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<blockquote data-quote="(un)reason" data-source="post: 4981980" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 152: December 1989</u></strong></p><p></p><p>part 5/5</p><p></p><p>Worth a thousand words: If you've been checking the letters page over the past year or two, you'll note that several people have asked for the addresses of artists, so they can communicate with them. And though they may have some trepidation, they've asked their regulars, and some of them have consented. So now you can send mail direct to Dennis Beuvais, Larry Elmore, Carol Heyer, Daniel Horne, Keith Parkinson, Ken Wilding and Robin Wood. Or actually turn up at their house, in 5 of these cases. Let's hope this is just fan mail, and the occasional freelance job offer, not opening the door to some psycho stalkers. If any of these people, or anyone who knows them personally is reading, I'd be very interested in knowing if the results of this were positive or negative. Strange business, really. </p><p></p><p></p><p>Spiderman to wed Vanna White: As you might guess, this is our Marvel article for the month. Although really, it's applicable to any modern day game where the PC's have the potential for worldshaking deeds. Realistically, they'd be in the newspapers and TV regularly, treated like celebrities, asked to do sponsorships, and all the other crap that comes with it. Something that will become the central theme of an entire gameline in less than a decade, with the release of Aberrant. What are the legal repercussions of mind control, super intelligence, superheroes in government positions. What happens when you try and claim insurance for acts of super-villains or the people trying to foil them. So welcome to the arrival of gritty iron age realism. A short but significant article, that packs enough ideas into it's length to inspire years worth of scenarios. Feels like it was intended as filler, but is very much not. Well done to whoever picked this one out the slush pile. </p><p></p><p></p><p>Through the looking glass: We get a bit more colour photography than usual this issue, which is nice. For some reason, that seems to scan clearer. Just the usual set of reviews this month. Some pieces to construct outdoors hex terrain from GHQ. TSR's Cities of mystery boxed set gets a rather positive review. Greenfield garrisons gives us a house and inn. Probably best used if you have a regular game table that isn't constantly being cleared off for other purposes between games. A trio of vehicles intended for the OGRE game. It's been ages since they talked about that in here. Good to see it still going. Some goblin cavalry with wolves. A batman and joker pair that gets a 5 star result. A four pack of mechs for Battlemech. A boxed set of 10 Draconians for those of you who're still playing Dragonlance. And some British colonial soldiers. Pretty much business as usual here. </p><p></p><p></p><p>Make the most of your missions: Merle Rasmussen returns to give us an article on the game he created for the first time in years. If anyone should know about the game getting stale, feeling like you've exhausted all the options and are just doing the same thing over and over, it's him and Gary. And Gary isn't contributing here anymore. So he gives lots of advice on his own adventure creating techniques. Curiously, he seems to have taken a leaf from Tolkien, frequently engaging in the worldbuilding first, and then letting the story flow from that. After all, a good location gives you all kinds of ideas to work from. Stealing from other people's ideas and adapting them is also a big source of material. But it does all boil down to the same few story ideas in the end. So why not get a book on dramatic tropes, and go straight to the source. He might not be one of our most entertaining writers, but the years of practice have honed him into a pretty competent and confident designer. As this is pretty system free, it's good advice for everyone, not just modern day espionage people. And the sample ideas given show a fine mastery of the art of punning. A good combination of old and new school aesthetics. Seems a fairly decent way to close a decade. </p><p></p><p></p><p>Shades, the ultimate adventure multi-user game? Man, this telephonic networking thing is really starting to grow in popularity. Now if only they could get all these little networks to all connect together and operate off the same protocols. </p><p></p><p></p><p>Dragonmirth has plenty of food related humour. Yamara meets Ogrek the undisciplined. A very smooth operator indeed. Muahahahaha. </p><p></p><p></p><p>A solid average or slightly above this issue. With both the reaffirmation of a bunch of old elements, and the reaching out towards new ones that will become standard next decade, it feels quite appropriate as a bridging episode. While they may be repeating old ideas a bit, they are both coming up with new ones, and new spins on old ideas. You can see why they chose to create ever more exotic settings as a means of avoiding rehash, and making the same old races and classes feel fresh. It's all a logical progression, even when in hindsight, it might not have been the best idea. Oh well. Plenty of positives, plenty of negatives to come. I will let them wash through me. Hopefully my mind will not be washed away by the power of the tide, broken and left as debris on the bottom of the cliff of creativity.