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<blockquote data-quote="(un)reason" data-source="post: 4653106" data-attributes="member: 27780"><p><strong><u>Dragon Issue 90: October 1984 </u></strong></p><p></p><p>part 3/3</p><p></p><p>The superworld game, Expanded: And we get a second supers article in quick succession. Still not sure why they're lumping that in with the sci-fi stuff, but there you go, I'm not the editor on this magazine. Steve Perrin presents us with a grab-bag of new abilities and disadvantages for his game, making it better able to emulate the huge range of powers found in the genre. As he's the original creator, I'm guessing this is fairly balanced stuff, that made it into the next edition after a little tweaking. Plus it's interesting to see someone else who still gets talked about sometimes today show up in the magazine. Wonder if we'll see him again. </p><p></p><p>The mega-corporations: As promised last issue, we get write-ups for the various star frontiers megacorps. 16 of them are detailed, which means they don't get much depth each. They do tend to be a bit cliched, dividing themselves along obvious business lines, despite the theoretical ban on monopolies. I'm guessing this is probably diliberate, but it does feel a bit "white wolf splats in outer space, maaan" This is one article that could definitely have benefited from being quite a bit bigger. </p><p></p><p>Starquestions sets it's co-ordinates for Gamma world again. Penny takes the reins, to tell us about the game. </p><p>What's the difference between the original and revised editions of the game. (lotsa shiny new stuff, and an improved advancement system) </p><p>What issues of Dragon have gamma world stuff. (Several really old ones, and all the recent ones, with lots of big gaps in between) </p><p>Are there going to be any more supplements (No. You don't buy it enough to make that economical. )</p><p>Can you play old modulez using the new system ( Does a bee harvest flowers in the woods?)</p><p>How fast does a horse drawn wagon go. (Not much faster than walking. The real benefit is in the load you can carry )</p><p>Why isn't Canada on the map (Because Jim Ward's a big meanie who wanted to make Edward Greenwood cry. There there, Ed. Remember, the best revenge is success.)</p><p>Shouldn't plate armour be tougher than plastic armour (No. Plastic is awesome. Don't diss it like that. Metal may rust, but plastic is virtually impossible to get rid of. )</p><p>Can Gamma world races interbreed (Not usually. Course, with mutations being what they are, anything's possible. )</p><p>Can you disguise yourself as someone else with shapechange (no)</p><p>What happens to someone who travels to another plane (they're removed from play. Unless everyone goes, in which case convert them to the new universe's system.)</p><p>How do you get to the AD&D universe (Mad Science! It's indistinguishable from magic, so it can get you places you'd need magic to get to. )</p><p>Can you modify vehicles to run on different types of fuel (If you can scrounge up the parts. This may not be easy in postapocalyptic land)</p><p>Will sunglasses protect someone with dark dependency (no. You'll need a whole bodysuit to keep yourself from getting terminal sunburn)</p><p>Why doesn't being taller increase your hit points. (Because it doesn't. Size =/= resilience. Go beat up Jarvis Cocker. That'll be a good demonstration. )</p><p>How does a 1cm tall character attack. (poison and stealth. Just don't expect them to be useful in a pitched battle.) </p><p>Can I buy Metamorphosis alpha (Not unless you find a second hand copy somewhere. We're all out.) </p><p>Are there any Gamma world mini's (again, you aren't buying enough to make it worth our while. )</p><p>I need some help on making high level adventures (Tough. I can't provide you with any. Maybe Jim will be in a more generous mood.) </p><p></p><p>Wormy gets some REAL bait. Snarfquest has a random encounter. Which winds up a lot more random once he's through with it. </p><p></p><p>Paranoia! Buy this game! And play it! Are you happy now? Remember, happiness is mandatory. Playing other games is treasonous. Posession of this magazine is strong evidence that you play other games. Therefore you are treasonous and must be terminated. I hope your clone is happy and not treasonous, and has many long happy years playing Paranoia before it gets terminated. </p><p></p><p>Some serious disappointments in this issue, as they seem to be taking a definite step forward towards the more restrictive, preachy, railroading style of certain later adventures. I'm not happy to see those turning up this early, as I know they get a lot worse before they get better, and hope they won't grow too fast or show up up too often. We might have come a long way, but we've got far further to go still. And this issue is a foreshadowing that some of that journey is going to be rather challenging and unpleasant. Still, at least it shakes off the ennui, and gives me something to rant about. Can't be all sunny days and flowers, can it? If it never rained, we'd never see flowers, because they'd all dry up and die. Which I suppose proves the point.