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<blockquote data-quote="(un)reason" data-source="post: 5032472" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 161: September 1990</u></strong></p><p></p><p>part 2/6</p><p></p><p></p><p>It's sort of like a wand: Ahh, yes, the endless need for new stuff. If you use the same old monsters and items, players will rapidly grow blase and know exactly what to do in response. So encourage the DM's to male up new ones, including ones that look like other ones to surprise and annoy metagamers. I know we've seen this one before. Over a hundred issues ago in fact. And unlike that one, this is purely advice, rather than any mechanical tools to help with the problem of new confusing combinations to bamboozle the PC's with. Not very fresh, I'm afraid. So much for livening up the game. </p><p></p><p></p><p>The classics campaign: So, having spent three articles trying to spice up your campaign by adding new stuff, they try a different tack. Returning to the old classic modules. As with last years's review of the old SR issues, a sign nostalgia is growing as a concern. But nostalgia quickly gives way to pragmatism, with the primary focus of this article being how the modules might be affected by the rules changes since then. Lots of new classes, spells, magic items, all of which could disrupt their carefully designed screwage inflicting meatgrinders. <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=";)" /> And many monsters have changed as well in the new edition, so that has to be taken into account too. Course, IMO, putting things in combinations they were never intended to handle and seeing what results is half the fun, and an important part of SCIENCE!!!! experiments. But customising all the old NPC's with new spells and kits is also kinda fun if you have the time to do it. And trying to figure out how to fit these old adventures into your world is also fun, if sometimes tricky. Since I'm already pretty much doing this, I quite approve. </p><p></p><p></p><p>Roleplaying reviews: Glorantha: Genertela, crucible of the hero wars sees Runequest return to it's roots, and make a new fan in the process. A snazzy boxed set giving us a fairly detailed overview of the northern continent, it's full of IC information, helping you get inside the heads of characters from various regions and the religions they follow. </p><p></p><p>Time of the dragon takes us to Taladas, where things are quite different from the high fantasy heroics and villainy of Ansalon. Minotaurs are the closest thing to a dominant race, kender aren't whimsical twats, clerics with actual magic are exceedingly rare indeed, and the whole thing tries for a gritty postapocalyptic vibe, with reasonable success. It all sounds pretty cool from the review. Course, it doesn't entirely escape the persistent irritations of Krynn's writing in general, with gnomes in particular having plenty of whimsy still. Still, at least it doesn't get strangled by endless novels filling in every detail of it's history, so you have more room for your own characters to make their mark. And the presentation is full of all the cool stuff we've come to expect from our boxed sets. Wahoo indeed. </p><p></p><p></p><p>The voyage of the princess ark must be proving popular, for it expands in size quite a bit this issue. Once again, they make an enormous (and rather topical) revelation about the nature of their world. It's hollow! How about that folks! <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=";)" /> Not that it's easy to discover, as the immortals have put a pretty good security system on it. Lightbending so the holes in the poles aren't immediately obvious. Antimagic around the polar regions that'll play hell with attempts to get there. (which is a big driver of the drama in this installment, as Haldemar has to deal with his untrustworthy new Rakasta companions without his regular supply of blasty effects.) And your standard frozen polar blizzard that'll discourage any ordinary people from settling anywhere near. They nearly don't make it, with only the amazing stroke of luck that they meet and befriend a gargantuan sloth capable of pulling their ship keeping it from being stranded on the ice floes. What are the odds? This really is the kind of plot twist that would stretch my sense of incredulity beyond it's limits if I didn't know about it in advance. Where's your foreshadowing, man? </p><p></p><p>Actually, that's a very good question, as Bruce starts responding to mail about the series. He reveals that the series is only written a few months in advance, and your letters can change the course of their exploration. Will they stay in the hollow world, return to the known world or head off into space, and see what other planets are to be found in the D&D universe? You have the power! Or not, as the case may be. Still, it's pleasing for me to discover it wasn't all plotted out in advance. Lets see what else we can discover from the letters and his replies to them. </p><p></p><p>A letter pointing out that at the time of Haldemar's writing, Karemekos hadn't been founded yet. Silly Bruce, messing up his history. </p><p>A letter expressing frustration that nearly all the articles in the magazine are AD&D focussed. This one thing a month isn't nearly enough. Bruce quite agrees with you there, as does the editor. </p><p>A rant from someone deeply annoyed that the map from the master set has been retconned, as well as the fact that Haldemar is biased against Thyatians. Quite reasonable complaints. Remember, you don't have to use any of the stuff in here if you don't want too. </p><p>A basic question on what the next gazetteers are to be. This is answered efficiently. </p><p>A letter complaining that the battlesystem rules don't cover the D&D game. We'll get round to it. </p><p>Why is the area where the Cestian gobblers grow uninhabited. Um, because they grow there. People generally aren't fond of being eaten, y'know. </p><p>Will we see any more Blackmoor modules. The answer, unfortunately, is no. </p><p>Ae the knights of the white drakes the same thing as the knights of the air? They're a specific company in the larger army.</p><p>The scales in some of the maps make no sense. Ahh, once again, we have to deal with errata. Worldbuilding is a tricky business. </p><p>How can there be advanced civilizations elsewhere on mystara which don't know about the known world? Because the immortals treat the world like their own private zoo. Each country is it's own little enclosure, and the way they interact is being constantly messed with. Like the sims, the planet's development only makes sense when you factor in the constant adjustments from above. </p><p>What are the names of the halfling clans? Buy polyhedron to find out.