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<blockquote data-quote="(un)reason" data-source="post: 5282266" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 196: August 1993</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Through the looking glass: The air of pessimism that pervaded the past few columns here is gone. Life goes on, and that includes the big conventions. There'll still be plenty of cool minis released there, along with paints, brushes, primer, and other modification tools. Don't hesitate to buy them. After all, your hobby still needs you as much as you need it. </p><p></p><p>Interestingly our first set of minis tie in with the Dream Park game reviewed earlier this issue. Guess it must be a bigger licence than I thought. Vaguely cyberpunkish people which can fit in any near future game. There's also a pair of giants intended for the Pendragon game, also fairly easily used in other fantasy games. Pendragon also gets another knight, so you have another choice to differentiate your PC from the others. Other products include a 2 storey medieval building, a Sorcerer ready to cast at you, A mummy that looks like it's in the middle of the Thriller dance routine, a thief, a cleric, an elf, several rather large goblins, and a cyberlegger. Any changes in construction materials have not affected Robert's fairly generous marking system, with all the scores going from 3+1/2 to 5 stars. </p><p></p><p>On top of that, we have another trio of game reviews. Night Brood introduces hive based alien horrors to the Silent Death game. Yeah, we know what you're influenced by. Get ready for violence with a touch of body horror. </p><p></p><p>Man O' War is a game of high seas piracy set in the Warhammer universe. This means it combines historical and fantasy elements to good effect. Games Workshop may well have another winner on their hands if they can market it to the kids. </p><p></p><p>Seekrieg 4th edition is another, far more crunchy ship based wargame, with rules covering hundreds of real period ships and their weaponry. It get's compared to Rolemaster, which really isn't a recommendation for me, but Robert must like da crunch, because he gives it 5 stars. </p><p></p><p></p><p>Vampire and werewolf get their own lines of minis as well. That vaguely amuses me. </p><p></p><p></p><p>TSR Previews: Having flopped with the fight for freedom in the grim 25th century solar system, TSR takes a more lighthearted shot at a Buck Rogers licence, with the High Adventure Cliffhanger game. More money for Lorraine's purse. Whoever got assigned to develop that must be seething. Will it flop just like the last one? Magic 8-ball says signs point to likely. Still, they're still gonna give it their all, experimenting wildly with mechanics and little add-ons in the boxed set. </p><p></p><p>Ravenloft goes back to basics and expands on them. RM3: House of Strahd lets you face the vampire lord just like you did in 1983 (not 1982, as the historically incompetent copy writers seem to think) Only now he's twice the level, and the castle & surroundings gets twice the detail. Which means your chances of finishing him off for good are considerably smaller. Still, they might come away alive, and with a copy of his memoirs, I, Strahd (Ghost-written by P. N. Elrod. ) See how he's not just some Dracula clone, but a complex person in his own right in one of the most popular gameline related books they ever released. </p><p></p><p>Dark sun, on the other hand, expands and changes once again. DSM2: Merchant house of Amketch allows you to take the role of a trading company trying to prosper in these harsh environments. Not easy when there's apocalyptic stuff going down nearby in the final book of the Prism Pentad, The Cerulean Storm. Rain is about to become more common again on Athas, but it certainly isn't happy shiny land yet. Still a long way to go. </p><p></p><p>The forgotten realms, having been focussing on the harpers in the novels last year, finally releases a supplement dealing with them. FOR4: The code of the harpers. Ed Greenwood personally intervenes to make them more playable. Do you have the right stuff to join their cheesy ranks?</p><p></p><p>Spelljammer comes to a conclusion with The Ultimate Helm. Book 6 of the cloakmaster cycle. As is often the case, the fate of the universe is at stake. Will they engage in a big act of metaplot screwage? </p><p> </p><p>Dragonlance decides to tell the backstory of an actual dragon in their second villain book. The Black Wing by Mary Kirchoff lets us know what Khisanth got up too before the heroes met him. </p><p></p><p>Two generic products as well. GA3: Tales of Enchantment is another little module, this time focussing on fae. This time, diplomacy really is the best option. As it also is when trying to get all the fantasy collectors cards, which have been bumped up to 3 installments this year. Trading will get you one of each considerably cheaper than trying to tough it out on your own. </p><p></p><p></p><p>A quick and easy beginning, but a slow grindy ending here. This is often the case, but it was particularly pronounced this time. Still, with a classic article in the 3rd wizards three one, the departure of the computer columnists, and the interesting, but not entirely welcome dragon strike support, it was one that stands out overall. It definitely has me interested to see how the magazine will change with it's new contributors.