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<blockquote data-quote="(un)reason" data-source="post: 4828621" data-attributes="member: 27780"><p><strong><u>Dragon Issue 125: September 1987</u></strong></p><p></p><p>part 4/5</p><p></p><p>Bazaar of the Bizarre: Masses of magic maps this month, 19 to be precise. For the first time since Gary's departure, we're also heading back to Greyhawk. Whether he will approve of other people making unsupervised additions to his world is rather doubtful, but at least the writer is trying to tie them into the established setting. Some of them are useful, some of them seem useful, but are actually directing you into trouble, and some are composites of several of the other types, and thus exceedingly valuable. So a mix of cool ideas, and filler, as they try and stretch out the ideas they have to make a full-sized article. Which isn't entirely satisfying, but a lot better than articles that are nothing but filler. Still, there's enough quirkiness in here that I'd probably enjoy introducing them to my game. </p><p></p><p>Plane speaking: Jeff Grubb fills us in on the positive quasielementals, with the negative ones to come soon. Radiance, steam, and mineral, (lightning has already been covered independently in MMII, apropos of nothing.) each with their own interesting little quirks. Radiance quasi-elementals shoot bolts of randomly coloured light, each with an equally corresponding energy type. Steam quasi elementals can go hot or cold at great speed, and get nearly anywhere, with flight, swimming, and the ability to flow through the tiniest cracks. Radiance quasi-elementals assume odd forms, and merge with one-another to become increasingly badass in times of peril. All of them have very high damage outputs for their overall power level. Any wizard who can figure out how to summon and control them can lay waste to their enemies. Soon, this bit of symmetry will be complete. Short, but useful and flavourful. </p><p></p><p>The game wizards: Mike Breault takes charge of this column to talk about Dragonlance. The epic quest over 14 modules is over, and now it's time to give the gameline an actual corebook, containing all the setting info and new rules needed to play in Krynn. Like the forgotten realms, this is rather a backwards way of doing things to the usual, but it seems to be working for them. Before you know it, people'll be wondering how they ever managed without a corebook. So yeah, chivalry, gods, geography, history, lots of new races and variant classes. And wackiness. Mustn't forget the wackiness. :sigh: No escaping it as long as you're playing in this world. Interesting to note that they're using this to test the concept of gods granting different powers via spheres of influence, and redefine what each alignment actually means. 2nd edition might be well over a year away, but they already have many of the design elements floating around the office. Another entry that's not completely pleasing, but is quite informative, giving me another piece of the big picture when it comes to their current status and design philosophies. They do seem to be doing their best to keep these interesting, and get us on their supplement treadmill. Better it being here than not. </p><p></p><p>The daily planet gaming supplement reveals how superman has changed after crisis on infinite earths. Buy the DC heroes Superman supplement for more information. Very fitting that they design this particular advert as a newspaper cover. </p><p></p><p>A second look at zebulons guide: Errata, Errata. Once again you shatter my faith in your editahs. As you may gather, this is lots of corrections and clarifications for our eponymous Star Frontiers supplement. One of those things you'd rather they didn't have to do at all, but having made the mistakes, it's better that they admit to them and fix them than just leave them unacknowledged, only to be discovered when they mess up people's games. Bleh blah bleh. </p><p></p><p>Ultimate crisis in ultimate city-state of the invincible overlord. With a recommendation from Gary Gygax. Good to see judges guild's properties are still around.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4828621, member: 27780"] [B][U]Dragon Issue 125: September 1987[/U][/B] part 4/5 Bazaar of the Bizarre: Masses of magic maps this month, 19 to be precise. For the first time since Gary's departure, we're also heading back to Greyhawk. Whether he will approve of other people making unsupervised additions to his world is rather doubtful, but at least the writer is trying to tie them into the established setting. Some of them are useful, some of them seem useful, but are actually directing you into trouble, and some are composites of several of the other types, and thus exceedingly valuable. So a mix of cool ideas, and filler, as they try and stretch out the ideas they have to make a full-sized article. Which isn't entirely satisfying, but a lot better than articles that are nothing but filler. Still, there's enough quirkiness in here that I'd probably enjoy introducing them to my game. Plane speaking: Jeff Grubb fills us in on the positive quasielementals, with the negative ones to come soon. Radiance, steam, and mineral, (lightning has already been covered independently in MMII, apropos of nothing.) each with their own interesting little quirks. Radiance quasi-elementals shoot bolts of randomly coloured light, each with an equally corresponding energy type. Steam quasi elementals can go hot or cold at great speed, and get nearly anywhere, with flight, swimming, and the ability to flow through the tiniest cracks. Radiance quasi-elementals assume odd forms, and merge with one-another to become increasingly badass in times of peril. All of them have very high damage outputs for their overall power level. Any wizard who can figure out how to summon and control them can lay waste to their enemies. Soon, this bit of symmetry will be complete. Short, but useful and flavourful. The game wizards: Mike Breault takes charge of this column to talk about Dragonlance. The epic quest over 14 modules is over, and now it's time to give the gameline an actual corebook, containing all the setting info and new rules needed to play in Krynn. Like the forgotten realms, this is rather a backwards way of doing things to the usual, but it seems to be working for them. Before you know it, people'll be wondering how they ever managed without a corebook. So yeah, chivalry, gods, geography, history, lots of new races and variant classes. And wackiness. Mustn't forget the wackiness. :sigh: No escaping it as long as you're playing in this world. Interesting to note that they're using this to test the concept of gods granting different powers via spheres of influence, and redefine what each alignment actually means. 2nd edition might be well over a year away, but they already have many of the design elements floating around the office. Another entry that's not completely pleasing, but is quite informative, giving me another piece of the big picture when it comes to their current status and design philosophies. They do seem to be doing their best to keep these interesting, and get us on their supplement treadmill. Better it being here than not. The daily planet gaming supplement reveals how superman has changed after crisis on infinite earths. Buy the DC heroes Superman supplement for more information. Very fitting that they design this particular advert as a newspaper cover. A second look at zebulons guide: Errata, Errata. Once again you shatter my faith in your editahs. As you may gather, this is lots of corrections and clarifications for our eponymous Star Frontiers supplement. One of those things you'd rather they didn't have to do at all, but having made the mistakes, it's better that they admit to them and fix them than just leave them unacknowledged, only to be discovered when they mess up people's games. Bleh blah bleh. Ultimate crisis in ultimate city-state of the invincible overlord. With a recommendation from Gary Gygax. Good to see judges guild's properties are still around. [/QUOTE]
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