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<blockquote data-quote="(un)reason" data-source="post: 5177149" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 182: June 1992</u></strong></p><p></p><p>part 1/8</p><p></p><p></p><p>124 pages. Year 16 has arrived. If the magazine was a person, it'd get a whole bunch of new legal rights. But instead, it's another round of Dragon related articles. It's as reliable as getting chocolates, and probably as welcome too. Will this selection be delicious truffles, or those horrible nutty ones that always get left until last? I shall consume the entirety of this pick-and-mix one by one, as usual. </p><p></p><p>In this issue:</p><p></p><p></p><p>Letters: A letter from someone who prefers 1st edition. It's getting increasingly hard to find the old stuff to replace his worn out copies. Don't worry, there's plenty of old copies floating around in bargain bins and convention sales. Those old hardbacks were built to last. </p><p></p><p>A letter asking about the various old issues of the magazine that were concerned with the people denouncing roleplaying. Roger gives quite a lengthy reply to this, and it is made very clear how the frequency with which this topic comes up has increased in the last few years. He used to think it was a joke, but the joke has worn increasingly thin as time goes on. They really do need to be stopped, albeit in a civilised manner that makes it clear we're the good guys. More on this over the page. </p><p></p><p></p><p>Editorial: Jack Chick. It's not an inherently scary name. Quite the opposite, if anything. But then, it's those with something to prove that often work the hardest. And Jack has certainly put his heart into the conversions business. Roger may have laughed him off back in issue 125, but he's not laughing any more. It really is rather worrying, the depth and breadth of topics he's attacked. Tracts tailored against every religion, including all the other christian denominations (it's WASP or damnation in chick's world) Music, Evolution, Roleplaying of course, even Masonry get their satanic underpinnings exposed. And most worryingly of all, a guide on how to most effectively distribute chick tracts. He's thought about this waaaay too much. Roger is evidently finding this increasingly irritating and worrying. Our enemies are bigger and better organised than we thought. We really ought to take this seriously. Yes, I know we've said that before, but I mean it this time. And then it's back to the day job <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" /> It's hard to get too worked up about these things until they're actually on our doorsteps. And if these people were to get into power, they might well follow in hitler's footsteps of systematic reeducation and extermination. Man, believing in free speech, even for those who want to deny that privilege to others is a real bitch sometimes. Just when I though this topic was getting boring, they step it up a gear. It's evident that it's going to run and run, and possibly become even more hyperbolic. We have to make sure we don't lose interest first. </p><p></p><p></p><p>Not cheaper by the dozen: As they've complained several times, Dragonlance doesn't get many articles in here. Looks like it's up to their regular contributors to try and stimulate us. Spike Y. Jones once again comes up with a whole bunch of semi-connected ideas and integrates them into the setting smoothly. The kind of thing you usually see with the Realms, this is well up to Ed's usual standard. in fact, with specific dates and previously established events given, it's even easier to tie them in and check things for inconsistencies. </p><p></p><p>The Incubalum is an artifact egg that gives birth to random creatures, sometimes exceedingly powerful and strange. It's not really that useful, more a plot device. But it should be fun from a GM point of view. </p><p></p><p>Eggs of dragon breath are another way to abuse dragon eggs. Throw them and they release the effect of that dragon types breath weapon. They can be exceedingly expensive though to the point of diminishing returns, and they are rather fragile. Like any grenade, pack them with caution. </p><p></p><p>Shells of protection create a forcefield as long as you can keep them spinning like a top. This will obviously not keep out determined enemies forever, but in a nicely dramatic fashion. </p><p></p><p>Command Dragons breaks the pattern by being a spell instead. It bypasses the usual saves, but you need all the pieces of their eggshell to work, making this a rather tricky one you'll need a lengthy quest (probably involving said dragon's mother) to be able to use it, with no guarantee. And of course, once it wears off, you can expect trouble. Probably not worth it, on reflection. </p><p></p><p>Dreamhold is a magic egg that shows images of draconic history. Since TV hasn't been invented on Krynn, this can go for amazing amounts to the right buyer. </p><p></p><p>Mishakal's token lets you get pregnant easily, even if you don't have a partner. This is very valuable indeed just after a nasty great war, as long as people don't get selfish and pass it on once they've used it. We'll be seeing you again. </p><p></p><p>Apprentice's eggs are a really basic enchanted item that hold cantrips. Just the thing to ease people into building these things. </p><p></p><p>Eggs of Distraction are another one you activate by spinning. Unfortunately, they can hypnotise you as well, which will kinda ruin the effect. </p><p></p><p>Eggs of fascination are the refined version of the same item. They're harder to keep spinning, but don't backfire on you, and work even better in the dark. A good example of actual advancement, which can only really be shown with an actual timeline. </p><p></p><p>Eggs of imprisonment trap people in them temporarily. Course, in the meantime, you can set up more solid accommodation for the victim. </p><p></p><p>Ridiculators are the token Gnomish joke entry. They're basically automated egg-throwing catapults and mobile chicken coops. They aren't really any danger, but can be incredibly irritating. Another reason why krynn is avoided by many in the know. </p><p></p><p>Remove disease is a variant on the old illusionist cheat dispel exhaustion. It makes you look and feel better, but doesn't remove the underlying problem. This may actually make things worse in the long run. It saw plenty of use by charlatans when the gods were absent. I can see this one exported to other settings with great relish.