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5282266, member: 27780"] [B][U]Dragon Magazine Issue 196: August 1993[/U][/B] part 6/6 Through the looking glass: The air of pessimism that pervaded the past few columns here is gone. Life goes on, and that includes the big conventions. There'll still be plenty of cool minis released there, along with paints, brushes, primer, and other modification tools. Don't hesitate to buy them. After all, your hobby still needs you as much as you need it. Interestingly our first set of minis tie in with the Dream Park game reviewed earlier this issue. Guess it must be a bigger licence than I thought. Vaguely cyberpunkish people which can fit in any near future game. There's also a pair of giants intended for the Pendragon game, also fairly easily used in other fantasy games. Pendragon also gets another knight, so you have another choice to differentiate your PC from the others. Other products include a 2 storey medieval building, a Sorcerer ready to cast at you, A mummy that looks like it's in the middle of the Thriller dance routine, a thief, a cleric, an elf, several rather large goblins, and a cyberlegger. Any changes in construction materials have not affected Robert's fairly generous marking system, with all the scores going from 3+1/2 to 5 stars. On top of that, we have another trio of game reviews. Night Brood introduces hive based alien horrors to the Silent Death game. Yeah, we know what you're influenced by. Get ready for violence with a touch of body horror. Man O' War is a game of high seas piracy set in the Warhammer universe. This means it combines historical and fantasy elements to good effect. Games Workshop may well have another winner on their hands if they can market it to the kids. Seekrieg 4th edition is another, far more crunchy ship based wargame, with rules covering hundreds of real period ships and their weaponry. It get's compared to Rolemaster, which really isn't a recommendation for me, but Robert must like da crunch, because he gives it 5 stars. Vampire and werewolf get their own lines of minis as well. That vaguely amuses me. TSR Previews: Having flopped with the fight for freedom in the grim 25th century solar system, TSR takes a more lighthearted shot at a Buck Rogers licence, with the High Adventure Cliffhanger game. More money for Lorraine's purse. Whoever got assigned to develop that must be seething. Will it flop just like the last one? Magic 8-ball says signs point to likely. Still, they're still gonna give it their all, experimenting wildly with mechanics and little add-ons in the boxed set. Ravenloft goes back to basics and expands on them. RM3: House of Strahd lets you face the vampire lord just like you did in 1983 (not 1982, as the historically incompetent copy writers seem to think) Only now he's twice the level, and the castle & surroundings gets twice the detail. Which means your chances of finishing him off for good are considerably smaller. Still, they might come away alive, and with a copy of his memoirs, I, Strahd (Ghost-written by P. N. Elrod. ) See how he's not just some Dracula clone, but a complex person in his own right in one of the most popular gameline related books they ever released. Dark sun, on the other hand, expands and changes once again. DSM2: Merchant house of Amketch allows you to take the role of a trading company trying to prosper in these harsh environments. Not easy when there's apocalyptic stuff going down nearby in the final book of the Prism Pentad, The Cerulean Storm. Rain is about to become more common again on Athas, but it certainly isn't happy shiny land yet. Still a long way to go. The forgotten realms, having been focussing on the harpers in the novels last year, finally releases a supplement dealing with them. FOR4: The code of the harpers. Ed Greenwood personally intervenes to make them more playable. Do you have the right stuff to join their cheesy ranks? Spelljammer comes to a conclusion with The Ultimate Helm. Book 6 of the cloakmaster cycle. As is often the case, the fate of the universe is at stake. Will they engage in a big act of metaplot screwage? Dragonlance decides to tell the backstory of an actual dragon in their second villain book. The Black Wing by Mary Kirchoff lets us know what Khisanth got up too before the heroes met him. Two generic products as well. GA3: Tales of Enchantment is another little module, this time focussing on fae. This time, diplomacy really is the best option. As it also is when trying to get all the fantasy collectors cards, which have been bumped up to 3 installments this year. Trading will get you one of each considerably cheaper than trying to tough it out on your own. A quick and easy beginning, but a slow grindy ending here. This is often the case, but it was particularly pronounced this time. Still, with a classic article in the 3rd wizards three one, the departure of the computer columnists, and the interesting, but not entirely welcome dragon strike support, it was one that stands out overall. It definitely has me interested to see how the magazine will change with it's new contributors. [/QUOTE]
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