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<blockquote data-quote="(un)reason" data-source="post: 5198139" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 184: August 1992</u></strong></p><p></p><p>part 6/8</p><p></p><p></p><p>Forum: Ian Johnson is another person who thinks the solution to paying for games is to share the burden of GMing around. Different people buy and master different systems, and everyone enjoys the greater variety and less burnout. And it all balances out financially. </p><p></p><p>Jay Kirkman thinks the idea of being paid to GM is an abomination. It would suck all the integrity out of the people running and bring in people who run a game every night and cut corners on their designing to do so. Bleah. </p><p></p><p>Tracey Greathouse is another person shocked, shocked I say at the idea of paying the GM to run stuff. People might chip in to cover costs, but no-one expects to make any kind of money out of RPGing. Not even the writers. <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" /> </p><p></p><p>Anonymous contributes for a second time in recent issues, this time about a soldier friend killed in the Gulf War. They fell out over an in game argument which now seems stupidly small. Thanks to this anonymous being a soldier as well, he didn't even get to go to his funeral. It all puts things in perspective in a rather sad way. </p><p></p><p>Maurice Sprague talks about the nerfs he's implemented on psionicists in his campaign for the sake of fairness. Unobtrusive mind<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=":)" />ing can go a bit far due to the complete lack of visible signs someone is using psionic powers. </p><p></p><p>Brad Allison also thinks psionicists are horribly overpowered because they get to pick the really cool powers right away and the usual checks and resistances don't apply. Well, of course they'll be a problem if you never use monsters adapted to them. And I must admit getting planar travel stuff that takes wizards levels in their teens does change the campaign quite a lot. I don't think they need that much nerfing. </p><p></p><p>Allen McMillan is not amused at Greg Detwiler's article nerfing wizards. Giving them allergies in particular is just cruel wankery. Just don't be over-generous with your players and everything'll be fine. </p><p></p><p>Alan Kellog points out what I realised straight away in issue 179. When you're at 25th level and many monsters have saves of 2 and magic resistance of 90%, you want to use the indirect stuff like rock to mud or earthquake. How you use powers is also just as important as what ones you have. Play them as smart as their int score suggests. </p><p></p><p>Arlo J. White also suggests much the same solution. Telekinetically drop rocks on them, confuzzle them with illusions, disintegrate the ground beneath them, summon badass monsters. You really are doing it wrong if your 25th level mage is sucking. </p><p></p><p></p><p>Fiction: How nemra added a line to the book of thieves by Dan Crawford. Sometimes even the most badass of characters lose. Sometimes, characters are talked up as badass, but still lose regularly as a way of demonstrating just how badass the enemy of the week is. So it proves here, in a little story that talks up how badass and mysterious it's protagonist is, only to have him stumped by an even nastier puzzle. Feels very much in the same vein as the more supernatural end of the Lankhmar series, with mysterious and rather scary, but all too present gods and characters who certainly aren't stupid, but aren't smart enough. Curious business. One of those ones that would benefit from being part of a series, but doesn't appear to be. Guess I'll just have to appreciate it as it is.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5198139, member: 27780"] [B][U]Dragon Magazine Issue 184: August 1992[/U][/B] part 6/8 Forum: Ian Johnson is another person who thinks the solution to paying for games is to share the burden of GMing around. Different people buy and master different systems, and everyone enjoys the greater variety and less burnout. And it all balances out financially. Jay Kirkman thinks the idea of being paid to GM is an abomination. It would suck all the integrity out of the people running and bring in people who run a game every night and cut corners on their designing to do so. Bleah. Tracey Greathouse is another person shocked, shocked I say at the idea of paying the GM to run stuff. People might chip in to cover costs, but no-one expects to make any kind of money out of RPGing. Not even the writers. :p Anonymous contributes for a second time in recent issues, this time about a soldier friend killed in the Gulf War. They fell out over an in game argument which now seems stupidly small. Thanks to this anonymous being a soldier as well, he didn't even get to go to his funeral. It all puts things in perspective in a rather sad way. Maurice Sprague talks about the nerfs he's implemented on psionicists in his campaign for the sake of fairness. Unobtrusive mind:):):):)ing can go a bit far due to the complete lack of visible signs someone is using psionic powers. Brad Allison also thinks psionicists are horribly overpowered because they get to pick the really cool powers right away and the usual checks and resistances don't apply. Well, of course they'll be a problem if you never use monsters adapted to them. And I must admit getting planar travel stuff that takes wizards levels in their teens does change the campaign quite a lot. I don't think they need that much nerfing. Allen McMillan is not amused at Greg Detwiler's article nerfing wizards. Giving them allergies in particular is just cruel wankery. Just don't be over-generous with your players and everything'll be fine. Alan Kellog points out what I realised straight away in issue 179. When you're at 25th level and many monsters have saves of 2 and magic resistance of 90%, you want to use the indirect stuff like rock to mud or earthquake. How you use powers is also just as important as what ones you have. Play them as smart as their int score suggests. Arlo J. White also suggests much the same solution. Telekinetically drop rocks on them, confuzzle them with illusions, disintegrate the ground beneath them, summon badass monsters. You really are doing it wrong if your 25th level mage is sucking. Fiction: How nemra added a line to the book of thieves by Dan Crawford. Sometimes even the most badass of characters lose. Sometimes, characters are talked up as badass, but still lose regularly as a way of demonstrating just how badass the enemy of the week is. So it proves here, in a little story that talks up how badass and mysterious it's protagonist is, only to have him stumped by an even nastier puzzle. Feels very much in the same vein as the more supernatural end of the Lankhmar series, with mysterious and rather scary, but all too present gods and characters who certainly aren't stupid, but aren't smart enough. Curious business. One of those ones that would benefit from being part of a series, but doesn't appear to be. Guess I'll just have to appreciate it as it is. [/QUOTE]
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