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<blockquote data-quote="(un)reason" data-source="post: 5238908" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 191: March 1993</u></strong></p><p></p><p></p><p>part 1/6</p><p></p><p></p><p>124 pages. PETA girl (aka Robin Wood) provides this month's cover pic. La la la, sweet music and harmony between all creatures. Sparkly sparkly flitty flitty IT'S A TRAP! And while this may not be a themed issue, looking at the contents, there certainly seems to be plenty of faeish whimsy inside too. And more real world cultural stuff too. As long as the cheese is kept in check, this could be a great deal of fun. </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Letters: A letter interpreting issue 188's editorial as a cry for help. Funny, it read to me as almost the opposite, saying we have more than enough people trying to help, so you'd better do it right. The reality is somewhere in between, as Dale gives a lengthy reply explaining himself, and justifying the inclusion of campaign specific stuff, as well as the ease with which it can be adapted to other worlds. This is a struggle that's going to get worse. </p><p></p><p>A letter on the issue of getting hold of D&D cartoon videos. As ever, they're more likely to do so if they think there's demand out there. Don't hesitate to call and pester them. </p><p></p><p></p><p>Editorial: Oh god, Paladins and the proper roleplaying thereof. There's another almighty pain in the butt people keep complaining about. You think it's simple, that everyone should automatically know what's right and wrong. And then people inject all these grey areas. Sometimes I think they're doing it deliberately just to try and annoy you into falling, as these situations are astronomically unlikely to happen in a real world situation. But I do know that I'm less certain about what exactly is right and wrong now than I was at the age of 3. And I also know that there are a whole load of choices that have very little relevance to your personal morality, and those are the areas in which even paladins and saints can have plenty of variety. They can't control where they come from, or what they have to work with, but they can choose their actions. And without evil around them, they'd have no need to be fighters anyway. Which means they might be lawful good, but they may well often be in conflict with the actual rulers and mores of the land, which are not nearly so virtuous. Damnitt, I guess it really is that complicated. It's at time like this you wish you could just wander around using detect evil and mowing down everyone who pings as positive. So this seems like the kind of thing that's likely to stir up more forum debate than settle it. I guess Roger's got to keep people engaged and writing in somehow. I think this is a reasonable success if that was his goal. </p><p></p><p></p><p>Horses are people too: Horseys again! Well, the last time they gave them serious attention was 1989. Not at all an unwarranted topic, given how important they were to real world medieval society. This is mostly comprised of a slew of random tables for quickly individualising any encountered horse in appearance, personality and capabilities. This is mostly what you'd expect, with a few amusing surprises thrown in. ( I didn't know you could teach horses to moonwalk. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) As with most of these random tables, it should help you keep things moving in actual play quite a bit, but isn't that interesting to read. So I guess this is more of a warmup first feature than a straight off spectacular. Let's try and bring this up to a canter for the next article. </p><p></p><p></p><p>Open your mind: Psionicist kits! Now there's a much needed article. This one goes for an interesting mix of adding new kits, and adapting existing ones from the other Complete Handbooks. Many of the special benefits and penalties can be applied to another class without the game breaking, and this helps further blur the roles characters can play. Once again, the deryni get mentioned as well. It's certainly not a complete collection, but this should spur people's imaginations. and help them customise their characters. Hopefully there are some more to come in the future. </p><p></p><p>Berranie Seers are psychic gypsies. They favor the traditional mind-affecting and divination psychic powers, and justify people's suspicion of them with access to rogue proficiencies. Way to pander to stereotypes. </p><p></p><p>Thought Agents are easily the biggest and most customised kit of the bunch, with a whole variety of minor special benefits depending on if you want to be a nice guy or a mindreading fascist enforcer. Yeah, that's a perfect job for a psionicist. What fosters justice like reading minds and spying on people in their bedrooms? </p><p></p><p>Ascetic Warriors are psionic Monks. They get moderate unarmed combat bonuses at the cost of armour and wealth restrictions. Sounds about right, if very unimaginative. You'd rather still be back in 1e, wouldn't you. </p><p></p><p>Healers try and give clerics a run for their money. That'll please quite a few parties sick of the proselytising. Course, the oath of pacifism thing may be almost as irritating to groups who just want to hack and slash. That's the kind of thing you'll just have to resolve IC. So these kits are definitely on the lower key end of things, like the first few splatbooks. You won't be encountering many problems, but at the same time, they won't revolutionise your playing either.