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<blockquote data-quote="(un)reason" data-source="post: 5017693" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 158: June 1990</u></strong></p><p></p><p>part 6/6</p><p></p><p></p><p>Rifts! One of the great gonzo crossover games makes it's first appearance. Welcome to palladium's zenith. And yet despite advertising regularly for ages, they've never had a single article published in here. What's all that about? Would Kevin throw a fit if he didn't get to approve and rewrite everything that comes out for the line? </p><p></p><p></p><p>TSR Previews: Our complete handbooks series completes the core 4, with the Complete Wizard's Handbook. Rick Swan does a rather better job on this one than Aaron Allston did on the last one. Course, there's plenty more classes to cover still. And probably plenty more variants for the existing ones too. I wonder when they'll start putting new Kits in the magazine. We also get our 6th MC appendix. We've covered the base 3 campaign worlds, now it's back to the Realms to do Kara Tur. Expect to see plenty of familiar stuff from OA, now with artwork. </p><p></p><p>Greyhawk city is still under threat, in WGA2: Falconmaster. Can you beat the Falcon? Since this is a trilogy, I bet he's got an escape route ready, this time at least. </p><p></p><p>Krynn is going back to the prequels again, in Flint, the king. Course, the dwarves he gets to be king of are the Gully Dwarves. Oh, the indignity of it all. They also release a board game tie-in. Mage Stones is a game mentioned in the novels. Now you can play it yourself. Woo. Well, it's no more specious a tie-in than those calendars of artwork. </p><p></p><p>Finally on the AD&D front, we get our new campaign setting for this year. Ravenloft! Enter the demiplane of dread, and fight to escape the horror, the horror!!! :Claws at walls: Why would they create such a thing? Because undead sell, of course! They must continue to draw upon the selling potential of the name of their biggest module ever. </p><p></p><p>Plenty of non D&D stuff this month as well. Buck Rogers kicks off the first 25th century module, heading down to earth to stoke the fires of rebellion there. Will you get out alive? </p><p></p><p>Marvel superheroes continues to stay up to date with the changes of the comics, in MU6: Gamers handbook of the marvel universe part 6. Once again, you'll have to sort these sheets and put them in the right places in your now massive folder. </p><p></p><p>Top Secret progresses pretty fast, with TSA2: The Final Weapon. Web are stepping up their attacks, and you get to pull out the big guns in response. Finally, all those articles on military ordinance will get good use. Muahaha. </p><p></p><p>And finally, we get a rerelease of an old SPI game. WWII: European Theatre of operations. Now easier to learn! Any takers? Well, Doug Niles must still be a wargaming fan, anyway, otherwise he wouldn't have taken this on. </p><p></p><p></p><p>Dragonmirth only has one joke this month. Yamara gets plushified. The twilight empire gets romantic a little too quickly. Does infidelity count if you've lost your memory at the time? </p><p></p><p>Maztica! They really are building up toril's other lands at the moment. Shame they're all going to be marginalized in 3rd edition and then thrown off to another planet and replaced in 4th. </p><p></p><p></p><p>Through the looking glass: Ha. Robert runs up hard against Keep It Simple Stupid. The more complicated a game is, the more work it takes to get to the fun. Here he tries to give you advice on getting a campaign going, and keeping it from dying the death of grinding apathy and disorganization. Quite a bit of this is applicable to RPGs as well as wargaming, and would be good as a general article, as it covers logistical issues the previous ones on that topic have been pretty light on. Fairly useful. </p><p>The rest as usual is reviews. Star wars imperial forces are available in three sets of varying incompetance. Bet everyone'll go for the one with Darth Vader in. Battletech has a whole load of new vehicles to fight your mecha battles with. And GDW are licensing out minis for their Space:1889 line. Course, much of these are indistinguishable from victorian stuff played straight, but I suppose you don't see that much victorian stuff in minis. Business as usual here. </p><p></p><p></p><p>Another pretty decent issue, with plenty of entertaining stuff both in the articles and the soapboxing. A few clunkers don't detract from the fact that this is proving a fairly dramatic time for them, as the reactions to the edition change really filter through gaming networks and get back to them. Another reminder of how much slower things moved before the internet caught on. Course, that means the controversies are likely to take longer to die down as well, so there may be another year or so's entertainment in these themes. Will they get out the other end sane? Will I? On we go.