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<blockquote data-quote="(un)reason" data-source="post: 4893482" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 138: October 1988</u></strong></p><p></p><p>part 1/5</p><p></p><p>108 pages. Another bit of rather good artwork on this month's cover. This comes at a price though. Roger Raupp has finally decided he can't take the pressure of TSR's new corporate structure anymore and departed. So another of the old guard is bumped of, and his immediate subordinate Lori Svikel moves up to take his place. Hmm. Meanwhile, in the editorial, the hard work setting up this year's convention has finally paid off, and our remaining Roger talks about the madness that he enjoyed there. There's still plenty of fun going on at the ground level, whatever's going on in the company. And hopefully he's brought some of that back with him. </p><p></p><p><img src="http://paizo.com/image/product/magazine_issue/dragon/138/cover_500.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>In this issue:</p><p></p><p>Letters: A letter about indexing. It's been more than 2 years since the last one, and some people are compulsive about that kinda thing. Roger says they're certainly thinking about it. But it is a lot of work. </p><p></p><p>Some errata. You know the drill by now. </p><p></p><p>Two letters filled with more amusing last words. See, your characters dying can still make for a fun game. </p><p></p><p></p><p>Sky galleons of mars. Part of the space: 1889 series. Sounds pretty cool. </p><p></p><p></p><p>Forum: Brian Estes has a suggestion for speeding up mecha combat in Star Frontiers. It shouldn't be vastly more hassle than regular combat. Quite agree with you there.</p><p></p><p>Joseph Goldlust also wants thieves to get XP from actually, y'know, thieving. He suggests giving the challenges they overcome levels equivalent to monsters, and calculating from that. This is particularly easy to figure out when picking pockets. </p><p></p><p>Mark Crane rebutts the people who distrust paintball, and stereotype ninjas. Interesting combination there. Hee. </p><p></p><p>S. D. Anderson has some comments on the new roman gods from issue 13, with a particular focus on Eris. Why should a spreader of discord have a problem with demons? Good question. </p><p></p><p>Jeffrey M Carey thinks that as RPG demographics are settling down, companies ought to concentrate more on getting as much money as possible out of established gamers, particularly older ones with disposable incomes, with lots of supplements designed to be as universally applicable as possible. I find this very amusing. </p><p></p><p>A Patrick Connery is another of the people that thinks magic-users being weak at first, then becoming more powerful is entirely acceptable. Gary knew what he was doing. It does not ruin the game. </p><p></p><p>Sean Jump thinks that evil PC's should get more equal screentime, with classes and adventures designed for them. There's plenty of fun to be had being bad, don't be such spoilsports. </p><p></p><p>Tim Emrick gives us some advice on making fold-up buildings, including a rudimentary house in the letter. Very interesting indeed. </p><p></p><p>Eric Burns has a bunch of suggestions to power up low level magic-users. You know, even with a d12, you can get 1 or 2 hp, and be painfully fragile throughout 1st level. </p><p></p><p></p><p>Through the looking glass: Great. Actual crafting tips. It's been way too long since this magazine carried any of those. This is a definite step upwards. This is all about skeletons. Which is fitting, I guess. And they do require techniques a little different to painting people. Put a black base coat on before adding lighter colours. Pay lots of attention to the ribs. Lots of thin layers is the way to go, making sure each is properly dried before moving on to the next one. Drybrushing is hard on brushes so use a different one to the other bits. Remember, these are undead. Make their stuff look well worn. Interesting and very specific bits of advice. I quite enjoyed this. Combined with the fact that the photographic quality has improved quite considerably since they last did this, with lots of full colour photos, and this looks pretty promising. How long will it take this to settle into a comfortable pattern and start boring me? All things must rise and fall. We shall see.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4893482, member: 27780"] [B][U]Dragon Magazine Issue 138: October 1988[/U][/B] part 1/5 108 pages. Another bit of rather good artwork on this month's cover. This comes at a price though. Roger Raupp has finally decided he can't take the pressure of TSR's new corporate structure anymore and departed. So another of the old guard is bumped of, and his immediate subordinate Lori Svikel moves up to take his place. Hmm. Meanwhile, in the editorial, the hard work setting up this year's convention has finally paid off, and our remaining Roger talks about the madness that he enjoyed there. There's still plenty of fun going on at the ground level, whatever's going on in the company. And hopefully he's brought some of that back with him. [img]http://paizo.com/image/product/magazine_issue/dragon/138/cover_500.jpg[/img] In this issue: Letters: A letter about indexing. It's been more than 2 years since the last one, and some people are compulsive about that kinda thing. Roger says they're certainly thinking about it. But it is a lot of work. Some errata. You know the drill by now. Two letters filled with more amusing last words. See, your characters dying can still make for a fun game. Sky galleons of mars. Part of the space: 1889 series. Sounds pretty cool. Forum: Brian Estes has a suggestion for speeding up mecha combat in Star Frontiers. It shouldn't be vastly more hassle than regular combat. Quite agree with you there. Joseph Goldlust also wants thieves to get XP from actually, y'know, thieving. He suggests giving the challenges they overcome levels equivalent to monsters, and calculating from that. This is particularly easy to figure out when picking pockets. Mark Crane rebutts the people who distrust paintball, and stereotype ninjas. Interesting combination there. Hee. S. D. Anderson has some comments on the new roman gods from issue 13, with a particular focus on Eris. Why should a spreader of discord have a problem with demons? Good question. Jeffrey M Carey thinks that as RPG demographics are settling down, companies ought to concentrate more on getting as much money as possible out of established gamers, particularly older ones with disposable incomes, with lots of supplements designed to be as universally applicable as possible. I find this very amusing. A Patrick Connery is another of the people that thinks magic-users being weak at first, then becoming more powerful is entirely acceptable. Gary knew what he was doing. It does not ruin the game. Sean Jump thinks that evil PC's should get more equal screentime, with classes and adventures designed for them. There's plenty of fun to be had being bad, don't be such spoilsports. Tim Emrick gives us some advice on making fold-up buildings, including a rudimentary house in the letter. Very interesting indeed. Eric Burns has a bunch of suggestions to power up low level magic-users. You know, even with a d12, you can get 1 or 2 hp, and be painfully fragile throughout 1st level. Through the looking glass: Great. Actual crafting tips. It's been way too long since this magazine carried any of those. This is a definite step upwards. This is all about skeletons. Which is fitting, I guess. And they do require techniques a little different to painting people. Put a black base coat on before adding lighter colours. Pay lots of attention to the ribs. Lots of thin layers is the way to go, making sure each is properly dried before moving on to the next one. Drybrushing is hard on brushes so use a different one to the other bits. Remember, these are undead. Make their stuff look well worn. Interesting and very specific bits of advice. I quite enjoyed this. Combined with the fact that the photographic quality has improved quite considerably since they last did this, with lots of full colour photos, and this looks pretty promising. How long will it take this to settle into a comfortable pattern and start boring me? All things must rise and fall. We shall see. [/QUOTE]
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