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<blockquote data-quote="(un)reason" data-source="post: 4882864" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 136: August 1988</u></strong></p><p></p><p>part 1/5</p><p></p><p>108 pages. Back to the worldbuilding again, with another special on urban adventures. Whether the players are in charge, or just stopping by, certainly plenty of fun to be had there. The more the merrier, and all that. Speaking of the more the merrier, convention season is upon us again, and as we've found repeatedly this year, the runners of Gen Con and Origins really want to work together to make both big conventions the best they can be. What next, Sega and Nintendo working together? <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=";)" /> History chugs onwards, and it looks like there's going to be plenty more stuff to report on in the next few months. </p><p></p><p>In this issue:</p><p></p><p></p><p>Letters: A letter asking what rolling method you use for berserkers. Much the same as for barbarians. </p><p></p><p>Another pointed question on how you deal with arrows that stick in people. It is a bit awkward, they have to admit. That's the fun. </p><p></p><p>A complaint that they don't cover Spectrum or Amstrad computers. Another reminder that there were a good dozen or so different companies competing for dominance in the computer world then, and their popularity varied quite widely from country to country. Thank god that's over, and even PC and Mac grow increasingly cross-compatible these days. </p><p></p><p>A letter asking what happened to Wormy. It's gone, we're afraid. That's the end of that story. </p><p></p><p>A letter praising Perception, and asking if that's the 8th ability score, what is the 7th? Someone's either a D&D player only, or hasn't been keeping up with recent supplements. Not that there's anything wrong with ignoring Comeliness. I do it all the time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p>Forum: Aaron Goldblatt has another suggestion for the scaling of illusion saving throws. Unfortunately, it runs into the DM fiat problem as soon as you try and emulate objects. Needs moar guidelines. </p><p></p><p>Tim Merritt is another writer who appears here to rebutt responses to his articles. He stands by most of his opinions. Yes some of the changes are a bit kludgy, but they're better for making a fun game than standardisation would be. </p><p></p><p>Steve Marsh thinks that the random origins table for DC heroes in issue 132 was a little too divergent in potential power levels, especially when there are cascading open-ended results on the table. Allowing characters that different is like allowing 1st and 25th level characters to play in the same D&D adventure. A little more fairness is needed. </p><p></p><p>David Carl Argall points out just how many equal opponents you need to beat to go up a level. It's a wonder anyone ever gets to 2nd level, really. Even experienced soldiers and serial killers don't normally manage that kind of death count. This is why having xp for treasure and other noncombat goals is important. </p><p></p><p>Ron L Newsome is full of praise for Fritz Lieber, and the new Lankhmar D&D supplement. They make an excellent setting for adventuring in, particularly when house-ruled a little. </p><p></p><p>John H Chang has a few pointers on the berserker class, as derived from the real world. Yeah, like that ever helps. </p><p></p><p>Eric Liss continues the debate about Scud and Allycia the cavalier. Don't forget the list of powers cavaliers get. Their badassery more than compensates for their code of honour. </p><p></p><p>Alexander Thomas Greene expresses his disdain for people trying to play a spellcaster as mobile artillery in Runequest. You shouldn't be bending the system to make this viable, you should be learning how to use magic cleverly from behind the scenes. Same as it ever was. </p><p></p><p></p><p>Building blocks, city style: Random Tables! Always good to see a few of those around. Not that we haven't had them already, but it's good to have ones focused on earth, rather than mars. And they're prepared enough to give us info on both western and eastern style settlements. This is primarily useful for when you have the basics of a city fleshed out and mapped, but haven't got the time or inclination to fill in the details of every building on every street. Apart from a few amusing statistical quirks (it's much easier to find a bordello in a port city, hello sailor and all that.) this is the kind of thing that looks like it would be more interesting in play than it is to read. Nothing wrong with a few labour saving devices when you have as much to get through as I do. </p><p></p><p></p><p>A nightmare on elm street, the game. I quite approve. </p><p></p><p>Blood Bowl gets a pretty double page spread, with lots of properly painted minis. The cheerleaders for the various races are particularly amusing.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4882864, member: 27780"] [B][U]Dragon Magazine Issue 136: August 1988[/U][/B] part 1/5 108 pages. Back to the worldbuilding again, with another special on urban adventures. Whether the players are in charge, or just stopping by, certainly plenty of fun to be had there. The more the merrier, and all that. Speaking of the more the merrier, convention season is upon us again, and as we've found repeatedly this year, the runners of Gen Con and Origins really want to work together to make both big conventions the best they can be. What next, Sega and Nintendo working together? ;) History chugs onwards, and it looks like there's going to be plenty more stuff to report on in the next few months. In this issue: Letters: A letter asking what rolling method you use for berserkers. Much the same as for barbarians. Another pointed question on how you deal with arrows that stick in people. It is a bit awkward, they have to admit. That's the fun. A complaint that they don't cover Spectrum or Amstrad computers. Another reminder that there were a good dozen or so different companies competing for dominance in the computer world then, and their popularity varied quite widely from country to country. Thank god that's over, and even PC and Mac grow increasingly cross-compatible these days. A letter asking what happened to Wormy. It's gone, we're afraid. That's the end of that story. A letter praising Perception, and asking if that's the 8th ability score, what is the 7th? Someone's either a D&D player only, or hasn't been keeping up with recent supplements. Not that there's anything wrong with ignoring Comeliness. I do it all the time. :p Forum: Aaron Goldblatt has another suggestion for the scaling of illusion saving throws. Unfortunately, it runs into the DM fiat problem as soon as you try and emulate objects. Needs moar guidelines. Tim Merritt is another writer who appears here to rebutt responses to his articles. He stands by most of his opinions. Yes some of the changes are a bit kludgy, but they're better for making a fun game than standardisation would be. Steve Marsh thinks that the random origins table for DC heroes in issue 132 was a little too divergent in potential power levels, especially when there are cascading open-ended results on the table. Allowing characters that different is like allowing 1st and 25th level characters to play in the same D&D adventure. A little more fairness is needed. David Carl Argall points out just how many equal opponents you need to beat to go up a level. It's a wonder anyone ever gets to 2nd level, really. Even experienced soldiers and serial killers don't normally manage that kind of death count. This is why having xp for treasure and other noncombat goals is important. Ron L Newsome is full of praise for Fritz Lieber, and the new Lankhmar D&D supplement. They make an excellent setting for adventuring in, particularly when house-ruled a little. John H Chang has a few pointers on the berserker class, as derived from the real world. Yeah, like that ever helps. Eric Liss continues the debate about Scud and Allycia the cavalier. Don't forget the list of powers cavaliers get. Their badassery more than compensates for their code of honour. Alexander Thomas Greene expresses his disdain for people trying to play a spellcaster as mobile artillery in Runequest. You shouldn't be bending the system to make this viable, you should be learning how to use magic cleverly from behind the scenes. Same as it ever was. Building blocks, city style: Random Tables! Always good to see a few of those around. Not that we haven't had them already, but it's good to have ones focused on earth, rather than mars. And they're prepared enough to give us info on both western and eastern style settlements. This is primarily useful for when you have the basics of a city fleshed out and mapped, but haven't got the time or inclination to fill in the details of every building on every street. Apart from a few amusing statistical quirks (it's much easier to find a bordello in a port city, hello sailor and all that.) this is the kind of thing that looks like it would be more interesting in play than it is to read. Nothing wrong with a few labour saving devices when you have as much to get through as I do. A nightmare on elm street, the game. I quite approve. Blood Bowl gets a pretty double page spread, with lots of properly painted minis. The cheerleaders for the various races are particularly amusing. [/QUOTE]
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