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4981980, member: 27780"] [B][U]Dragon Magazine Issue 152: December 1989[/U][/B] part 5/5 Worth a thousand words: If you've been checking the letters page over the past year or two, you'll note that several people have asked for the addresses of artists, so they can communicate with them. And though they may have some trepidation, they've asked their regulars, and some of them have consented. So now you can send mail direct to Dennis Beuvais, Larry Elmore, Carol Heyer, Daniel Horne, Keith Parkinson, Ken Wilding and Robin Wood. Or actually turn up at their house, in 5 of these cases. Let's hope this is just fan mail, and the occasional freelance job offer, not opening the door to some psycho stalkers. If any of these people, or anyone who knows them personally is reading, I'd be very interested in knowing if the results of this were positive or negative. Strange business, really. Spiderman to wed Vanna White: As you might guess, this is our Marvel article for the month. Although really, it's applicable to any modern day game where the PC's have the potential for worldshaking deeds. Realistically, they'd be in the newspapers and TV regularly, treated like celebrities, asked to do sponsorships, and all the other crap that comes with it. Something that will become the central theme of an entire gameline in less than a decade, with the release of Aberrant. What are the legal repercussions of mind control, super intelligence, superheroes in government positions. What happens when you try and claim insurance for acts of super-villains or the people trying to foil them. So welcome to the arrival of gritty iron age realism. A short but significant article, that packs enough ideas into it's length to inspire years worth of scenarios. Feels like it was intended as filler, but is very much not. Well done to whoever picked this one out the slush pile. Through the looking glass: We get a bit more colour photography than usual this issue, which is nice. For some reason, that seems to scan clearer. Just the usual set of reviews this month. Some pieces to construct outdoors hex terrain from GHQ. TSR's Cities of mystery boxed set gets a rather positive review. Greenfield garrisons gives us a house and inn. Probably best used if you have a regular game table that isn't constantly being cleared off for other purposes between games. A trio of vehicles intended for the OGRE game. It's been ages since they talked about that in here. Good to see it still going. Some goblin cavalry with wolves. A batman and joker pair that gets a 5 star result. A four pack of mechs for Battlemech. A boxed set of 10 Draconians for those of you who're still playing Dragonlance. And some British colonial soldiers. Pretty much business as usual here. Make the most of your missions: Merle Rasmussen returns to give us an article on the game he created for the first time in years. If anyone should know about the game getting stale, feeling like you've exhausted all the options and are just doing the same thing over and over, it's him and Gary. And Gary isn't contributing here anymore. So he gives lots of advice on his own adventure creating techniques. Curiously, he seems to have taken a leaf from Tolkien, frequently engaging in the worldbuilding first, and then letting the story flow from that. After all, a good location gives you all kinds of ideas to work from. Stealing from other people's ideas and adapting them is also a big source of material. But it does all boil down to the same few story ideas in the end. So why not get a book on dramatic tropes, and go straight to the source. He might not be one of our most entertaining writers, but the years of practice have honed him into a pretty competent and confident designer. As this is pretty system free, it's good advice for everyone, not just modern day espionage people. And the sample ideas given show a fine mastery of the art of punning. A good combination of old and new school aesthetics. Seems a fairly decent way to close a decade. Shades, the ultimate adventure multi-user game? Man, this telephonic networking thing is really starting to grow in popularity. Now if only they could get all these little networks to all connect together and operate off the same protocols. Dragonmirth has plenty of food related humour. Yamara meets Ogrek the undisciplined. A very smooth operator indeed. Muahahahaha. A solid average or slightly above this issue. With both the reaffirmation of a bunch of old elements, and the reaching out towards new ones that will become standard next decade, it feels quite appropriate as a bridging episode. While they may be repeating old ideas a bit, they are both coming up with new ones, and new spins on old ideas. You can see why they chose to create ever more exotic settings as a means of avoiding rehash, and making the same old races and classes feel fresh. It's all a logical progression, even when in hindsight, it might not have been the best idea. Oh well. Plenty of positives, plenty of negatives to come. I will let them wash through me. Hopefully my mind will not be washed away by the power of the tide, broken and left as debris on the bottom of the cliff of creativity. [/QUOTE]
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