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5238908, member: 27780"] [B][U]Dragon Magazine Issue 191: March 1993[/U][/B] part 1/6 124 pages. PETA girl (aka Robin Wood) provides this month's cover pic. La la la, sweet music and harmony between all creatures. Sparkly sparkly flitty flitty IT'S A TRAP! And while this may not be a themed issue, looking at the contents, there certainly seems to be plenty of faeish whimsy inside too. And more real world cultural stuff too. As long as the cheese is kept in check, this could be a great deal of fun. In this issue: Letters: A letter interpreting issue 188's editorial as a cry for help. Funny, it read to me as almost the opposite, saying we have more than enough people trying to help, so you'd better do it right. The reality is somewhere in between, as Dale gives a lengthy reply explaining himself, and justifying the inclusion of campaign specific stuff, as well as the ease with which it can be adapted to other worlds. This is a struggle that's going to get worse. A letter on the issue of getting hold of D&D cartoon videos. As ever, they're more likely to do so if they think there's demand out there. Don't hesitate to call and pester them. Editorial: Oh god, Paladins and the proper roleplaying thereof. There's another almighty pain in the butt people keep complaining about. You think it's simple, that everyone should automatically know what's right and wrong. And then people inject all these grey areas. Sometimes I think they're doing it deliberately just to try and annoy you into falling, as these situations are astronomically unlikely to happen in a real world situation. But I do know that I'm less certain about what exactly is right and wrong now than I was at the age of 3. And I also know that there are a whole load of choices that have very little relevance to your personal morality, and those are the areas in which even paladins and saints can have plenty of variety. They can't control where they come from, or what they have to work with, but they can choose their actions. And without evil around them, they'd have no need to be fighters anyway. Which means they might be lawful good, but they may well often be in conflict with the actual rulers and mores of the land, which are not nearly so virtuous. Damnitt, I guess it really is that complicated. It's at time like this you wish you could just wander around using detect evil and mowing down everyone who pings as positive. So this seems like the kind of thing that's likely to stir up more forum debate than settle it. I guess Roger's got to keep people engaged and writing in somehow. I think this is a reasonable success if that was his goal. Horses are people too: Horseys again! Well, the last time they gave them serious attention was 1989. Not at all an unwarranted topic, given how important they were to real world medieval society. This is mostly comprised of a slew of random tables for quickly individualising any encountered horse in appearance, personality and capabilities. This is mostly what you'd expect, with a few amusing surprises thrown in. ( I didn't know you could teach horses to moonwalk. :D ) As with most of these random tables, it should help you keep things moving in actual play quite a bit, but isn't that interesting to read. So I guess this is more of a warmup first feature than a straight off spectacular. Let's try and bring this up to a canter for the next article. Open your mind: Psionicist kits! Now there's a much needed article. This one goes for an interesting mix of adding new kits, and adapting existing ones from the other Complete Handbooks. Many of the special benefits and penalties can be applied to another class without the game breaking, and this helps further blur the roles characters can play. Once again, the deryni get mentioned as well. It's certainly not a complete collection, but this should spur people's imaginations. and help them customise their characters. Hopefully there are some more to come in the future. Berranie Seers are psychic gypsies. They favor the traditional mind-affecting and divination psychic powers, and justify people's suspicion of them with access to rogue proficiencies. Way to pander to stereotypes. Thought Agents are easily the biggest and most customised kit of the bunch, with a whole variety of minor special benefits depending on if you want to be a nice guy or a mindreading fascist enforcer. Yeah, that's a perfect job for a psionicist. What fosters justice like reading minds and spying on people in their bedrooms? Ascetic Warriors are psionic Monks. They get moderate unarmed combat bonuses at the cost of armour and wealth restrictions. Sounds about right, if very unimaginative. You'd rather still be back in 1e, wouldn't you. Healers try and give clerics a run for their money. That'll please quite a few parties sick of the proselytising. Course, the oath of pacifism thing may be almost as irritating to groups who just want to hack and slash. That's the kind of thing you'll just have to resolve IC. So these kits are definitely on the lower key end of things, like the first few splatbooks. You won't be encountering many problems, but at the same time, they won't revolutionise your playing either. [/QUOTE]
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