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<blockquote data-quote="(un)reason" data-source="post: 4662247" data-attributes="member: 27780"><p><strong><u>Dragon Issue 92: December 1984</u></strong></p><p></p><p>part 3/3</p><p></p><p>Getting up and getting wet: Dragonquest's popularity is rewarded with another article. For some reason, the game provides no provisions for climbing for non thieves and swimming in general. This must be rectified! etc etc. So we get one of those efficient page long articles that does exactly what it says it does, no more, no less, no mess, no fuss, hopefully not breaking to the game for allowing it, and leaving me with nothing more to say about it. That's a positive, by the way. </p><p></p><p>Fiction: The multidimensional caper by Mark Acres. Or, the NPC's escape the game and start running the show. Starts off as a mystery story that takes an abrupt left turn into meta comedy. Could really have been spun out a little longer, as the format means there isn't really enough time to build up the tension, but still an entertaining read nonetheless. Leave me wanting more. Then I'll pay attention to whatever you do next. </p><p></p><p>The six million dollar mutant: Bionics for Gamma world. We haven't seen that since way back in 1978, with it's sister gameline Metamorphosis alpha. Surprised they haven't incorporated it sooner. It should be noted that fitting and maintaining these things takes skill and equipment, both of which are at a premium in a postapocalyptic wasteland. In fact, more word count is spent on the problems than the cool powers you can get as a result. Curious. The powers granted are probably a bit on the muted side as well, trying to stick fairly closely to what you could realisticly achieve with this stuff. Someone's playing this game in a less out-there manner than Jim and co. Still, I suppose it's easier to dial these things up than to tone them down again. You don't need to shout and rant. Just play it cool like president Ahmadinejad. With bionics you can be a real bad :rest of post deleted for random insanity: </p><p></p><p>The marvel-phile: This month's featured supercreatures are the heralds of Galactus. The silver surfer, obviously; plus Nova and Terrax. Everything apart from their intelligence is at seriously superhuman levels, as you would expect. Powered by galactus, they are put in a very morally ambigious situation, getting to influence which worlds live and which ones die. Now there's a gamable situation. Who will you choose to satiate your dread master's hungers? You'd better make the decision fast because if you don't, he'll eat whoever's nearby. Jeff continues to write with a pleasantly amused tone, having recieved enough requests to keep him in work for years. He's got enough cool source material to make his job an easy one. So that leaves him with plenty of time to think up his own material as well. Fun fun fun. </p><p></p><p>Ed joins Penny for this month's StarQuestions, as some of their questions refer to his recent creation, the Zethra. </p><p>What do you mean by the costs for shipping cargo. (Complicated economic stuff. You need to use the tables to determine how much profit you make on each trip. )</p><p>How do my players start an interplanetary business (Same way you do in real life. Make a plan, try to carry it out, and face all sorts of obstacles on the way. It's up to the GM to keep it interesting and challenging. )</p><p>Will we ever see a timeline for the star frontiers game. (Soon. Very soon. Oh yes. :rubs hands together<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=":)" /></p><p>What are the stats for the zebulon and K'tsa-Kar systems (Wait and see. We only have 16 pages a month, so we'll have to do this stuff in installments)</p><p>Where are the primary races original homeworlds ( Have patience and keep buying our stuff. All will be revealed.............IN TIME!!!)</p><p>What are the stats for flamethrowers. ( 6d10 points of burnination. Perfect for frying aliens with.)</p><p>Some of the duplicates in the battle of ebony eyes overlap (yes. That just makes it all the more confusing.)</p><p>Can PC's be pirates, robots or cybots ( Why not be robot pirates? Then they can fight dinosaur ninja. Oh yeah, that whole pesky free will thing. Star frontiers doesn't have sentient robots. Boo) </p><p>What's the stats for shuriken and nunchuks (I wasn't serious when I said about ninjas. Let's just say that these are not optimal weapons compared to disintegrators. )</p><p>Are there mutants in Star frontiers (not often, and certainly not with the kind of unrealistic superpowered mutations you see in gamma world. Sorry to be a party pooper. )</p><p>I though starships landed nose up. An illustration shows them on their side. ( Artwork has never been known for it's accuracy. Where shall I start? )</p><p>Are there stargates in star frontiers (No. Once again, this is not a kitchen sink setting. Do not mess with the game themes and balance.)</p><p>How many races are there (17, officially. More may show up in the future )</p><p>Can ships get above size 20. (Only at great expense.)</p><p>How can zethra match colors if they can't see it? (Same way you can sing in tune even if you can't say exactly what note is being played. They can percieve them, just not in the same way we do.)</p><p>Why is metal so good at disrupting zethra electrics. Metal is a good conductor. (Technobabble. If in doubt, technobabble. Convince the universe it's good technobabble, and it'll believe you and let you solve the plot with it.) </p><p>How do zethra convert matter to energy. How often do they need to eat. ( Good question. Ed has as usual written more on this than we could ever publish, so here's a mini-ecology for you. Hope you enjoy it. ) </p><p></p><p>The dreaded old ones ooze their way into the palladium fantasy RPG. </p><p></p><p>Wormy is also dealing with the problems two-headed creatures face. Dragonmirth is very festive indeed this year. Snarfquest introduces one of the most amusing beasts of burden you'll ever ride. </p><p></p><p>Another huge issue. With it's proliferation of small articles, it took a lot of work to complete. Still, most of them were pretty enjoyable. If I had time to read them at a leisurely pace I would probably have enjoyed them even more. But no. I can't take a full month to do each issue like you could at the time, but have to get several done each week. Done, done and onto the next one. Done, done and onto the next one. Anyway, this is another excellent quality issue, full of interesting and usable stuff. Not quite sure why they made the november one extra large and cool, and then kept this one normal size. But it's not that much of a let-down really. If the next year is as good as this one, I won't complain (much) We're half way through the 80's now. Lets do our damndest to clear the rest.