense of atmosphere and good visual layout, and an easy to play setup which allows for multiple reruns which still surprise the players, due to the clever fortune reading mechanic. It's certainly a step up from most D&D adventures of this era. Brotherhood of the bolt is a system free adventure. It has a slight horror slant, but is mostly your standard adventure fare of infiltration tomb-robbing, intrigue, and suchlike. As it is system free, it gets to put a lot of effort into creating good maps, descriptions and characterizations instead. Despite being obviously an amateur production, it does a lot of things that still don't appear in most adventures today, such as timelines and relationship details. Still, competing against two classic products, it struggles to stand out from the crowd. Dragonmirth is particularly sadistic this month. What's new sees dixie going undercover in draconic society. Wormy is still wanted for wargaming. Snarfquest involves two dramas colliding. Isengard module for MERP now available. Sounds interesting. Seems like this issue has a relatively small number of extra long articles. This is not a bad thing, as it means they get to tackle their respective topics in more depth than usual, which is always a problem in episodic periodicals. It's articles also have an unusually high quantity of stuff directly applicable to actual play, in the form of rules expansions and setting building advice. This is definitely a good thing, as they do so without neglecting the fluff, unlike so many later of this type. Add in the start of the forum, and reviews of quite a few classic products as well, and you have one of their strongest issues ever. Looks like they've got this year off to a strong start. Lets hope they keep it up. [/QUOTE]
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