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<blockquote data-quote="(un)reason" data-source="post: 5098346" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 172: August 1991</u></strong></p><p></p><p>part 3/6</p><p></p><p></p><p>TSR previews: Spelljammer reveals the details of the eponymous spaceship the setting is named after, the biggest and baddest vessel in the known spheres. A boxed set with over 200 pages of info, this is a pretty prize for anyone who can find it and master it. </p><p></p><p>The Forgotten Realms continues to show you how to have fun in Maztica, as the heroes venture into an active volcano. Better bring your asbestos undies. </p><p></p><p>Dragonlance continues to be mostly novels with the second book in the meetings sextet, Wanderlust. Tasslehoff first meets Flint and Tanis. Comedic misunderstanding ensue, as ever where Kender are involved. </p><p></p><p>Ravenloft also gets it's first novel, Vampire of the mists. A crossover with the Forgotten Realms, Jandar Sunstar is sucked in, and like everyone else there, suffers for our art. Muahahaha!!!!!</p><p></p><p>This month's generic AD&D products are the Skirmishsystem Mini's rules. For when the Battlesystem is too big and clunky. <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" /> We also have the second batch of collectors cards. Look at the pictures and figure out where you've seen the artwork before. Neither really grabs me. </p><p></p><p>D&D goes back to the surface for the first time in quite a while, to cover GAZ14: Atruaghin clans. See the native american inspired cultures, kill them and take their stuff. Who said D&D wasn't realistic?. <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=";)" /> </p><p></p><p>And finally, buck rogers gets gadgeteering, in the Technical Compendium. Tons of equipment and rules for computer AI's as PC's. Only if they can download themselves into giant mecha and go smash stuff thanks. </p><p></p><p></p><p>Fiction: the lay of Droone by William B Crump. How to face death in style, the dwarven way. Live your life well, build great things. Know and love your surroundings, and work carefully to shape them over the years. Tweak the noses of those intransigent eves, who don't take the quality of the things they surround themselves with so seriously. When danger comes calling, face it bravely, and use all the resources you've built up against it, and don't hesitate to sacrifice yourself if it means taking more of them down with you. I think this story definitely has some stuff you can draw on for your own characterisations, as well as making quite touching reading. Another positive and quite mature (in the good way) delivery from the fiction department. </p><p></p><p></p><p>The voyage of the princess ark: The story builds directly from the last issue, as Haldemar traces the source of the political unrest to Hule, which seems to be trying to manipulate it's way to power in all the savage coast states. How very suspicious. This time the boot is on the other foot, as Haldemar gets to knock out and tie up several of his enemies, and throw a wrench in the plans of the rest of them. Things might not be going all his way, but at least he's got some ideas of what to do. Much more interesting than seeing him get taken down like an idiot, despite his massive power, again. </p><p></p><p>This time we also get to see the true power of cinnibar. Less carefully balanced than it would later be in red steel, here the amount of power and risk you take on are very much up to you. (if you can afford it) You can gain over a dozen special powers and centuries of lifespan, albeit at the cost of your health, and possibly even your humanity. Fortunately for the rest of the world, contaminated people can't venture beyond the savage coast for long without losing all their powers, (while still suffering all the side-effects) allowing the rest of the known world to continue on their merry way, with the various countries keeping their own tech levels and milieus. This is rather interesting in the ramifications on the area. People of any class can have substantial amounts of spell-like abilities, which may or may not be well suited to their class, since they are determined randomly. This encourages inventiveness and cinematics. I highly enjoyed Red Steel, and it's good to see the world leading up to it from a different perspective. </p><p></p><p>Also notable this month is that Bruce starts to teaser us about the wrath of the immortals boxed set. Some people think mystara has become stale, and it's time for a big metaplot event that changes a load of stuff around. Ooookay. If you say so. How will this affect Haldemar & co. More being tossed around by fate like ragdolls? I guess we'll probably find out soon enough.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5098346, member: 27780"] [B][U]Dragon Magazine Issue 172: August 1991[/U][/B] part 3/6 TSR previews: Spelljammer reveals the details of the eponymous spaceship the setting is named after, the biggest and baddest vessel in the known spheres. A boxed set with over 200 pages of info, this is a pretty prize for anyone who can find it and master it. The Forgotten Realms continues to show you how to have fun in Maztica, as the heroes venture into an active volcano. Better bring your asbestos undies. Dragonlance continues to be mostly novels with the second book in the meetings sextet, Wanderlust. Tasslehoff first meets Flint and Tanis. Comedic misunderstanding ensue, as ever where Kender are involved. Ravenloft also gets it's first novel, Vampire of the mists. A crossover with the Forgotten Realms, Jandar Sunstar is sucked in, and like everyone else there, suffers for our art. Muahahaha!!!!! This month's generic AD&D products are the Skirmishsystem Mini's rules. For when the Battlesystem is too big and clunky. :p We also have the second batch of collectors cards. Look at the pictures and figure out where you've seen the artwork before. Neither really grabs me. D&D goes back to the surface for the first time in quite a while, to cover GAZ14: Atruaghin clans. See the native american inspired cultures, kill them and take their stuff. Who said D&D wasn't realistic?. ;) And finally, buck rogers gets gadgeteering, in the Technical Compendium. Tons of equipment and rules for computer AI's as PC's. Only if they can download themselves into giant mecha and go smash stuff thanks. Fiction: the lay of Droone by William B Crump. How to face death in style, the dwarven way. Live your life well, build great things. Know and love your surroundings, and work carefully to shape them over the years. Tweak the noses of those intransigent eves, who don't take the quality of the things they surround themselves with so seriously. When danger comes calling, face it bravely, and use all the resources you've built up against it, and don't hesitate to sacrifice yourself if it means taking more of them down with you. I think this story definitely has some stuff you can draw on for your own characterisations, as well as making quite touching reading. Another positive and quite mature (in the good way) delivery from the fiction department. The voyage of the princess ark: The story builds directly from the last issue, as Haldemar traces the source of the political unrest to Hule, which seems to be trying to manipulate it's way to power in all the savage coast states. How very suspicious. This time the boot is on the other foot, as Haldemar gets to knock out and tie up several of his enemies, and throw a wrench in the plans of the rest of them. Things might not be going all his way, but at least he's got some ideas of what to do. Much more interesting than seeing him get taken down like an idiot, despite his massive power, again. This time we also get to see the true power of cinnibar. Less carefully balanced than it would later be in red steel, here the amount of power and risk you take on are very much up to you. (if you can afford it) You can gain over a dozen special powers and centuries of lifespan, albeit at the cost of your health, and possibly even your humanity. Fortunately for the rest of the world, contaminated people can't venture beyond the savage coast for long without losing all their powers, (while still suffering all the side-effects) allowing the rest of the known world to continue on their merry way, with the various countries keeping their own tech levels and milieus. This is rather interesting in the ramifications on the area. People of any class can have substantial amounts of spell-like abilities, which may or may not be well suited to their class, since they are determined randomly. This encourages inventiveness and cinematics. I highly enjoyed Red Steel, and it's good to see the world leading up to it from a different perspective. Also notable this month is that Bruce starts to teaser us about the wrath of the immortals boxed set. Some people think mystara has become stale, and it's time for a big metaplot event that changes a load of stuff around. Ooookay. If you say so. How will this affect Haldemar & co. More being tossed around by fate like ragdolls? I guess we'll probably find out soon enough. [/QUOTE]
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