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<blockquote data-quote="(un)reason" data-source="post: 5206395" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 186: October 1992</u></strong></p><p></p><p>part 1/6</p><p></p><p></p><p>124 pages Boo! Jesus christ don't disintegrate me it was only a joke! Clerics these days. No sense of humour. No wonder they can't get the congregations. So anyway, we've reached another october. And as usual, that means the boogeymen are creeping out from every tomb, and it's up to adventurers to save us all from doom. We've got a well worn formula going now, and all the kids would cry if it was cancelled. So let's show them not that monsters exist, but that they can be beaten once again. Even if they will be back next year. But then, recurring villains are more fun than an endless cavalcade of one-shots. </p><p></p><p></p><p>In this issue:</p><p></p><p>Letters: Another regular occurrance, someone asking if their old issues of the magazine are collectors items in any way. You might make a profit on them, but I wouldn't bet on it. </p><p></p><p>And someone complaining that there's too much stuff in the magazine that requires various supplements and campaign worlds, and they'd rather get back to basics a bit. Roger reminds him that even the stuff that has specific trappings is generally pretty easy to convert. Look past the labels. We do need our variety. If we made everything corebook only that would be considerably duller. Once again we face the problem that you can't please everyone all the time, especially if trying to cover lots of bases. </p><p></p><p></p><p>Editorial: The ghost of conventions past once again haunts us in Roger's editorial this month. Physically, they may leave a room with little more than a stale smell of sweat and mountain dew, but it's the memories you take with you that are the cool things. And the freebies and shiny new or rare books, of course. As usual with these things, the busier you are and the more you engage, the more fun you'll have. Course, being a TSR writer and personally knowing half the people there puts you at a substantial advantage. You have to do far less waiting in line, and can join in the really silly games. Certainly seems like they had no shortage of spectacular props this year, with cardboard castles consuming the booths, Aztec Mecha, people dressed as Drow, giant dice, mini cthulhus, balalaika, Spiderman and Jim Ward in a suit. Damn that sounds like fun. Another reminder that since I'm doing this in such a serious way, I really ought to get out to them, actually meet people in person. I will not go mad, I will not go mad. I will find ways to keep this entertaining 'till the end. </p><p></p><p></p><p>50 Castle hauntings: What, couldn't you find 100, then we could use one dice roll instead of breaking it up into 4 little tables? <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" /> I suppose real world legends do start repeating themselves if you hit the folklore books for too long, just like everything. Still even with only 50, you're unlikely to exhaust this, unless your players are stuck in Ravenloft, where there's a crumbling castle with baneful inhabitants with tragic backstories atop every precipice. And some of them are pretty good, particularly the temporal shifts, which are full of stuff that you can't solve by violence and could have significant effects on the campaign. Yet another encouragement for me to fill large quantities of my own game with horror themed stuff, as you could come up with random weirdness on the fly for quite a bit before repeating yourself with this. Now what I need is a random castle layout generator, which would synergize very well with this. A pretty strong start to the articles, as it should be with the amount they have to choose from. </p><p></p><p></p><p>Mission: Impossibly dangerous: Forward we jump to do a bit of providing for the fast growing modern day horror market. Concentrating on the Dark Conspiracy game, this stuff is pretty much system free, but very strongly focussed on the setting of that game. It'd certainly take a bit of work to adapt to Shadowrun or the world of darkness. It does reveal quite a bit about the assumptions of the game, possibly more so than the actual review, with a definite emphasis on reactive mission based adventures rather than active player agency. This obviously isn't my usual style, but it does make this article useful to me on two levels, as well as being quite interesting reading and covering a game they haven't done before. Quite pleasing overall, even if it doesn't actually make me want to buy the game.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5206395, member: 27780"] [B][U]Dragon Magazine Issue 186: October 1992[/U][/B] part 1/6 124 pages Boo! Jesus christ don't disintegrate me it was only a joke! Clerics these days. No sense of humour. No wonder they can't get the congregations. So anyway, we've reached another october. And as usual, that means the boogeymen are creeping out from every tomb, and it's up to adventurers to save us all from doom. We've got a well worn formula going now, and all the kids would cry if it was cancelled. So let's show them not that monsters exist, but that they can be beaten once again. Even if they will be back next year. But then, recurring villains are more fun than an endless cavalcade of one-shots. In this issue: Letters: Another regular occurrance, someone asking if their old issues of the magazine are collectors items in any way. You might make a profit on them, but I wouldn't bet on it. And someone complaining that there's too much stuff in the magazine that requires various supplements and campaign worlds, and they'd rather get back to basics a bit. Roger reminds him that even the stuff that has specific trappings is generally pretty easy to convert. Look past the labels. We do need our variety. If we made everything corebook only that would be considerably duller. Once again we face the problem that you can't please everyone all the time, especially if trying to cover lots of bases. Editorial: The ghost of conventions past once again haunts us in Roger's editorial this month. Physically, they may leave a room with little more than a stale smell of sweat and mountain dew, but it's the memories you take with you that are the cool things. And the freebies and shiny new or rare books, of course. As usual with these things, the busier you are and the more you engage, the more fun you'll have. Course, being a TSR writer and personally knowing half the people there puts you at a substantial advantage. You have to do far less waiting in line, and can join in the really silly games. Certainly seems like they had no shortage of spectacular props this year, with cardboard castles consuming the booths, Aztec Mecha, people dressed as Drow, giant dice, mini cthulhus, balalaika, Spiderman and Jim Ward in a suit. Damn that sounds like fun. Another reminder that since I'm doing this in such a serious way, I really ought to get out to them, actually meet people in person. I will not go mad, I will not go mad. I will find ways to keep this entertaining 'till the end. 50 Castle hauntings: What, couldn't you find 100, then we could use one dice roll instead of breaking it up into 4 little tables? :p I suppose real world legends do start repeating themselves if you hit the folklore books for too long, just like everything. Still even with only 50, you're unlikely to exhaust this, unless your players are stuck in Ravenloft, where there's a crumbling castle with baneful inhabitants with tragic backstories atop every precipice. And some of them are pretty good, particularly the temporal shifts, which are full of stuff that you can't solve by violence and could have significant effects on the campaign. Yet another encouragement for me to fill large quantities of my own game with horror themed stuff, as you could come up with random weirdness on the fly for quite a bit before repeating yourself with this. Now what I need is a random castle layout generator, which would synergize very well with this. A pretty strong start to the articles, as it should be with the amount they have to choose from. Mission: Impossibly dangerous: Forward we jump to do a bit of providing for the fast growing modern day horror market. Concentrating on the Dark Conspiracy game, this stuff is pretty much system free, but very strongly focussed on the setting of that game. It'd certainly take a bit of work to adapt to Shadowrun or the world of darkness. It does reveal quite a bit about the assumptions of the game, possibly more so than the actual review, with a definite emphasis on reactive mission based adventures rather than active player agency. This obviously isn't my usual style, but it does make this article useful to me on two levels, as well as being quite interesting reading and covering a game they haven't done before. Quite pleasing overall, even if it doesn't actually make me want to buy the game. [/QUOTE]
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