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<blockquote data-quote="(un)reason" data-source="post: 5264437" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 194: June 1993</u></strong></p><p></p><p>part 3/6</p><p></p><p></p><p>The known world grimoire: Sagin' time again in this department. Bruce still has many more questions to answer. </p><p></p><p>No magic at all?! That'll kill me! Really? No magic at all!1! (oh all right, there's a few exceptions, mostly purely internal ones needed for some creature's basic functionality. )</p><p></p><p>Any info on Minea out there? (Not really. Maybe some day. ) </p><p></p><p>Are there weapon mastery charts for the hollow world stuff. (Go back a year and ask again) </p><p></p><p>How does Bekander get a manifestation. (For free)</p><p></p><p>Why haven't green slimes eaten the world. (Our ecology, it needs adding too. Maybe you could create the monster that keeps the slimes and oozes in check. )</p><p></p><p>Are charmed things freed when their master dies (Nope. Until they actually make the regular save, they will try to avenge his death fanatically. )</p><p></p><p>What's a Night Dragon (Shoulda started reading this magazine a few years ago) </p><p></p><p>Will all the princess ark series be fully compiled (Nope. Nearly half of it'll be abridged, due to space issues. Shoulda started reading the magazine a few years ago. ) </p><p></p><p>Don't listen to the h8ers! The New D&D basic set kicks ass! ( Why thank you. :teeth ting: ) I'm glad someone's doing their part to grow the hobby instead of moaning about everything we do. ) </p><p></p><p></p><p>Breaking them in: Ahh, another attempt to get new players in. And it does actually offer some new advice. Do some solo mentoring. Encourage them to prepare. And get one of the other players to take them under their wing. Interesting, if a bit insubstantial in terms of word count. Plus a half page header on a page and a half article? I suspect padding out to fit around the number of adverts. Still, better just a few new ideas than 10 ones that we've seen before all too often. And better they choose fairly good articles for their padding and twist them a bit with font size changes than bad ones that just happen to be exactly the right word count. Pretty mixed feelings about this really. Oh well, it adds a few more XP to my count. And the emphasis on personal tuition is interesting. In the old days we all had to learn together. But gaming has been around long enough now that this has become a viable path to get someone up to speed quicker. I guess we should take advantage of that. </p><p></p><p></p><p>Sage advice: What happened to the maps in WGR3 (Oops. Guess Skip will have to put the pages in the modules as well as the mages. )</p><p></p><p>Do hide in shadows and move silently work on undead. (Why wouldn't they. They may be immune to all kinds of stuff, but they still have the same basic senses. )</p><p></p><p>Can you sell a wall of iron for shitloads of money in athas. (No. It has a duration specifically to prevent that. You are so pre-empted.)</p><p></p><p>How do the veiled alliance interact with advanced beings (with great caution, like you do with anyone who can kill you with a word)</p><p></p><p>How many followers do avangions attract (everyone in the area who wants a better world for themselves, and their children, and their children's children. There are people dying. Spare a thought for the living. Make a better world, for you and for me. )</p><p></p><p>Do avangions eat and sleep (probably)</p><p></p><p>How do avangions use powers that requite them to walk (Shapechanging, duh. Does the concept of access 9th level spells mean nothing to you? )</p><p></p><p>How can elves be wimpy but live a long time (Horses and parrots. Cockroaches and china. Fast metabolisms burn themselves out. )</p><p></p><p>Why does the complete elves handbook have spells elves can't learn. (Just because they can't specialize in them, doesn't mean they can't learn them. )</p><p></p><p>What happens if you take plants spelljamming (you'd have to take a hell of a lot to balance up the breathing of a whole crew. )</p><p></p><p>Can a riddlemaster choose the right card from a deck of many things. (no. You can't analyze or game totally random results. That's a Wild Mage trick. )</p><p></p><p></p><p>The role of computers: Conquered Kingdoms seems pretty self explanatory. Take over places with your forces, and then deal with the hassles of managing them. Face off wizards & dragons, or maybe other players via modem. Not hugely innovative, but they enjoy it. </p><p></p><p>Lure of the Temptress gets a fairly good review. The interface, which brings up options via pointing and right-clicking, is relatively quick and intuitive for the number of options it offers. With plenty of different options for interacting with the NPC's, and an environment that changes quite a bit as you go through the adventure, it kept them interested throughout and wanting to try replaying it. Only a few stupid AI flaws keep it from getting 5 stars. </p><p></p><p>Realms is another one combining fantasy wargame and sim game, forcing you to master the finer arts of taxation and city building as well as battlefield tactics to win. As with most of these, this can eat up vast amounts of time mastering all the subtleties if you let it. </p><p></p><p>Rex Nebular and the Cosmic Gender Bender is a point and click comedy adventure in the vein of the leisure suit larry games. Unusually for their reviewers, they don't object to the dirty bits, as they can be switched on and off quickly and easily mid-game and password protected, so your kids will not be corrupted and you will not be embarrassed. Ha. They continue to amuse on this front. Why must family friendly policies produce such risible results? People just can't resist thumbing their nose at them. </p><p></p><p>The Summoning is a more action oriented RPG, sending you through a massive multi-level labyrinth, where you have to change your equipment and other complexities without pausing. In an other sign of advancing interfaces, they not only have automapping, but also let you print your maps off easily. The magic system is pretty cool too. Another one they intend to revisit in future hints sections.