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<blockquote data-quote="(un)reason" data-source="post: 5269039" data-attributes="member: 27780"><p><strong>A second installment in quick succession to catch you up after the crash</strong></p><p></p><p><strong><u>Dragon Magazine Issue 195: July 1993</u></strong></p><p></p><p>part 1/6</p><p></p><p></p><p>124 pages The draconic covers continue. This one is looking in pretty poor condition, but isn't out of the fight yet. Will reinforcements save the day? And exactly which side are the good and bad guys anyway? They're all warriors anyway, which puts them all in a fairly dubious moral position from a pacifists point of view. Good thing violence is a morally neutral act in D&D! Otherwise most of our characters'd be out of a job. Anyway, here's another fighter themed issue. I don't doubt we'll see more of those as time goes on. </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Letters: A letter from someone annoyed at the number of powergamers out there. Where are the tales of the low level characters. Plane hopping is a pretty expensive proposition, you know. Anyone able to break the 4th wall is automatically going to be of a certain minimum bar. But yes, this could be rebalanced at bit in articles, as Roger admits. </p><p></p><p>Some more jokes of what constitutes an unfair DM. </p><p></p><p>A letter asking what the hell the symbols on the wizards spell cards mean. Buy the priest's spell cards to find out! Gotta collect 'em all! <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>A letter from a christian gamer asking if there are any christian specific games around. Anyone who's been reading this thread regularly will be able to point you to Dragonraid. Roger does exactly that, and then neatly segues into another discussion of the people trying to ban roleplaying for spurious reasons. A game like this splits their ranks quite nicely. </p><p></p><p></p><p>Editorial: Continuing on from the letters, Roger tells his own tale of how his non twinked characters not only survived but prospered, and had interesting adventures too. In famed third party product Tegel Manor too. The statistical intelligence of the character came second to the ingenuity of the player, and with a little help from her friends, she cleared out the place, and become landlord for a whole bunch of semi-retired adventurers ( in a place that huge, there's always going to be a few monsters you missed in the basement, or attic, or maybe a secret room, keeping you on your toes. ) If anything, it was more fun than later games where he was playing obscenely powerful characters. Goes to show. Greatness is defined by the adversity you face. Having a good, easily remembered gimmick doesn't hurt either. It's not the numbers, it's what you do with them. Goes to show. Reiteration of anything is more interesting with specific examples. </p><p></p><p></p><p>So you want to be a samurai?:It's not an easy life, you know. They have alignment restrictions forcing them to be lawful for good reason. The regulations put upon them in reality were pretty strict, and the only honourable way of protesting them suicide, which frankly is a bit iffy as it silences the protester's voice, leaving the daimyo free to continue being despotic unless the rest of his staff join in the protest. Independent thought was not encouraged, peasants giving you any lip were to be struck down without mercy. Unless you went ronin or had an understanding daimyo, adventuring in the traditional way would be rather tricky. No-one gets to have much fun in reality. One of those vaguely tiresome realistic history articles, in other words. I knew most of this stuff already, and the way it's presented this time isn't very exciting. Let's move onwards. </p><p></p><p></p><p>To all a good knight: Back west again to encourage you to give your fighters connections to the world here too. Knightly orders have quite a complex history in the real world. In a polytheistic one, this can be even more interesting, with connections to various gods, and quite different codes of conduct. We get a couple of real ones, and talk about how they would adapt to AD&D, and a new one from the writer's own campaign. While not bad, this is both more longwinded, and less mechanically innovative than a similar article from issue 125, so this once again falls into rehash territory, demonstrating how articles have become a good deal less experimental in recent years. Everything has to fit into the regular class and kit format. Is that another directive from on high, trying to get us to stick to the official rules, or are players just not monkeying around with the workings of the system the way they used to? Once again it is good reason for me to yawn and sigh.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5269039, member: 27780"] [b]A second installment in quick succession to catch you up after the crash[/b] [B][U]Dragon Magazine Issue 195: July 1993[/U][/B] part 1/6 124 pages The draconic covers continue. This one is looking in pretty poor condition, but isn't out of the fight yet. Will reinforcements save the day? And exactly which side are the good and bad guys anyway? They're all warriors anyway, which puts them all in a fairly dubious moral position from a pacifists point of view. Good thing violence is a morally neutral act in D&D! Otherwise most of our characters'd be out of a job. Anyway, here's another fighter themed issue. I don't doubt we'll see more of those as time goes on. In this issue: Letters: A letter from someone annoyed at the number of powergamers out there. Where are the tales of the low level characters. Plane hopping is a pretty expensive proposition, you know. Anyone able to break the 4th wall is automatically going to be of a certain minimum bar. But yes, this could be rebalanced at bit in articles, as Roger admits. Some more jokes of what constitutes an unfair DM. A letter asking what the hell the symbols on the wizards spell cards mean. Buy the priest's spell cards to find out! Gotta collect 'em all! :p A letter from a christian gamer asking if there are any christian specific games around. Anyone who's been reading this thread regularly will be able to point you to Dragonraid. Roger does exactly that, and then neatly segues into another discussion of the people trying to ban roleplaying for spurious reasons. A game like this splits their ranks quite nicely. Editorial: Continuing on from the letters, Roger tells his own tale of how his non twinked characters not only survived but prospered, and had interesting adventures too. In famed third party product Tegel Manor too. The statistical intelligence of the character came second to the ingenuity of the player, and with a little help from her friends, she cleared out the place, and become landlord for a whole bunch of semi-retired adventurers ( in a place that huge, there's always going to be a few monsters you missed in the basement, or attic, or maybe a secret room, keeping you on your toes. ) If anything, it was more fun than later games where he was playing obscenely powerful characters. Goes to show. Greatness is defined by the adversity you face. Having a good, easily remembered gimmick doesn't hurt either. It's not the numbers, it's what you do with them. Goes to show. Reiteration of anything is more interesting with specific examples. So you want to be a samurai?:It's not an easy life, you know. They have alignment restrictions forcing them to be lawful for good reason. The regulations put upon them in reality were pretty strict, and the only honourable way of protesting them suicide, which frankly is a bit iffy as it silences the protester's voice, leaving the daimyo free to continue being despotic unless the rest of his staff join in the protest. Independent thought was not encouraged, peasants giving you any lip were to be struck down without mercy. Unless you went ronin or had an understanding daimyo, adventuring in the traditional way would be rather tricky. No-one gets to have much fun in reality. One of those vaguely tiresome realistic history articles, in other words. I knew most of this stuff already, and the way it's presented this time isn't very exciting. Let's move onwards. To all a good knight: Back west again to encourage you to give your fighters connections to the world here too. Knightly orders have quite a complex history in the real world. In a polytheistic one, this can be even more interesting, with connections to various gods, and quite different codes of conduct. We get a couple of real ones, and talk about how they would adapt to AD&D, and a new one from the writer's own campaign. While not bad, this is both more longwinded, and less mechanically innovative than a similar article from issue 125, so this once again falls into rehash territory, demonstrating how articles have become a good deal less experimental in recent years. Everything has to fit into the regular class and kit format. Is that another directive from on high, trying to get us to stick to the official rules, or are players just not monkeying around with the workings of the system the way they used to? Once again it is good reason for me to yawn and sigh. [/QUOTE]
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