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4653106, member: 27780"] [B][U]Dragon Issue 90: October 1984 [/U][/B] part 3/3 The superworld game, Expanded: And we get a second supers article in quick succession. Still not sure why they're lumping that in with the sci-fi stuff, but there you go, I'm not the editor on this magazine. Steve Perrin presents us with a grab-bag of new abilities and disadvantages for his game, making it better able to emulate the huge range of powers found in the genre. As he's the original creator, I'm guessing this is fairly balanced stuff, that made it into the next edition after a little tweaking. Plus it's interesting to see someone else who still gets talked about sometimes today show up in the magazine. Wonder if we'll see him again. The mega-corporations: As promised last issue, we get write-ups for the various star frontiers megacorps. 16 of them are detailed, which means they don't get much depth each. They do tend to be a bit cliched, dividing themselves along obvious business lines, despite the theoretical ban on monopolies. I'm guessing this is probably diliberate, but it does feel a bit "white wolf splats in outer space, maaan" This is one article that could definitely have benefited from being quite a bit bigger. Starquestions sets it's co-ordinates for Gamma world again. Penny takes the reins, to tell us about the game. What's the difference between the original and revised editions of the game. (lotsa shiny new stuff, and an improved advancement system) What issues of Dragon have gamma world stuff. (Several really old ones, and all the recent ones, with lots of big gaps in between) Are there going to be any more supplements (No. You don't buy it enough to make that economical. ) Can you play old modulez using the new system ( Does a bee harvest flowers in the woods?) How fast does a horse drawn wagon go. (Not much faster than walking. The real benefit is in the load you can carry ) Why isn't Canada on the map (Because Jim Ward's a big meanie who wanted to make Edward Greenwood cry. There there, Ed. Remember, the best revenge is success.) Shouldn't plate armour be tougher than plastic armour (No. Plastic is awesome. Don't diss it like that. Metal may rust, but plastic is virtually impossible to get rid of. ) Can Gamma world races interbreed (Not usually. Course, with mutations being what they are, anything's possible. ) Can you disguise yourself as someone else with shapechange (no) What happens to someone who travels to another plane (they're removed from play. Unless everyone goes, in which case convert them to the new universe's system.) How do you get to the AD&D universe (Mad Science! It's indistinguishable from magic, so it can get you places you'd need magic to get to. ) Can you modify vehicles to run on different types of fuel (If you can scrounge up the parts. This may not be easy in postapocalyptic land) Will sunglasses protect someone with dark dependency (no. You'll need a whole bodysuit to keep yourself from getting terminal sunburn) Why doesn't being taller increase your hit points. (Because it doesn't. Size =/= resilience. Go beat up Jarvis Cocker. That'll be a good demonstration. ) How does a 1cm tall character attack. (poison and stealth. Just don't expect them to be useful in a pitched battle.) Can I buy Metamorphosis alpha (Not unless you find a second hand copy somewhere. We're all out.) Are there any Gamma world mini's (again, you aren't buying enough to make it worth our while. ) I need some help on making high level adventures (Tough. I can't provide you with any. Maybe Jim will be in a more generous mood.) Wormy gets some REAL bait. Snarfquest has a random encounter. Which winds up a lot more random once he's through with it. Paranoia! Buy this game! And play it! Are you happy now? Remember, happiness is mandatory. Playing other games is treasonous. Posession of this magazine is strong evidence that you play other games. Therefore you are treasonous and must be terminated. I hope your clone is happy and not treasonous, and has many long happy years playing Paranoia before it gets terminated. Some serious disappointments in this issue, as they seem to be taking a definite step forward towards the more restrictive, preachy, railroading style of certain later adventures. I'm not happy to see those turning up this early, as I know they get a lot worse before they get better, and hope they won't grow too fast or show up up too often. We might have come a long way, but we've got far further to go still. And this issue is a foreshadowing that some of that journey is going to be rather challenging and unpleasant. Still, at least it shakes off the ennui, and gives me something to rant about. Can't be all sunny days and flowers, can it? If it never rained, we'd never see flowers, because they'd all dry up and die. Which I suppose proves the point. [/QUOTE]
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