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<blockquote data-quote="(un)reason" data-source="post: 4921658" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 141: January 1989</u></strong></p><p></p><p>part 4/5</p><p></p><p></p><p>Adeptus titanicus! Giant robot battles in warhammer 40k. Now there's a concept with a substantial wahoo! factor. It gets a tremendously pretty full colour four page spread of advertising devoted to it as well. Ooh, you are tempting. </p><p></p><p></p><p>TSR Previews: D&D seriously delivers on the Gazetteer front, with GAZ10: Orcs of Thar. Another one opening up a ton of new PC options, and their fun society. Now you can play things from the other side. Maybe that'll teach your players a little sympathy for the monsters. </p><p></p><p>AD&D also gets a fun and not completely serious adventure, with Mad Monkey vs the Dragon Claw. Martial arts action ahoy! Slightly more scary is Lords of Darkness, a module full of little adventures featuring the undead. Shouldn't be hard to drop in all over the place. </p><p></p><p>Novelwise, we have Weasel's luck, a Dragonlance book, and Red Sands, a general book. Two very different protagonists wind up in rather different adventures, but both find their experiences pretty harrowing. What is an adventure without challenge, eh? </p><p></p><p></p><p>The role of books: War of the maelstrom by Jack L Chalker is the third book of a profoundly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ed-up trilogy. I hated this when I read it, and the reviewer manages to pick several further holes in it's fundamental design and attitudes that illuminate just what a terrible book this is on several levels. Steer well clear unless you enjoy mind-rape, sexism, and poor plotting. And if you ever find yourself in a game like this, get the hell out after the first session. No excuses. </p><p></p><p>The fairy of ku-she by M. Lucie Chin is a tale of the chinese celestial bureaucracy, a byzantine organization full of powerful creatures working under their own idioyncratic rules and internal politics. This is a rich ground for adventure, especially when romance and duty collide. Plenty of fun ideas to be drawn for OA games here. </p><p></p><p>The armor of light by Melissa Scott and Lisa A Barnett is an espionage adventure set in elizabethan england. Walter Raleigh, Cristopher Marlowe and plenty of other historical figures make appearances in this high action adventure, full of magic, double agents, politics, and all the usual spy tropes that keep a story like this speeding along. </p><p></p><p>The sorcerer's heir by Paula Volsky is the second book in the trilogy, and builds up to a nicely grim climax that seems pretty insoluble. Will the heroes be able to solve it, or will it all end in tragedy? </p><p></p><p>The crystal warriors by William R Fortschen and Greg Morrison transports two opposed platoons of soldiers to a fantasy world, where they have to come to an uneasy truce to survive. With an interesting crystal based magic system, it'd probably translate better to GURPS than AD&D, and has both properly developed characters and military tactics. </p><p></p><p>The quest for the 36 by Stephen Billias features that rather familiar name Dexter Sinister, although from the description, I don't think it's the same one. (terrible puns have a strange attraction) It's another quirky one, with lots of silly names and odd bits while still telling a fundamentally serious story, drawing on real jewish mythology. Another one that's good inspiration for the stranger side of Top Secret games. </p><p></p><p>Song of the dwarves by Thoraninn Gunnarsson (now there's a fitting name for the writer) is a retelling of norse myth. Weaving the various sagas into roughly chronological order, it goes quite a way towards making them accessible to english readers. Now you can see where Tolkien got quite a few of his ideas from. </p><p></p><p>Also notable in this issue is a lookover of a whole bunch of star trek books. The next generation is just starting to hit it's stride, and a whole bunch of books based on both that and the original series are coming out in a regular production line schedule. This means many of them are crap of course, especially the one written before the new series was conceptually finalized.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4921658, member: 27780"] [B][U]Dragon Magazine Issue 141: January 1989[/U][/B] part 4/5 Adeptus titanicus! Giant robot battles in warhammer 40k. Now there's a concept with a substantial wahoo! factor. It gets a tremendously pretty full colour four page spread of advertising devoted to it as well. Ooh, you are tempting. TSR Previews: D&D seriously delivers on the Gazetteer front, with GAZ10: Orcs of Thar. Another one opening up a ton of new PC options, and their fun society. Now you can play things from the other side. Maybe that'll teach your players a little sympathy for the monsters. AD&D also gets a fun and not completely serious adventure, with Mad Monkey vs the Dragon Claw. Martial arts action ahoy! Slightly more scary is Lords of Darkness, a module full of little adventures featuring the undead. Shouldn't be hard to drop in all over the place. Novelwise, we have Weasel's luck, a Dragonlance book, and Red Sands, a general book. Two very different protagonists wind up in rather different adventures, but both find their experiences pretty harrowing. What is an adventure without challenge, eh? The role of books: War of the maelstrom by Jack L Chalker is the third book of a profoundly :):):):)ed-up trilogy. I hated this when I read it, and the reviewer manages to pick several further holes in it's fundamental design and attitudes that illuminate just what a terrible book this is on several levels. Steer well clear unless you enjoy mind-rape, sexism, and poor plotting. And if you ever find yourself in a game like this, get the hell out after the first session. No excuses. The fairy of ku-she by M. Lucie Chin is a tale of the chinese celestial bureaucracy, a byzantine organization full of powerful creatures working under their own idioyncratic rules and internal politics. This is a rich ground for adventure, especially when romance and duty collide. Plenty of fun ideas to be drawn for OA games here. The armor of light by Melissa Scott and Lisa A Barnett is an espionage adventure set in elizabethan england. Walter Raleigh, Cristopher Marlowe and plenty of other historical figures make appearances in this high action adventure, full of magic, double agents, politics, and all the usual spy tropes that keep a story like this speeding along. The sorcerer's heir by Paula Volsky is the second book in the trilogy, and builds up to a nicely grim climax that seems pretty insoluble. Will the heroes be able to solve it, or will it all end in tragedy? The crystal warriors by William R Fortschen and Greg Morrison transports two opposed platoons of soldiers to a fantasy world, where they have to come to an uneasy truce to survive. With an interesting crystal based magic system, it'd probably translate better to GURPS than AD&D, and has both properly developed characters and military tactics. The quest for the 36 by Stephen Billias features that rather familiar name Dexter Sinister, although from the description, I don't think it's the same one. (terrible puns have a strange attraction) It's another quirky one, with lots of silly names and odd bits while still telling a fundamentally serious story, drawing on real jewish mythology. Another one that's good inspiration for the stranger side of Top Secret games. Song of the dwarves by Thoraninn Gunnarsson (now there's a fitting name for the writer) is a retelling of norse myth. Weaving the various sagas into roughly chronological order, it goes quite a way towards making them accessible to english readers. Now you can see where Tolkien got quite a few of his ideas from. Also notable in this issue is a lookover of a whole bunch of star trek books. The next generation is just starting to hit it's stride, and a whole bunch of books based on both that and the original series are coming out in a regular production line schedule. This means many of them are crap of course, especially the one written before the new series was conceptually finalized. [/QUOTE]
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