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5032472, member: 27780"] [B][U]Dragon Magazine Issue 161: September 1990[/U][/B] part 2/6 It's sort of like a wand: Ahh, yes, the endless need for new stuff. If you use the same old monsters and items, players will rapidly grow blase and know exactly what to do in response. So encourage the DM's to male up new ones, including ones that look like other ones to surprise and annoy metagamers. I know we've seen this one before. Over a hundred issues ago in fact. And unlike that one, this is purely advice, rather than any mechanical tools to help with the problem of new confusing combinations to bamboozle the PC's with. Not very fresh, I'm afraid. So much for livening up the game. The classics campaign: So, having spent three articles trying to spice up your campaign by adding new stuff, they try a different tack. Returning to the old classic modules. As with last years's review of the old SR issues, a sign nostalgia is growing as a concern. But nostalgia quickly gives way to pragmatism, with the primary focus of this article being how the modules might be affected by the rules changes since then. Lots of new classes, spells, magic items, all of which could disrupt their carefully designed screwage inflicting meatgrinders. ;) And many monsters have changed as well in the new edition, so that has to be taken into account too. Course, IMO, putting things in combinations they were never intended to handle and seeing what results is half the fun, and an important part of SCIENCE!!!! experiments. But customising all the old NPC's with new spells and kits is also kinda fun if you have the time to do it. And trying to figure out how to fit these old adventures into your world is also fun, if sometimes tricky. Since I'm already pretty much doing this, I quite approve. Roleplaying reviews: Glorantha: Genertela, crucible of the hero wars sees Runequest return to it's roots, and make a new fan in the process. A snazzy boxed set giving us a fairly detailed overview of the northern continent, it's full of IC information, helping you get inside the heads of characters from various regions and the religions they follow. Time of the dragon takes us to Taladas, where things are quite different from the high fantasy heroics and villainy of Ansalon. Minotaurs are the closest thing to a dominant race, kender aren't whimsical twats, clerics with actual magic are exceedingly rare indeed, and the whole thing tries for a gritty postapocalyptic vibe, with reasonable success. It all sounds pretty cool from the review. Course, it doesn't entirely escape the persistent irritations of Krynn's writing in general, with gnomes in particular having plenty of whimsy still. Still, at least it doesn't get strangled by endless novels filling in every detail of it's history, so you have more room for your own characters to make their mark. And the presentation is full of all the cool stuff we've come to expect from our boxed sets. Wahoo indeed. The voyage of the princess ark must be proving popular, for it expands in size quite a bit this issue. Once again, they make an enormous (and rather topical) revelation about the nature of their world. It's hollow! How about that folks! ;) Not that it's easy to discover, as the immortals have put a pretty good security system on it. Lightbending so the holes in the poles aren't immediately obvious. Antimagic around the polar regions that'll play hell with attempts to get there. (which is a big driver of the drama in this installment, as Haldemar has to deal with his untrustworthy new Rakasta companions without his regular supply of blasty effects.) And your standard frozen polar blizzard that'll discourage any ordinary people from settling anywhere near. They nearly don't make it, with only the amazing stroke of luck that they meet and befriend a gargantuan sloth capable of pulling their ship keeping it from being stranded on the ice floes. What are the odds? This really is the kind of plot twist that would stretch my sense of incredulity beyond it's limits if I didn't know about it in advance. Where's your foreshadowing, man? Actually, that's a very good question, as Bruce starts responding to mail about the series. He reveals that the series is only written a few months in advance, and your letters can change the course of their exploration. Will they stay in the hollow world, return to the known world or head off into space, and see what other planets are to be found in the D&D universe? You have the power! Or not, as the case may be. Still, it's pleasing for me to discover it wasn't all plotted out in advance. Lets see what else we can discover from the letters and his replies to them. A letter pointing out that at the time of Haldemar's writing, Karemekos hadn't been founded yet. Silly Bruce, messing up his history. A letter expressing frustration that nearly all the articles in the magazine are AD&D focussed. This one thing a month isn't nearly enough. Bruce quite agrees with you there, as does the editor. A rant from someone deeply annoyed that the map from the master set has been retconned, as well as the fact that Haldemar is biased against Thyatians. Quite reasonable complaints. Remember, you don't have to use any of the stuff in here if you don't want too. A basic question on what the next gazetteers are to be. This is answered efficiently. A letter complaining that the battlesystem rules don't cover the D&D game. We'll get round to it. Why is the area where the Cestian gobblers grow uninhabited. Um, because they grow there. People generally aren't fond of being eaten, y'know. Will we see any more Blackmoor modules. The answer, unfortunately, is no. Ae the knights of the white drakes the same thing as the knights of the air? They're a specific company in the larger army. The scales in some of the maps make no sense. Ahh, once again, we have to deal with errata. Worldbuilding is a tricky business. How can there be advanced civilizations elsewhere on mystara which don't know about the known world? Because the immortals treat the world like their own private zoo. Each country is it's own little enclosure, and the way they interact is being constantly messed with. Like the sims, the planet's development only makes sense when you factor in the constant adjustments from above. What are the names of the halfling clans? Buy polyhedron to find out. [/QUOTE]
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