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<blockquote data-quote="(un)reason" data-source="post: 4626606" data-attributes="member: 27780"><p><strong><u>Dragon Issue 82: February 1984</u></strong></p><p></p><p>part 2/2</p><p></p><p>The baton races of yaz: Hee. That cover could so be taken the wrong way. Not right at 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=";)" /> Anyway. C C Stoll gets another game published as this month's centerpiece. Celebrate the liberation of the planet Yaz with a game of cross-country tag-team racing. One of those deceptively simple looking strategy games that actually supports some clever tactics, particularly in the build stage. This means it'll probably take a few games to get the hang of, as you learn how to operate the landscape. Like most games detailed here, they include a bunch of optional rules, which should add a few more replays before you get bored with the game and move onto something else. Another solid addition to their ever growing set of mini-games. </p><p></p><p>Curing the monty haul malady: Ahh, the joys of advancing too fast, and getting incredibly silly in the process. Something the vast majority of us did at some point, and there's nothing wrong with that. A short article in which Roger reminds us that when things have got too gonzo and overloaded, the best thing to do is start a new game, and learn from your mistakes, playing it differently this time. Very much a "we've got a couple of pages to fill, so lets whip up a half-assed reiteration of things we've said plenty of times before" piece. You can safely skip this and not feel you're missing anything. </p><p></p><p>Reviews: Battlemats and Megamats are useful devices for anyone who likes representing their game environments. Draw on them, then wipe them clean when you're done and start over again. Just another useful way of aiding the process of organizing your game, albeit at the cost of making your setup bulkier and more inconvenient to transport. </p><p>The dragonbone electronic dice wand is a mechanical substitute for dice. Set the type and hit roll for a random number. Unfortunately it fails to really take advantage of that and allow rolls like d13's. Still, if you want to play while walking around or something, it does have definite advantages over standard dice. </p><p>The fair shake dice device is another little device to prevent cheating from players. Drop it into the little gate tower, and it'll come out the drawbridge suitably randomized. Even d4's dropped from the same start position are dealt with reliably. Cute. </p><p>The d4 that rolls is an amusingly horror movie-esque title for what is essentially a D8 numbered from 1 to 4 twice. One of those cases where there's not much more to say apart from about time too. </p><p>Pavis: threshold to danger is a Runequest supplement. It details the city of new pavis, it's layout and history, and then gives us a bunch of adventures set in it. There is a certain amount of railroading in the scenarios, but apart from that, it's a high quality set that provides plenty of useful stuff without getting bogged down in extraneous padding. </p><p>Big Rubble is another runequest supplement, complementing the previous one. While Pavis described the new city, this covers the ruins surrounding it. Filled with both humanoids and monsters, it makes a great adventuring environment, with tons of things to do, people to meet, and stuff to loot. It includes 7 sample scenarios, many of which are quite RP heavy. So whether you like dungeoncrawling or plotted adventures, these two modules have enough to keep you busy for months of play. </p><p>City states of Arklyrell is a fantasy wargame. It gets a decidedly meh review, failing to distinguish itself from the many competitors. The wargaming equivalent of a fantasy heartbreaker, really. </p><p></p><p>Spells between the covers: Another author who would go onto become one of this magazine's most prolific contributors debuts here. Bruce Heard, author of the princess ark series and tons of other mystaran stuff, has now joined the freelancer pool. Here, he elaborates on the spell research process. Costs and odds of success, and how to modify them, and huge amounts of sample spellbooks. A topic that could be dull very easily. But thankfully isn't. Like Ed, he instantly stands out for his enormous knowledge of the existing D&D canon, and ability to fit new stuff into it seamlessly. Buying and selling magical books, the black market for spellbooks, two fisted research, the kind of stuff which makes the life of a working wizard rather more interesting than sitting at home rolling dice once a week or so. See, this is how you balance the demands of making a fun game in general with that of keeping things tricky for the researcher, so they can't just spend months holed away and then come out with a game breaking new spell. And it's all topped off with a sprinkling of new literary magical items. It's not the most entertainingly written article ever, but it's a huge improvement over all the previous attempts at this topic, particularly from an actual play perspective. Hopefully he'll soon iron out the little kinks in his writing style and produce plenty more awesome articles in the next few years.</p><p></p><p>Ohh. Dragonlance coming soon. One of those little teasers that's easy to miss at the time, but says a lot in retrospect. D&D's settings continue to build. How long before we see stuff appearing in the magazine on this? Not long, I'll bet. </p><p></p><p>Fiction: Windwolf by Earl S Wajenberg. Another of those stories that takes on an odd perspective, this time of a newly formed spirit who would grow to be a god. His birth, his early trials, spirit politics, and the inhumanity of man to nature in general. Some interesting thoughts, both in terms of plot and cosmology, are raised. Not quite a classic piece, but another enjoyable addition to what is turning out to be a pretty cool issue in general. </p><p></p><p>Dragonmirth continues to get things wrong. </p><p></p><p>Talanan: Another little comic. Say hello to the geekiest DM evar. See the size of his world. It'd take years to play through that. Another great example of how inconvenient having too much built up stuff to keep track of can be. </p><p></p><p>Snarfquest has a dragon that thinks it's a duck. Dixie stops being a dragon. Wormy talks about how to hunt a dragon. And makes some criminal puns in the process. </p><p></p><p>One of those issues that's not particularly significant in it's own right, but more for the things it heralds. Two significant writers, plus a gameline, there's definitely some stuff that was important with hindsight. Course, that doesn't really help us predict who's going to go on to greater things in the present, and who'll just sink into obscurity. Also interesting is just how much of this stuff is quickly and easily insertable into existing games. Seems they're really getting the hang of balancing the fluff details with the actual statistical information, without neglecting or messing up either. And we're still miles away from the point where they would start to concentrate on crunch to the detriment of setting details. For the moment, things look pretty bright.