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5017693, member: 27780"] [B][U]Dragon Magazine Issue 158: June 1990[/U][/B] part 6/6 Rifts! One of the great gonzo crossover games makes it's first appearance. Welcome to palladium's zenith. And yet despite advertising regularly for ages, they've never had a single article published in here. What's all that about? Would Kevin throw a fit if he didn't get to approve and rewrite everything that comes out for the line? TSR Previews: Our complete handbooks series completes the core 4, with the Complete Wizard's Handbook. Rick Swan does a rather better job on this one than Aaron Allston did on the last one. Course, there's plenty more classes to cover still. And probably plenty more variants for the existing ones too. I wonder when they'll start putting new Kits in the magazine. We also get our 6th MC appendix. We've covered the base 3 campaign worlds, now it's back to the Realms to do Kara Tur. Expect to see plenty of familiar stuff from OA, now with artwork. Greyhawk city is still under threat, in WGA2: Falconmaster. Can you beat the Falcon? Since this is a trilogy, I bet he's got an escape route ready, this time at least. Krynn is going back to the prequels again, in Flint, the king. Course, the dwarves he gets to be king of are the Gully Dwarves. Oh, the indignity of it all. They also release a board game tie-in. Mage Stones is a game mentioned in the novels. Now you can play it yourself. Woo. Well, it's no more specious a tie-in than those calendars of artwork. Finally on the AD&D front, we get our new campaign setting for this year. Ravenloft! Enter the demiplane of dread, and fight to escape the horror, the horror!!! :Claws at walls: Why would they create such a thing? Because undead sell, of course! They must continue to draw upon the selling potential of the name of their biggest module ever. Plenty of non D&D stuff this month as well. Buck Rogers kicks off the first 25th century module, heading down to earth to stoke the fires of rebellion there. Will you get out alive? Marvel superheroes continues to stay up to date with the changes of the comics, in MU6: Gamers handbook of the marvel universe part 6. Once again, you'll have to sort these sheets and put them in the right places in your now massive folder. Top Secret progresses pretty fast, with TSA2: The Final Weapon. Web are stepping up their attacks, and you get to pull out the big guns in response. Finally, all those articles on military ordinance will get good use. Muahaha. And finally, we get a rerelease of an old SPI game. WWII: European Theatre of operations. Now easier to learn! Any takers? Well, Doug Niles must still be a wargaming fan, anyway, otherwise he wouldn't have taken this on. Dragonmirth only has one joke this month. Yamara gets plushified. The twilight empire gets romantic a little too quickly. Does infidelity count if you've lost your memory at the time? Maztica! They really are building up toril's other lands at the moment. Shame they're all going to be marginalized in 3rd edition and then thrown off to another planet and replaced in 4th. Through the looking glass: Ha. Robert runs up hard against Keep It Simple Stupid. The more complicated a game is, the more work it takes to get to the fun. Here he tries to give you advice on getting a campaign going, and keeping it from dying the death of grinding apathy and disorganization. Quite a bit of this is applicable to RPGs as well as wargaming, and would be good as a general article, as it covers logistical issues the previous ones on that topic have been pretty light on. Fairly useful. The rest as usual is reviews. Star wars imperial forces are available in three sets of varying incompetance. Bet everyone'll go for the one with Darth Vader in. Battletech has a whole load of new vehicles to fight your mecha battles with. And GDW are licensing out minis for their Space:1889 line. Course, much of these are indistinguishable from victorian stuff played straight, but I suppose you don't see that much victorian stuff in minis. Business as usual here. Another pretty decent issue, with plenty of entertaining stuff both in the articles and the soapboxing. A few clunkers don't detract from the fact that this is proving a fairly dramatic time for them, as the reactions to the edition change really filter through gaming networks and get back to them. Another reminder of how much slower things moved before the internet caught on. Course, that means the controversies are likely to take longer to die down as well, so there may be another year or so's entertainment in these themes. Will they get out the other end sane? Will I? On we go. [/QUOTE]
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