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5177149, member: 27780"] [B][U]Dragon Magazine Issue 182: June 1992[/U][/B] part 1/8 124 pages. Year 16 has arrived. If the magazine was a person, it'd get a whole bunch of new legal rights. But instead, it's another round of Dragon related articles. It's as reliable as getting chocolates, and probably as welcome too. Will this selection be delicious truffles, or those horrible nutty ones that always get left until last? I shall consume the entirety of this pick-and-mix one by one, as usual. In this issue: Letters: A letter from someone who prefers 1st edition. It's getting increasingly hard to find the old stuff to replace his worn out copies. Don't worry, there's plenty of old copies floating around in bargain bins and convention sales. Those old hardbacks were built to last. A letter asking about the various old issues of the magazine that were concerned with the people denouncing roleplaying. Roger gives quite a lengthy reply to this, and it is made very clear how the frequency with which this topic comes up has increased in the last few years. He used to think it was a joke, but the joke has worn increasingly thin as time goes on. They really do need to be stopped, albeit in a civilised manner that makes it clear we're the good guys. More on this over the page. Editorial: Jack Chick. It's not an inherently scary name. Quite the opposite, if anything. But then, it's those with something to prove that often work the hardest. And Jack has certainly put his heart into the conversions business. Roger may have laughed him off back in issue 125, but he's not laughing any more. It really is rather worrying, the depth and breadth of topics he's attacked. Tracts tailored against every religion, including all the other christian denominations (it's WASP or damnation in chick's world) Music, Evolution, Roleplaying of course, even Masonry get their satanic underpinnings exposed. And most worryingly of all, a guide on how to most effectively distribute chick tracts. He's thought about this waaaay too much. Roger is evidently finding this increasingly irritating and worrying. Our enemies are bigger and better organised than we thought. We really ought to take this seriously. Yes, I know we've said that before, but I mean it this time. And then it's back to the day job :p It's hard to get too worked up about these things until they're actually on our doorsteps. And if these people were to get into power, they might well follow in hitler's footsteps of systematic reeducation and extermination. Man, believing in free speech, even for those who want to deny that privilege to others is a real bitch sometimes. Just when I though this topic was getting boring, they step it up a gear. It's evident that it's going to run and run, and possibly become even more hyperbolic. We have to make sure we don't lose interest first. Not cheaper by the dozen: As they've complained several times, Dragonlance doesn't get many articles in here. Looks like it's up to their regular contributors to try and stimulate us. Spike Y. Jones once again comes up with a whole bunch of semi-connected ideas and integrates them into the setting smoothly. The kind of thing you usually see with the Realms, this is well up to Ed's usual standard. in fact, with specific dates and previously established events given, it's even easier to tie them in and check things for inconsistencies. The Incubalum is an artifact egg that gives birth to random creatures, sometimes exceedingly powerful and strange. It's not really that useful, more a plot device. But it should be fun from a GM point of view. Eggs of dragon breath are another way to abuse dragon eggs. Throw them and they release the effect of that dragon types breath weapon. They can be exceedingly expensive though to the point of diminishing returns, and they are rather fragile. Like any grenade, pack them with caution. Shells of protection create a forcefield as long as you can keep them spinning like a top. This will obviously not keep out determined enemies forever, but in a nicely dramatic fashion. Command Dragons breaks the pattern by being a spell instead. It bypasses the usual saves, but you need all the pieces of their eggshell to work, making this a rather tricky one you'll need a lengthy quest (probably involving said dragon's mother) to be able to use it, with no guarantee. And of course, once it wears off, you can expect trouble. Probably not worth it, on reflection. Dreamhold is a magic egg that shows images of draconic history. Since TV hasn't been invented on Krynn, this can go for amazing amounts to the right buyer. Mishakal's token lets you get pregnant easily, even if you don't have a partner. This is very valuable indeed just after a nasty great war, as long as people don't get selfish and pass it on once they've used it. We'll be seeing you again. Apprentice's eggs are a really basic enchanted item that hold cantrips. Just the thing to ease people into building these things. Eggs of Distraction are another one you activate by spinning. Unfortunately, they can hypnotise you as well, which will kinda ruin the effect. Eggs of fascination are the refined version of the same item. They're harder to keep spinning, but don't backfire on you, and work even better in the dark. A good example of actual advancement, which can only really be shown with an actual timeline. Eggs of imprisonment trap people in them temporarily. Course, in the meantime, you can set up more solid accommodation for the victim. Ridiculators are the token Gnomish joke entry. They're basically automated egg-throwing catapults and mobile chicken coops. They aren't really any danger, but can be incredibly irritating. Another reason why krynn is avoided by many in the know. Remove disease is a variant on the old illusionist cheat dispel exhaustion. It makes you look and feel better, but doesn't remove the underlying problem. This may actually make things worse in the long run. It saw plenty of use by charlatans when the gods were absent. I can see this one exported to other settings with great relish. [/QUOTE]
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