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4662247, member: 27780"] [B][U]Dragon Issue 92: December 1984[/U][/B] part 3/3 Getting up and getting wet: Dragonquest's popularity is rewarded with another article. For some reason, the game provides no provisions for climbing for non thieves and swimming in general. This must be rectified! etc etc. So we get one of those efficient page long articles that does exactly what it says it does, no more, no less, no mess, no fuss, hopefully not breaking to the game for allowing it, and leaving me with nothing more to say about it. That's a positive, by the way. Fiction: The multidimensional caper by Mark Acres. Or, the NPC's escape the game and start running the show. Starts off as a mystery story that takes an abrupt left turn into meta comedy. Could really have been spun out a little longer, as the format means there isn't really enough time to build up the tension, but still an entertaining read nonetheless. Leave me wanting more. Then I'll pay attention to whatever you do next. The six million dollar mutant: Bionics for Gamma world. We haven't seen that since way back in 1978, with it's sister gameline Metamorphosis alpha. Surprised they haven't incorporated it sooner. It should be noted that fitting and maintaining these things takes skill and equipment, both of which are at a premium in a postapocalyptic wasteland. In fact, more word count is spent on the problems than the cool powers you can get as a result. Curious. The powers granted are probably a bit on the muted side as well, trying to stick fairly closely to what you could realisticly achieve with this stuff. Someone's playing this game in a less out-there manner than Jim and co. Still, I suppose it's easier to dial these things up than to tone them down again. You don't need to shout and rant. Just play it cool like president Ahmadinejad. With bionics you can be a real bad :rest of post deleted for random insanity: The marvel-phile: This month's featured supercreatures are the heralds of Galactus. The silver surfer, obviously; plus Nova and Terrax. Everything apart from their intelligence is at seriously superhuman levels, as you would expect. Powered by galactus, they are put in a very morally ambigious situation, getting to influence which worlds live and which ones die. Now there's a gamable situation. Who will you choose to satiate your dread master's hungers? You'd better make the decision fast because if you don't, he'll eat whoever's nearby. Jeff continues to write with a pleasantly amused tone, having recieved enough requests to keep him in work for years. He's got enough cool source material to make his job an easy one. So that leaves him with plenty of time to think up his own material as well. Fun fun fun. Ed joins Penny for this month's StarQuestions, as some of their questions refer to his recent creation, the Zethra. What do you mean by the costs for shipping cargo. (Complicated economic stuff. You need to use the tables to determine how much profit you make on each trip. ) How do my players start an interplanetary business (Same way you do in real life. Make a plan, try to carry it out, and face all sorts of obstacles on the way. It's up to the GM to keep it interesting and challenging. ) Will we ever see a timeline for the star frontiers game. (Soon. Very soon. Oh yes. :rubs hands together:) What are the stats for the zebulon and K'tsa-Kar systems (Wait and see. We only have 16 pages a month, so we'll have to do this stuff in installments) Where are the primary races original homeworlds ( Have patience and keep buying our stuff. All will be revealed.............IN TIME!!!) What are the stats for flamethrowers. ( 6d10 points of burnination. Perfect for frying aliens with.) Some of the duplicates in the battle of ebony eyes overlap (yes. That just makes it all the more confusing.) Can PC's be pirates, robots or cybots ( Why not be robot pirates? Then they can fight dinosaur ninja. Oh yeah, that whole pesky free will thing. Star frontiers doesn't have sentient robots. Boo) What's the stats for shuriken and nunchuks (I wasn't serious when I said about ninjas. Let's just say that these are not optimal weapons compared to disintegrators. ) Are there mutants in Star frontiers (not often, and certainly not with the kind of unrealistic superpowered mutations you see in gamma world. Sorry to be a party pooper. ) I though starships landed nose up. An illustration shows them on their side. ( Artwork has never been known for it's accuracy. Where shall I start? ) Are there stargates in star frontiers (No. Once again, this is not a kitchen sink setting. Do not mess with the game themes and balance.) How many races are there (17, officially. More may show up in the future ) Can ships get above size 20. (Only at great expense.) How can zethra match colors if they can't see it? (Same way you can sing in tune even if you can't say exactly what note is being played. They can percieve them, just not in the same way we do.) Why is metal so good at disrupting zethra electrics. Metal is a good conductor. (Technobabble. If in doubt, technobabble. Convince the universe it's good technobabble, and it'll believe you and let you solve the plot with it.) How do zethra convert matter to energy. How often do they need to eat. ( Good question. Ed has as usual written more on this than we could ever publish, so here's a mini-ecology for you. Hope you enjoy it. ) The dreaded old ones ooze their way into the palladium fantasy RPG. Wormy is also dealing with the problems two-headed creatures face. Dragonmirth is very festive indeed this year. Snarfquest introduces one of the most amusing beasts of burden you'll ever ride. Another huge issue. With it's proliferation of small articles, it took a lot of work to complete. Still, most of them were pretty enjoyable. If I had time to read them at a leisurely pace I would probably have enjoyed them even more. But no. I can't take a full month to do each issue like you could at the time, but have to get several done each week. Done, done and onto the next one. Done, done and onto the next one. Anyway, this is another excellent quality issue, full of interesting and usable stuff. Not quite sure why they made the november one extra large and cool, and then kept this one normal size. But it's not that much of a let-down really. If the next year is as good as this one, I won't complain (much) We're half way through the 80's now. Lets do our damndest to clear the rest. [/QUOTE]
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