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<blockquote data-quote="(un)reason" data-source="post: 5025226" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 160: August 1990</u></strong></p><p></p><p>part 1/6</p><p></p><p>120 pages. Off to the city again, it seems. Must be the second most popular adventure location. Well, it sure beats trudging for months to get to the adventure location through jungle, mountain, sea, and insane natives, and then having to get all the way back to spend your ill-gotten gains. </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Games workshop is on a recruitment drive in the US Many jobs available to you now! Become an hero, or something. </p><p></p><p></p><p>Letters: A letter from someone who's parents forbid them from playing D&D. Roger tries to be conciliatory, but of course it's not really in his hands. All he can do is point out the best arguments his compatriots have made over the years. </p><p></p><p>A letter from someone annoyed that many martial arts styles from the magazine are better than attacking with weapons, with comparable damage and far more attacks per round. Roger replies that you are free to houserule this. (but by default AD&D is ZOMG teh anime. <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" /> So there. )</p><p></p><p>A letter of complaint about many articles assumption that the DM knows more about the rules than the players do. Most groups do rotate DM-hood and everyone has all the core rules, in their experience. Hmm. This is a problematic one. On one hand they want everyone buying as much as possible, so they can make money. On the other hand, players knowing how an adventure goes or too much about a new monster can spoil the suspension of disbelief. What is an editor to say in response to this? More non-commitality, I'm afraid. </p><p></p><p></p><p>Editorial: Roger continues to gently creak under the strain and quite possibly grow a little more insane in the membrane in response to this month's events. You say the magazine's lost it, it's no longer as good as it used to be. HOW?! What am I doing wrong?! Why won't you tell me?! I can't fix it if you don't give any details why!!!!! :breaks down sobbing: This is why it's important to be able to articulate clearly what you want. For otherwise, you will not get, as we are not mind readers. Yeah, it's been stressful times. Storm damage, serious editorial goofs, endless complaining letters, trying to get articles uploaded onto the net. Being an editor is not an easy life. Buck up. You've still got a way to go to catch up with Kim's run. You can hold on that long. Another decidedly amusing editorial here. I do have to wonder if he's exaggerating for comedic effect, or times genuinely are that stressful there. I suppose even if they are, you've got to have your gallows humour. </p><p></p><p></p><p>The enemy at the gates: Forum topics continue to graduate to full article status, with the fairly regular issue of fantasy war and defences getting a good look at. This is one of those ones where the writer examines the logical ramifications of various spells, magical items and monsters for both sides, and then starts building. With very little concern for budget, however, which is where projects like this tend to fall down when attempted in actual play. Sure, there's often the fantasy Dubai equivalent that has vast income from tapping some valuable resource, and can pay to hire the best from all over the world (and maybe beyond, as last month demonstrated) but unless there's both plentiful resources and clear and present threat, most defenses are going to be more dad's army than fort knox. Plus there's the old copy protection & piracy issue. After all, a city is meant to be inhabited. If you make things too inconvenient for legitimate users, then people'll go elsewhere, and then you definitely won't have the budget to maintain your snazzy wards, flying cavalry and truth detectors at the immigration lobby. Still, it's fun to run these theoretical constructs, even if we never use them in our game. All it takes is a few of these ideas to ruin an overconfident group's day. Like dragons with plans, a few cool tricks and precautions is better than a million xanatos gambits that they could never actually maintain, both for players and DM's.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5025226, member: 27780"] [B][U]Dragon Magazine Issue 160: August 1990[/U][/B] part 1/6 120 pages. Off to the city again, it seems. Must be the second most popular adventure location. Well, it sure beats trudging for months to get to the adventure location through jungle, mountain, sea, and insane natives, and then having to get all the way back to spend your ill-gotten gains. In this issue: Games workshop is on a recruitment drive in the US Many jobs available to you now! Become an hero, or something. Letters: A letter from someone who's parents forbid them from playing D&D. Roger tries to be conciliatory, but of course it's not really in his hands. All he can do is point out the best arguments his compatriots have made over the years. A letter from someone annoyed that many martial arts styles from the magazine are better than attacking with weapons, with comparable damage and far more attacks per round. Roger replies that you are free to houserule this. (but by default AD&D is ZOMG teh anime. :p So there. ) A letter of complaint about many articles assumption that the DM knows more about the rules than the players do. Most groups do rotate DM-hood and everyone has all the core rules, in their experience. Hmm. This is a problematic one. On one hand they want everyone buying as much as possible, so they can make money. On the other hand, players knowing how an adventure goes or too much about a new monster can spoil the suspension of disbelief. What is an editor to say in response to this? More non-commitality, I'm afraid. Editorial: Roger continues to gently creak under the strain and quite possibly grow a little more insane in the membrane in response to this month's events. You say the magazine's lost it, it's no longer as good as it used to be. HOW?! What am I doing wrong?! Why won't you tell me?! I can't fix it if you don't give any details why!!!!! :breaks down sobbing: This is why it's important to be able to articulate clearly what you want. For otherwise, you will not get, as we are not mind readers. Yeah, it's been stressful times. Storm damage, serious editorial goofs, endless complaining letters, trying to get articles uploaded onto the net. Being an editor is not an easy life. Buck up. You've still got a way to go to catch up with Kim's run. You can hold on that long. Another decidedly amusing editorial here. I do have to wonder if he's exaggerating for comedic effect, or times genuinely are that stressful there. I suppose even if they are, you've got to have your gallows humour. The enemy at the gates: Forum topics continue to graduate to full article status, with the fairly regular issue of fantasy war and defences getting a good look at. This is one of those ones where the writer examines the logical ramifications of various spells, magical items and monsters for both sides, and then starts building. With very little concern for budget, however, which is where projects like this tend to fall down when attempted in actual play. Sure, there's often the fantasy Dubai equivalent that has vast income from tapping some valuable resource, and can pay to hire the best from all over the world (and maybe beyond, as last month demonstrated) but unless there's both plentiful resources and clear and present threat, most defenses are going to be more dad's army than fort knox. Plus there's the old copy protection & piracy issue. After all, a city is meant to be inhabited. If you make things too inconvenient for legitimate users, then people'll go elsewhere, and then you definitely won't have the budget to maintain your snazzy wards, flying cavalry and truth detectors at the immigration lobby. Still, it's fun to run these theoretical constructs, even if we never use them in our game. All it takes is a few of these ideas to ruin an overconfident group's day. Like dragons with plans, a few cool tricks and precautions is better than a million xanatos gambits that they could never actually maintain, both for players and DM's. [/QUOTE]
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