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4626606, member: 27780"] [B][U]Dragon Issue 82: February 1984[/U][/B] part 2/2 The baton races of yaz: Hee. That cover could so be taken the wrong way. Not right at all. ;) Anyway. C C Stoll gets another game published as this month's centerpiece. Celebrate the liberation of the planet Yaz with a game of cross-country tag-team racing. One of those deceptively simple looking strategy games that actually supports some clever tactics, particularly in the build stage. This means it'll probably take a few games to get the hang of, as you learn how to operate the landscape. Like most games detailed here, they include a bunch of optional rules, which should add a few more replays before you get bored with the game and move onto something else. Another solid addition to their ever growing set of mini-games. Curing the monty haul malady: Ahh, the joys of advancing too fast, and getting incredibly silly in the process. Something the vast majority of us did at some point, and there's nothing wrong with that. A short article in which Roger reminds us that when things have got too gonzo and overloaded, the best thing to do is start a new game, and learn from your mistakes, playing it differently this time. Very much a "we've got a couple of pages to fill, so lets whip up a half-assed reiteration of things we've said plenty of times before" piece. You can safely skip this and not feel you're missing anything. Reviews: Battlemats and Megamats are useful devices for anyone who likes representing their game environments. Draw on them, then wipe them clean when you're done and start over again. Just another useful way of aiding the process of organizing your game, albeit at the cost of making your setup bulkier and more inconvenient to transport. The dragonbone electronic dice wand is a mechanical substitute for dice. Set the type and hit roll for a random number. Unfortunately it fails to really take advantage of that and allow rolls like d13's. Still, if you want to play while walking around or something, it does have definite advantages over standard dice. The fair shake dice device is another little device to prevent cheating from players. Drop it into the little gate tower, and it'll come out the drawbridge suitably randomized. Even d4's dropped from the same start position are dealt with reliably. Cute. The d4 that rolls is an amusingly horror movie-esque title for what is essentially a D8 numbered from 1 to 4 twice. One of those cases where there's not much more to say apart from about time too. Pavis: threshold to danger is a Runequest supplement. It details the city of new pavis, it's layout and history, and then gives us a bunch of adventures set in it. There is a certain amount of railroading in the scenarios, but apart from that, it's a high quality set that provides plenty of useful stuff without getting bogged down in extraneous padding. Big Rubble is another runequest supplement, complementing the previous one. While Pavis described the new city, this covers the ruins surrounding it. Filled with both humanoids and monsters, it makes a great adventuring environment, with tons of things to do, people to meet, and stuff to loot. It includes 7 sample scenarios, many of which are quite RP heavy. So whether you like dungeoncrawling or plotted adventures, these two modules have enough to keep you busy for months of play. City states of Arklyrell is a fantasy wargame. It gets a decidedly meh review, failing to distinguish itself from the many competitors. The wargaming equivalent of a fantasy heartbreaker, really. Spells between the covers: Another author who would go onto become one of this magazine's most prolific contributors debuts here. Bruce Heard, author of the princess ark series and tons of other mystaran stuff, has now joined the freelancer pool. Here, he elaborates on the spell research process. Costs and odds of success, and how to modify them, and huge amounts of sample spellbooks. A topic that could be dull very easily. But thankfully isn't. Like Ed, he instantly stands out for his enormous knowledge of the existing D&D canon, and ability to fit new stuff into it seamlessly. Buying and selling magical books, the black market for spellbooks, two fisted research, the kind of stuff which makes the life of a working wizard rather more interesting than sitting at home rolling dice once a week or so. See, this is how you balance the demands of making a fun game in general with that of keeping things tricky for the researcher, so they can't just spend months holed away and then come out with a game breaking new spell. And it's all topped off with a sprinkling of new literary magical items. It's not the most entertainingly written article ever, but it's a huge improvement over all the previous attempts at this topic, particularly from an actual play perspective. Hopefully he'll soon iron out the little kinks in his writing style and produce plenty more awesome articles in the next few years. Ohh. Dragonlance coming soon. One of those little teasers that's easy to miss at the time, but says a lot in retrospect. D&D's settings continue to build. How long before we see stuff appearing in the magazine on this? Not long, I'll bet. Fiction: Windwolf by Earl S Wajenberg. Another of those stories that takes on an odd perspective, this time of a newly formed spirit who would grow to be a god. His birth, his early trials, spirit politics, and the inhumanity of man to nature in general. Some interesting thoughts, both in terms of plot and cosmology, are raised. Not quite a classic piece, but another enjoyable addition to what is turning out to be a pretty cool issue in general. Dragonmirth continues to get things wrong. Talanan: Another little comic. Say hello to the geekiest DM evar. See the size of his world. It'd take years to play through that. Another great example of how inconvenient having too much built up stuff to keep track of can be. Snarfquest has a dragon that thinks it's a duck. Dixie stops being a dragon. Wormy talks about how to hunt a dragon. And makes some criminal puns in the process. One of those issues that's not particularly significant in it's own right, but more for the things it heralds. Two significant writers, plus a gameline, there's definitely some stuff that was important with hindsight. Course, that doesn't really help us predict who's going to go on to greater things in the present, and who'll just sink into obscurity. Also interesting is just how much of this stuff is quickly and easily insertable into existing games. Seems they're really getting the hang of balancing the fluff details with the actual statistical information, without neglecting or messing up either. And we're still miles away from the point where they would start to concentrate on crunch to the detriment of setting details. For the moment, things look pretty bright. [/QUOTE]
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