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<blockquote data-quote="(un)reason" data-source="post: 4911366" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 140: December 1988</u></strong></p><p></p><p>part 1/5</p><p></p><p>108 pages. Another classic Elmore illustration fills up this month's cover with sumptious detail. Another clerical special fills up the inside with new stuff for said class. Rather a conservative choice, really. But then, they've been getting complaining letters when they try and do adventurous stuff. Considering exploring new things is one of the big reasons to become an adventurer, a surprising number of people would rather stick with the same narrow setting and rules conventions. Roger is not amused about this. It's hard enough to avoid rehashing stuff as it is. Stuck between the new people who still need to read the basics, and the grognards who want to chug along in the same rut for the rest of their lives. Even the differences Dragonlance has from straight generic fantasy are too much for some people. Come on, where's your spirit of adventure? We want to have fun creating new worlds. We can't do that if you don't buy them. </p><p></p><p><img src="http://paizo.com/image/product/magazine_issue/dragon/140/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 pointing out probable errata. : peers: Ayup. That's errata alright. Clear as the nose on mah face. </p><p></p><p>A letter asking if Little Wars and Heritage Models are still around. It's been nearly 10 years. Pay attention, man! Didn't you read issue 22/13 where they said they were merging them?</p><p></p><p>A suggestion that they put a coming next time somewhere in the magazine. Roger says no, given the fluidity of their schedule. Future editors, of course may change this. </p><p></p><p>Another suggestion to put early issues of the magazine on computer. They'll get round to it, but once again, not for quite a few years yet. </p><p></p><p>A letter asking if it's ok to photocopy stuff from the magazine for personal use. Roger is magnaminous. It'd be too much hassle to stomp on things like that. But if you sell it, then beware our psychic hamsters and their van, roaming suburbia, probing people. Or something. I may be mixing my urban myths here. </p><p></p><p></p><p>Forum: Dean Wright is in favour of powering up dragons. He is also in favour of the DM as (hopefully benevolent ) dictator. If the players don't like the way he runs games, they can get lost. </p><p></p><p>Steve Allen is disgusted by the idea of weapon specialisation, and hopes it's eliminated entirely from the next edition. He's also another person who thinks magic-users are more than powerful enough if they use their brains. So he's against more player empowerment on both sides of the fence <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>David Cohen disagrees with the portrayal of Saturn in issue 133. The original myth was merged with closer history, to create a more morally ambigious being. This is a good demonstration of how ripping gods from their context and transplanting them wholesale to fantasy realms doesn't have the same verisimilitude. </p><p></p><p>Delmar Watkins sells the virtues of co-DM'img. Two minds are definitely better than one here, because you can split the party without slowing things down, cope better with absences, and are less likely to see egregious dictatorial abuses of power. </p><p></p><p>Michael Norrish thinks that the flexibility of games like GURPS are the way to go. Ideas such as spell point systems, and differing spell lists for clerics could be incorporated into the game and remain balanced if done right. I'm guessing he liked Skills & Powers then <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>Paranoia crosses over with a western. Silly as ever. </p><p></p><p></p><p>TSR Previews: Another not particularly huge list of releases this month. AD&D is filling out both it's big settings further. The Forgotten Realms fills in Thay, in FR6: Dreams of the red wizards. Plenty of adventures to be had trying to foil that shower of bastards. Dragonlance gets DL16: World of Krynn. Designed to serve as both an introduction for new players, and to tie up loose ends for those who played all the way through the module series, will this split focus work? </p><p></p><p>Top Secret gets TSAC6: Covert Operations Source Book. Bringing back the reality to your espionage with info on lots of actual events and organisations. Events may or may not match the actual reality, since this stuff was supposed to be top secret. </p><p></p><p>Marvel Superheroes squeezes out the final volume of it's gamers handbook just in time for christmas. Phew. Now people can grab the whole lot of them as a present.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4911366, member: 27780"] [B][U]Dragon Magazine Issue 140: December 1988[/U][/B] part 1/5 108 pages. Another classic Elmore illustration fills up this month's cover with sumptious detail. Another clerical special fills up the inside with new stuff for said class. Rather a conservative choice, really. But then, they've been getting complaining letters when they try and do adventurous stuff. Considering exploring new things is one of the big reasons to become an adventurer, a surprising number of people would rather stick with the same narrow setting and rules conventions. Roger is not amused about this. It's hard enough to avoid rehashing stuff as it is. Stuck between the new people who still need to read the basics, and the grognards who want to chug along in the same rut for the rest of their lives. Even the differences Dragonlance has from straight generic fantasy are too much for some people. Come on, where's your spirit of adventure? We want to have fun creating new worlds. We can't do that if you don't buy them. [img]http://paizo.com/image/product/magazine_issue/dragon/140/cover_500.jpg[/img] In this issue: Letters: A letter pointing out probable errata. : peers: Ayup. That's errata alright. Clear as the nose on mah face. A letter asking if Little Wars and Heritage Models are still around. It's been nearly 10 years. Pay attention, man! Didn't you read issue 22/13 where they said they were merging them? A suggestion that they put a coming next time somewhere in the magazine. Roger says no, given the fluidity of their schedule. Future editors, of course may change this. Another suggestion to put early issues of the magazine on computer. They'll get round to it, but once again, not for quite a few years yet. A letter asking if it's ok to photocopy stuff from the magazine for personal use. Roger is magnaminous. It'd be too much hassle to stomp on things like that. But if you sell it, then beware our psychic hamsters and their van, roaming suburbia, probing people. Or something. I may be mixing my urban myths here. Forum: Dean Wright is in favour of powering up dragons. He is also in favour of the DM as (hopefully benevolent ) dictator. If the players don't like the way he runs games, they can get lost. Steve Allen is disgusted by the idea of weapon specialisation, and hopes it's eliminated entirely from the next edition. He's also another person who thinks magic-users are more than powerful enough if they use their brains. So he's against more player empowerment on both sides of the fence ;) David Cohen disagrees with the portrayal of Saturn in issue 133. The original myth was merged with closer history, to create a more morally ambigious being. This is a good demonstration of how ripping gods from their context and transplanting them wholesale to fantasy realms doesn't have the same verisimilitude. Delmar Watkins sells the virtues of co-DM'img. Two minds are definitely better than one here, because you can split the party without slowing things down, cope better with absences, and are less likely to see egregious dictatorial abuses of power. Michael Norrish thinks that the flexibility of games like GURPS are the way to go. Ideas such as spell point systems, and differing spell lists for clerics could be incorporated into the game and remain balanced if done right. I'm guessing he liked Skills & Powers then :p Paranoia crosses over with a western. Silly as ever. TSR Previews: Another not particularly huge list of releases this month. AD&D is filling out both it's big settings further. The Forgotten Realms fills in Thay, in FR6: Dreams of the red wizards. Plenty of adventures to be had trying to foil that shower of bastards. Dragonlance gets DL16: World of Krynn. Designed to serve as both an introduction for new players, and to tie up loose ends for those who played all the way through the module series, will this split focus work? Top Secret gets TSAC6: Covert Operations Source Book. Bringing back the reality to your espionage with info on lots of actual events and organisations. Events may or may not match the actual reality, since this stuff was supposed to be top secret. Marvel Superheroes squeezes out the final volume of it's gamers handbook just in time for christmas. Phew. Now people can grab the whole lot of them as a present. [/QUOTE]
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