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5264437, member: 27780"] [B][U]Dragon Magazine Issue 194: June 1993[/U][/B] part 3/6 The known world grimoire: Sagin' time again in this department. Bruce still has many more questions to answer. No magic at all?! That'll kill me! Really? No magic at all!1! (oh all right, there's a few exceptions, mostly purely internal ones needed for some creature's basic functionality. ) Any info on Minea out there? (Not really. Maybe some day. ) Are there weapon mastery charts for the hollow world stuff. (Go back a year and ask again) How does Bekander get a manifestation. (For free) Why haven't green slimes eaten the world. (Our ecology, it needs adding too. Maybe you could create the monster that keeps the slimes and oozes in check. ) Are charmed things freed when their master dies (Nope. Until they actually make the regular save, they will try to avenge his death fanatically. ) What's a Night Dragon (Shoulda started reading this magazine a few years ago) Will all the princess ark series be fully compiled (Nope. Nearly half of it'll be abridged, due to space issues. Shoulda started reading the magazine a few years ago. ) Don't listen to the h8ers! The New D&D basic set kicks ass! ( Why thank you. :teeth ting: ) I'm glad someone's doing their part to grow the hobby instead of moaning about everything we do. ) Breaking them in: Ahh, another attempt to get new players in. And it does actually offer some new advice. Do some solo mentoring. Encourage them to prepare. And get one of the other players to take them under their wing. Interesting, if a bit insubstantial in terms of word count. Plus a half page header on a page and a half article? I suspect padding out to fit around the number of adverts. Still, better just a few new ideas than 10 ones that we've seen before all too often. And better they choose fairly good articles for their padding and twist them a bit with font size changes than bad ones that just happen to be exactly the right word count. Pretty mixed feelings about this really. Oh well, it adds a few more XP to my count. And the emphasis on personal tuition is interesting. In the old days we all had to learn together. But gaming has been around long enough now that this has become a viable path to get someone up to speed quicker. I guess we should take advantage of that. Sage advice: What happened to the maps in WGR3 (Oops. Guess Skip will have to put the pages in the modules as well as the mages. ) Do hide in shadows and move silently work on undead. (Why wouldn't they. They may be immune to all kinds of stuff, but they still have the same basic senses. ) Can you sell a wall of iron for shitloads of money in athas. (No. It has a duration specifically to prevent that. You are so pre-empted.) How do the veiled alliance interact with advanced beings (with great caution, like you do with anyone who can kill you with a word) How many followers do avangions attract (everyone in the area who wants a better world for themselves, and their children, and their children's children. There are people dying. Spare a thought for the living. Make a better world, for you and for me. ) Do avangions eat and sleep (probably) How do avangions use powers that requite them to walk (Shapechanging, duh. Does the concept of access 9th level spells mean nothing to you? ) How can elves be wimpy but live a long time (Horses and parrots. Cockroaches and china. Fast metabolisms burn themselves out. ) Why does the complete elves handbook have spells elves can't learn. (Just because they can't specialize in them, doesn't mean they can't learn them. ) What happens if you take plants spelljamming (you'd have to take a hell of a lot to balance up the breathing of a whole crew. ) Can a riddlemaster choose the right card from a deck of many things. (no. You can't analyze or game totally random results. That's a Wild Mage trick. ) The role of computers: Conquered Kingdoms seems pretty self explanatory. Take over places with your forces, and then deal with the hassles of managing them. Face off wizards & dragons, or maybe other players via modem. Not hugely innovative, but they enjoy it. Lure of the Temptress gets a fairly good review. The interface, which brings up options via pointing and right-clicking, is relatively quick and intuitive for the number of options it offers. With plenty of different options for interacting with the NPC's, and an environment that changes quite a bit as you go through the adventure, it kept them interested throughout and wanting to try replaying it. Only a few stupid AI flaws keep it from getting 5 stars. Realms is another one combining fantasy wargame and sim game, forcing you to master the finer arts of taxation and city building as well as battlefield tactics to win. As with most of these, this can eat up vast amounts of time mastering all the subtleties if you let it. Rex Nebular and the Cosmic Gender Bender is a point and click comedy adventure in the vein of the leisure suit larry games. Unusually for their reviewers, they don't object to the dirty bits, as they can be switched on and off quickly and easily mid-game and password protected, so your kids will not be corrupted and you will not be embarrassed. Ha. They continue to amuse on this front. Why must family friendly policies produce such risible results? People just can't resist thumbing their nose at them. The Summoning is a more action oriented RPG, sending you through a massive multi-level labyrinth, where you have to change your equipment and other complexities without pausing. In an other sign of advancing interfaces, they not only have automapping, but also let you print your maps off easily. The magic system is pretty cool too. Another one they intend to revisit in future hints sections. [/QUOTE]
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