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<blockquote data-quote="(un)reason" data-source="post: 5209444" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 186: October 1992</u></strong></p><p></p><p>part 4/6</p><p></p><p></p><p>TSR Previews: The Forgotten Realms buzzes onwards. FRQ2: Hordes of dragonspear gives you a new high level adventure, and sneaks in some more setting detail. Get ready to fight some scary yet familiar monsters. The harpers also get their fifth novel. The ring of winter by James Lowder. Seeking a device that brings a new ice age in the jungles of chult? Makes a certain amount of warped sense. Someone who misses winters is going to want to bring one to a miserable steamy disease infested jungle. </p><p></p><p>Spelljammer is also busy still. CGR1: The complete spacefarers handbook brings kits to outer space, along with new PC races, and all manner of other crunch. Om nom nom nom. Can't say I have much of an opinion on this one. The cloakmaster cycle reaches book 4 as well, The Radiant Dragon by Elaine Cunningham. The big aspects of the setting are namechecked again. Is space not big enough to find some new stuff? </p><p></p><p>Ravenloft also has a load of bits and pieces delivered, in their case in a boxed set. Forbidden Lore has 5 little books, filling in setting and rules details plus a set of Tarroka cards. If your players are rules lawyering to ruin the horror atmosphere, this'll help keep them in their place. </p><p></p><p>Greyhawk also gets a new boxed set, in their case the new core updating things in light of their recent wars. From the Ashes changes a good deal, once again contentiously. Doing change right is hard. </p><p></p><p>Dark sun gets DSQ3: Astilican Gambit. Off to Gulg to be envious of the people who still have decent vegetation, and become pawns in some nasty intrigues. Sounds like it could get railroady. Just apply a few fireballs to mess up their plans. </p><p></p><p>Lankhmar gets LNQ1: Slayers of Lankhmar. A slayers guild? Man, that's so cute. What's this adventure like, and what do they get up too? </p><p></p><p>Dragonlance finishes it's current selections of short stories, with The War of the Lance. Yet more small perspectives on the epic battle of good vs evil. Every one matters in their own way. For we must all choose to be a heeeeeeroo, every heart must reach for the sun!! :epic guitar solo: </p><p></p><p>Our generic AD&D product this month is HR3: The celts. Another historical era gets lots of setting info and some crunch to help you play it. Seems reasonable, when you consider the number of classes that have strong celtic influence. </p><p></p><p>And finally, D&D gets AC1010: the Poor Wizard's Almanac. Like Oerth, they've been shaken up and moved forward in time. This means they can sell a whole load of books detailing the changes. Metaplot is now well and truly at full power, completely dominating all their settings. How long before it starts strangling them, rather than fueling them? </p><p></p><p></p><p>D&D, warriors of the eternal sun! I remember playing that. It wasn't bad, even if missile weapons were completely broken in the underground sections. </p><p></p><p></p><p>Give your villains a fighting chance: Hmm. This is an interesting and new observation. One interesting facet of lots of supplements coming out for a game is that they tend to advantage the players more than the DM, as they only have one character that they can carefully lavish attention upon, picking and matching the best bits from all over for greater badassery. This is doubled if the DM uses modules a lot, as they rarely give their characters stuff from supplements. This is an excellent reason for you to start drawing upon supplements yourself, and redress the balance. Yes, this is indeed a tricky one. If the designers do go the other way, then it seriously pisses off people who don't want to collect 'em all. And we know that'll become a very real problem in a few years. I suppose it's a good reason not to rely on prefab stuff too slavishly. Very interesting. This is a thread of thought I came up with independently back in the day, and it's nice to see it in the magazine. As games develop, new problems turn up, and you have to develop new solutions to them. And as a DM, this is primarily your job. Hopefully this is one that got people to step up their game in the past. A very good one to be reminded of for me in particular.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5209444, member: 27780"] [B][U]Dragon Magazine Issue 186: October 1992[/U][/B] part 4/6 TSR Previews: The Forgotten Realms buzzes onwards. FRQ2: Hordes of dragonspear gives you a new high level adventure, and sneaks in some more setting detail. Get ready to fight some scary yet familiar monsters. The harpers also get their fifth novel. The ring of winter by James Lowder. Seeking a device that brings a new ice age in the jungles of chult? Makes a certain amount of warped sense. Someone who misses winters is going to want to bring one to a miserable steamy disease infested jungle. Spelljammer is also busy still. CGR1: The complete spacefarers handbook brings kits to outer space, along with new PC races, and all manner of other crunch. Om nom nom nom. Can't say I have much of an opinion on this one. The cloakmaster cycle reaches book 4 as well, The Radiant Dragon by Elaine Cunningham. The big aspects of the setting are namechecked again. Is space not big enough to find some new stuff? Ravenloft also has a load of bits and pieces delivered, in their case in a boxed set. Forbidden Lore has 5 little books, filling in setting and rules details plus a set of Tarroka cards. If your players are rules lawyering to ruin the horror atmosphere, this'll help keep them in their place. Greyhawk also gets a new boxed set, in their case the new core updating things in light of their recent wars. From the Ashes changes a good deal, once again contentiously. Doing change right is hard. Dark sun gets DSQ3: Astilican Gambit. Off to Gulg to be envious of the people who still have decent vegetation, and become pawns in some nasty intrigues. Sounds like it could get railroady. Just apply a few fireballs to mess up their plans. Lankhmar gets LNQ1: Slayers of Lankhmar. A slayers guild? Man, that's so cute. What's this adventure like, and what do they get up too? Dragonlance finishes it's current selections of short stories, with The War of the Lance. Yet more small perspectives on the epic battle of good vs evil. Every one matters in their own way. For we must all choose to be a heeeeeeroo, every heart must reach for the sun!! :epic guitar solo: Our generic AD&D product this month is HR3: The celts. Another historical era gets lots of setting info and some crunch to help you play it. Seems reasonable, when you consider the number of classes that have strong celtic influence. And finally, D&D gets AC1010: the Poor Wizard's Almanac. Like Oerth, they've been shaken up and moved forward in time. This means they can sell a whole load of books detailing the changes. Metaplot is now well and truly at full power, completely dominating all their settings. How long before it starts strangling them, rather than fueling them? D&D, warriors of the eternal sun! I remember playing that. It wasn't bad, even if missile weapons were completely broken in the underground sections. Give your villains a fighting chance: Hmm. This is an interesting and new observation. One interesting facet of lots of supplements coming out for a game is that they tend to advantage the players more than the DM, as they only have one character that they can carefully lavish attention upon, picking and matching the best bits from all over for greater badassery. This is doubled if the DM uses modules a lot, as they rarely give their characters stuff from supplements. This is an excellent reason for you to start drawing upon supplements yourself, and redress the balance. Yes, this is indeed a tricky one. If the designers do go the other way, then it seriously pisses off people who don't want to collect 'em all. And we know that'll become a very real problem in a few years. I suppose it's a good reason not to rely on prefab stuff too slavishly. Very interesting. This is a thread of thought I came up with independently back in the day, and it's nice to see it in the magazine. As games develop, new problems turn up, and you have to develop new solutions to them. And as a DM, this is primarily your job. Hopefully this is one that got people to step up their game in the past. A very good one to be reminded of for me in particular. [/QUOTE]
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