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<blockquote data-quote="(un)reason" data-source="post: 4789452" data-attributes="member: 27780"><p><strong><u>Dragon Issue 118: February 1987</u></strong></p><p></p><p>part 5/5</p><p></p><p>Unfriendly fire: Top secret goes military this month. Yes, it may be tricky being a secret agent in areas with an ongoing outright war, but when the stakes are highest, the benefits you can provide for your country are as well. Plus you have a chance of getting to use the really cool toys to blow stuff up that you couldn't normally get away with. So here we have both cool crunch, and GM'ing advice on how to handle it, and build adventures building it. Now you can try and survive mass combat, and die horribly from chemical and biological weapons. A pretty decent article with plenty of actual play applications. </p><p></p><p>The warlock redux: Jeff takes a break from his Phileing to pay more attention to his planar work. So it's up to someone else to provide us marvel stuff this month. Adam Warlock, Pip, Gamora, and Her. One of our more cosmically powerful heroes and his rogues gallery. Themes of finding a purpose, responsibility, good intentions gone astray, and the general problems of a universe with time travel, fairly frequent but unreliable resurrection, and an animistic Death. Heavy topics, but they don't forget the comic relief. As with the last time Jeff took a break, more attention is paid to the actual play of these characters, and creating games with a similar style. Curious. As with Ed and the ecologies, this is evidence that even when you have top writers on the case, a little variety is still welcome, producing an overall stronger body of work on a property. After all, the marvel universe is now broad enough that you don't really have to worry about ruining continuity and dilution of themes. So another pretty decent showing all round on this front. </p><p></p><p>The role of computers: OrbQuest is an adventure game, where you quest to reunite the seven pieces of the shattered macgufin. /so you can enter ganon's tower/ <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=";)" /> Explore cities, wilderness, and dungeons. (rather easier than in most games, because they've had the innovative idea of making your character head for the point on the screen your mouse clicks on. ) Fight monsters. Reroll your attributes untill you get good ones. (exactly the same as D&D attributes, but not on the same scale. ) While some of the ideas may have been new then, it seems pretty generic now. </p><p>Roadwar 2000 is a postapocalyptic survival game. Build a gang, scavenge vehicles, and compete for resources and territory in a burned out future that is now in the past, amusingly enough. It seems to push most of the buttons you would expect a game like that to hit, and certainly covers a pretty wide scope, as you can roam the entire states, and both tactical combat and strategic resource management are crucial to success. Sounds like fun. </p><p>World Builder is a general map creation program. This is exceedingly useful for GM's, as it allows you to build 3d environments, show them from any angle, and include descriptive text to go with it. (which you will need, because this is 1987, and the graphics aren't that great. If you have the time and energy to learn a programming language, then you can get quite a lot out of this, or one of it's descendants. If not, just leave it. </p><p></p><p>Snarf is rapidly getting bored of being king. But loose ends from last adventure will be back to bite him. Dragonmirth is all armored up. </p><p></p><p>Bloodbowl! The game of fantasy american football out soon. Now where have we seen that before? Oh yeah, back in issue 65. TSR oughta sue <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>Spacemaster! Rolemaster in Spaaaace! Another newish game to enjoy. </p><p></p><p>Looks like Len Carpenter is the real star of this show, in an issue that manages to not only fulfill it's theme better than most, but introduces several other very interesting ideas. This shows that it's usually better to keep track of what's in the slush pile and put together the best stuff you can find, even if it takes a while to build up enough, rather than always existing month to month. The more you buffer the easier things become, even if you're outputting the same amount overall, the ability to smooth out internal fluctuations and engage in longer editing cycles definitely helps. Anyway, this is one of the best issues I've read in a while, in all aspects apart from the editing. Tsk tsk Roger. You're doing too much. Get more help before you burn out.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4789452, member: 27780"] [B][U]Dragon Issue 118: February 1987[/U][/B] part 5/5 Unfriendly fire: Top secret goes military this month. Yes, it may be tricky being a secret agent in areas with an ongoing outright war, but when the stakes are highest, the benefits you can provide for your country are as well. Plus you have a chance of getting to use the really cool toys to blow stuff up that you couldn't normally get away with. So here we have both cool crunch, and GM'ing advice on how to handle it, and build adventures building it. Now you can try and survive mass combat, and die horribly from chemical and biological weapons. A pretty decent article with plenty of actual play applications. The warlock redux: Jeff takes a break from his Phileing to pay more attention to his planar work. So it's up to someone else to provide us marvel stuff this month. Adam Warlock, Pip, Gamora, and Her. One of our more cosmically powerful heroes and his rogues gallery. Themes of finding a purpose, responsibility, good intentions gone astray, and the general problems of a universe with time travel, fairly frequent but unreliable resurrection, and an animistic Death. Heavy topics, but they don't forget the comic relief. As with the last time Jeff took a break, more attention is paid to the actual play of these characters, and creating games with a similar style. Curious. As with Ed and the ecologies, this is evidence that even when you have top writers on the case, a little variety is still welcome, producing an overall stronger body of work on a property. After all, the marvel universe is now broad enough that you don't really have to worry about ruining continuity and dilution of themes. So another pretty decent showing all round on this front. The role of computers: OrbQuest is an adventure game, where you quest to reunite the seven pieces of the shattered macgufin. /so you can enter ganon's tower/ ;) Explore cities, wilderness, and dungeons. (rather easier than in most games, because they've had the innovative idea of making your character head for the point on the screen your mouse clicks on. ) Fight monsters. Reroll your attributes untill you get good ones. (exactly the same as D&D attributes, but not on the same scale. ) While some of the ideas may have been new then, it seems pretty generic now. Roadwar 2000 is a postapocalyptic survival game. Build a gang, scavenge vehicles, and compete for resources and territory in a burned out future that is now in the past, amusingly enough. It seems to push most of the buttons you would expect a game like that to hit, and certainly covers a pretty wide scope, as you can roam the entire states, and both tactical combat and strategic resource management are crucial to success. Sounds like fun. World Builder is a general map creation program. This is exceedingly useful for GM's, as it allows you to build 3d environments, show them from any angle, and include descriptive text to go with it. (which you will need, because this is 1987, and the graphics aren't that great. If you have the time and energy to learn a programming language, then you can get quite a lot out of this, or one of it's descendants. If not, just leave it. Snarf is rapidly getting bored of being king. But loose ends from last adventure will be back to bite him. Dragonmirth is all armored up. Bloodbowl! The game of fantasy american football out soon. Now where have we seen that before? Oh yeah, back in issue 65. TSR oughta sue ;). Spacemaster! Rolemaster in Spaaaace! Another newish game to enjoy. Looks like Len Carpenter is the real star of this show, in an issue that manages to not only fulfill it's theme better than most, but introduces several other very interesting ideas. This shows that it's usually better to keep track of what's in the slush pile and put together the best stuff you can find, even if it takes a while to build up enough, rather than always existing month to month. The more you buffer the easier things become, even if you're outputting the same amount overall, the ability to smooth out internal fluctuations and engage in longer editing cycles definitely helps. Anyway, this is one of the best issues I've read in a while, in all aspects apart from the editing. Tsk tsk Roger. You're doing too much. Get more help before you burn out. [/QUOTE]
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