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<blockquote data-quote="(un)reason" data-source="post: 5189082" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 183: July 1992</u></strong></p><p></p><p>part 4/8</p><p></p><p></p><p>Werewolf: the Apocalypse, coming in august. They're certainly moving forward and capitalising on their success. Interesting to note that white wolf now occupies higher billing than esdevium. </p><p></p><p></p><p>TSR Previews: Al-Qadim gets it's first boxed set, Land of Fate, which actually gives us the geographical details to back up the rules. Strange that the core would be a single book, but then the line got so many boxed sets after that. Normally it's the other way around. I wonder why. </p><p></p><p>Spelljammer goes back to touch base in SJR5: Rock of Braal. It certainly never got the same kind of iconic status as sigil, but it's still a trading nexus where you can meet all kinds of weird creatures from across the spheres. Have fun. </p><p></p><p>Dark Sun continues to put the PC's almost centre stage in the metaplot. DSQ2: Arcane shadows sees the preservers trying to strike while the iron is hot, give the sorcerer kings a few more sharp knocks. Before you know it, half of them'll be dead, and the rest on the defensive. Hey ho. </p><p></p><p>Greyhawk fills in one of the characters who got mentioned in the old skool stuff, but not in much detail. Rary and Robilar. Traitorous wizard and his fighter sidekick. Man, the circle of 8 hate these guys. Can you solve the problem those great wizards couldn't, and exact a brutal killing and taking of stuff? </p><p></p><p>Dragonlance gets it's turn to have an introductory module. DLQ1: Knights sword. For a 1st level knight of solamnia and their buds. You know the drill. Proving yourself to the NPC's is likely to be as important as killing things. </p><p></p><p>The Forgotten Realms continues the cleric quintet, with Night Masks. Cadderly is still having trouble with assassins, despite the class being removed. Suspect everyone! </p><p></p><p>The generic stuff this time is more rehashed compilations. The magic encyclopedia, vol 1, is the first part of an attempt to compile every magical item published in every D&D product ever. In 64 pages? That's barely enough to index them. Oh, and there's also another bunch of collectors cards to fuel your obsessive trading urges. </p><p></p><p>D&D gets away from the little novice adventures they've been sticking too recently, and does the exact opposite. The Wrath of the Immortals boxed set revises the rules for playing them, and features a brand new adventure which completely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />s up Mystara. Can you make a difference, and save Alphatia, at least in your game? </p><p></p><p>Gamma world boots up the supplement mill, hope once again trumping experience. GWQ1: Mutant Master sees you foiling the plans of the mutant supremacist alliance. But what if you want to exterminate those stuck-up pure strains. We never get to have any fun. : pouts: </p><p></p><p>And finally, our standalone book this month is The nine gates, by Philip Brugalette. More fantasy where the fate of the universe is at stake? Iiiiits psychodrama time. </p><p></p><p></p><p>Fiction: Gryphon's nest by Ardath Mayhar. Hmm. You're back again, are you. Well, well. I suppose it has been quite a while since she got a successive onslaught of slating reviews in the book section. Mixing ecology and comedy of errors isn't a combination I would have come up with. But it seems to work, albeit going by rather too quickly for me to really get attached to the characters. It raises some interesting questions about the youth and raising of weird hybrid creatures, and unlike last time, the comedy is definitely intentional. It also reminds me of cartoons where intelligent talking animals are the stars, and they all seem to be able to communicate with each other and have vaguely human sensibilities. The illustration works well with the story, capturing the intended flavour quite nicely. Interesting.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5189082, member: 27780"] [B][U]Dragon Magazine Issue 183: July 1992[/U][/B] part 4/8 Werewolf: the Apocalypse, coming in august. They're certainly moving forward and capitalising on their success. Interesting to note that white wolf now occupies higher billing than esdevium. TSR Previews: Al-Qadim gets it's first boxed set, Land of Fate, which actually gives us the geographical details to back up the rules. Strange that the core would be a single book, but then the line got so many boxed sets after that. Normally it's the other way around. I wonder why. Spelljammer goes back to touch base in SJR5: Rock of Braal. It certainly never got the same kind of iconic status as sigil, but it's still a trading nexus where you can meet all kinds of weird creatures from across the spheres. Have fun. Dark Sun continues to put the PC's almost centre stage in the metaplot. DSQ2: Arcane shadows sees the preservers trying to strike while the iron is hot, give the sorcerer kings a few more sharp knocks. Before you know it, half of them'll be dead, and the rest on the defensive. Hey ho. Greyhawk fills in one of the characters who got mentioned in the old skool stuff, but not in much detail. Rary and Robilar. Traitorous wizard and his fighter sidekick. Man, the circle of 8 hate these guys. Can you solve the problem those great wizards couldn't, and exact a brutal killing and taking of stuff? Dragonlance gets it's turn to have an introductory module. DLQ1: Knights sword. For a 1st level knight of solamnia and their buds. You know the drill. Proving yourself to the NPC's is likely to be as important as killing things. The Forgotten Realms continues the cleric quintet, with Night Masks. Cadderly is still having trouble with assassins, despite the class being removed. Suspect everyone! The generic stuff this time is more rehashed compilations. The magic encyclopedia, vol 1, is the first part of an attempt to compile every magical item published in every D&D product ever. In 64 pages? That's barely enough to index them. Oh, and there's also another bunch of collectors cards to fuel your obsessive trading urges. D&D gets away from the little novice adventures they've been sticking too recently, and does the exact opposite. The Wrath of the Immortals boxed set revises the rules for playing them, and features a brand new adventure which completely :):):):)s up Mystara. Can you make a difference, and save Alphatia, at least in your game? Gamma world boots up the supplement mill, hope once again trumping experience. GWQ1: Mutant Master sees you foiling the plans of the mutant supremacist alliance. But what if you want to exterminate those stuck-up pure strains. We never get to have any fun. : pouts: And finally, our standalone book this month is The nine gates, by Philip Brugalette. More fantasy where the fate of the universe is at stake? Iiiiits psychodrama time. Fiction: Gryphon's nest by Ardath Mayhar. Hmm. You're back again, are you. Well, well. I suppose it has been quite a while since she got a successive onslaught of slating reviews in the book section. Mixing ecology and comedy of errors isn't a combination I would have come up with. But it seems to work, albeit going by rather too quickly for me to really get attached to the characters. It raises some interesting questions about the youth and raising of weird hybrid creatures, and unlike last time, the comedy is definitely intentional. It also reminds me of cartoons where intelligent talking animals are the stars, and they all seem to be able to communicate with each other and have vaguely human sensibilities. The illustration works well with the story, capturing the intended flavour quite nicely. Interesting. [/QUOTE]
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