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<blockquote data-quote="(un)reason" data-source="post: 5185446" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 183: July 1992</u></strong></p><p></p><p>part 1/8</p><p></p><p></p><p>124 pages. Up to space again, in an issue that looks like it mixes fantastical and sci-fi approaches to going up up and away. I don't believe we've had a combo like that before, and it allows them to cover other systems more than usual, so this is a very positive choice. UFOs have plenty of books and movies dedicated to them, but not an RPG, yet. Come on, keep trying to expand the market. </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Letters: Lots of stuff from Roger here as he plays with the usual formula again. Instead of actually publishing the letters, he just gives the answers to them, so he can get more done in the space allocated. Very cheeky. Course, what the questions were is usually pretty obvious. Chalk it up to multiple people sending the same questions in. </p><p></p><p>We also get one token letter, in which they point out the existence of Creeks and Crawdads, the roleplaying game of semi-intelligent postapocalyptic crustaceans. If your kinks involve something like that, I really don't want to know. </p><p></p><p></p><p>Editorial: The old married couple theme returns with Roger again trying to spice up his and our gaming life. The fiction department in the magazine is consistently proving to be one of the least repetitive and most emotionally engaging parts of the magazine. It'd be a rather good idea to imitate that, and pick up some books that don't fall into the usual tolkien/conan axis of fantasy knockoffs If you want to shake off the boredom. For whatever reason, he picks The Face in the Frost by John Bellairs, and The Last Unicorn by Peter S. Beagle. He points out what makes then unusual from a gaming point of view, and makes translating that into AD&D rules seem pretty simple and easy. It's not hard, introducing new tricks. It's just that they'll soon grow routine as well, and then the next variant, and the one after that, and so so, and so on. Let's just hope that by the time we run out of ideas again your players'll be keen to go back to basics. </p><p></p><p></p><p>Magic and technology meet at last: Gamma World is back. And no surprise that they're trying to get articles for it going again when it's previous editions got so many in the magazine. Kicking off is an obvious topic. Converting between it and AD&D. Since we also had this in the 1st ed DMG, the at last bit of the title isn't really accurate, but meet again doesn't have quite the same ring to it. This is a quite easy business really, as like Buck Rogers, the new system is pretty closely related to AD&D. But what changes there are are very interesting indeed. Armour class is inverted, starting at 10 and going upwards. And there's a perception attribute along with the regular 6. Both changes that are needed back in D&D land, actually, and it's interesting to realise they already know this. But of course the slow edition cycle means one won't be implemented for 8 years yet, and the other'll be awkwardly kludged into a form which is still a pain today. This conversion is set up in such a way that both sides have very little resistance against the other's powers, and stuff happens on the terms of whoever is most proactive, but stuff taken into other worlds tends to lose it's abilities, which prevents inter-universe trade from seriously altering your campaign world. So when going interdimensional raiding, hit fast with blasty powers and keep the enemy off guard. Offence is the best defence. Now let's hope the PCs don't all get disintegrated in the first round of combat by enemy lasers. Very interesting, as it reveals some of the design assumptions that are currently running in the TSR offices, and how certain writers would probably like to revise D&D. That's well worth knowing, whether you're looking to play it like X, or just engage in a little edition warring fun, and want something vaguely resembling facts to throw at the enemy. So this is a nice one both for use and obsessive microexamination. A good way to kick things off.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5185446, member: 27780"] [B][U]Dragon Magazine Issue 183: July 1992[/U][/B] part 1/8 124 pages. Up to space again, in an issue that looks like it mixes fantastical and sci-fi approaches to going up up and away. I don't believe we've had a combo like that before, and it allows them to cover other systems more than usual, so this is a very positive choice. UFOs have plenty of books and movies dedicated to them, but not an RPG, yet. Come on, keep trying to expand the market. In this issue: Letters: Lots of stuff from Roger here as he plays with the usual formula again. Instead of actually publishing the letters, he just gives the answers to them, so he can get more done in the space allocated. Very cheeky. Course, what the questions were is usually pretty obvious. Chalk it up to multiple people sending the same questions in. We also get one token letter, in which they point out the existence of Creeks and Crawdads, the roleplaying game of semi-intelligent postapocalyptic crustaceans. If your kinks involve something like that, I really don't want to know. Editorial: The old married couple theme returns with Roger again trying to spice up his and our gaming life. The fiction department in the magazine is consistently proving to be one of the least repetitive and most emotionally engaging parts of the magazine. It'd be a rather good idea to imitate that, and pick up some books that don't fall into the usual tolkien/conan axis of fantasy knockoffs If you want to shake off the boredom. For whatever reason, he picks The Face in the Frost by John Bellairs, and The Last Unicorn by Peter S. Beagle. He points out what makes then unusual from a gaming point of view, and makes translating that into AD&D rules seem pretty simple and easy. It's not hard, introducing new tricks. It's just that they'll soon grow routine as well, and then the next variant, and the one after that, and so so, and so on. Let's just hope that by the time we run out of ideas again your players'll be keen to go back to basics. Magic and technology meet at last: Gamma World is back. And no surprise that they're trying to get articles for it going again when it's previous editions got so many in the magazine. Kicking off is an obvious topic. Converting between it and AD&D. Since we also had this in the 1st ed DMG, the at last bit of the title isn't really accurate, but meet again doesn't have quite the same ring to it. This is a quite easy business really, as like Buck Rogers, the new system is pretty closely related to AD&D. But what changes there are are very interesting indeed. Armour class is inverted, starting at 10 and going upwards. And there's a perception attribute along with the regular 6. Both changes that are needed back in D&D land, actually, and it's interesting to realise they already know this. But of course the slow edition cycle means one won't be implemented for 8 years yet, and the other'll be awkwardly kludged into a form which is still a pain today. This conversion is set up in such a way that both sides have very little resistance against the other's powers, and stuff happens on the terms of whoever is most proactive, but stuff taken into other worlds tends to lose it's abilities, which prevents inter-universe trade from seriously altering your campaign world. So when going interdimensional raiding, hit fast with blasty powers and keep the enemy off guard. Offence is the best defence. Now let's hope the PCs don't all get disintegrated in the first round of combat by enemy lasers. Very interesting, as it reveals some of the design assumptions that are currently running in the TSR offices, and how certain writers would probably like to revise D&D. That's well worth knowing, whether you're looking to play it like X, or just engage in a little edition warring fun, and want something vaguely resembling facts to throw at the enemy. So this is a nice one both for use and obsessive microexamination. A good way to kick things off. [/QUOTE]
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