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<blockquote data-quote="(un)reason" data-source="post: 5348458" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 204: April 1994</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Psychotronic weapons: Tesla! Ahh yes, those wacky theories about wireless transmission. If anything is perfect for gaming, it's these. A surprisingly long article, this is a system free primer on the things he was supposedly able to do with his theories, and how it would make for good games. (along with limitations to make sure that it doesn't become a game-breaking god power. ) There's plenty of ways you can use the ability to capture and transmit energy sympathetically, many which are very scary when combined with real technology like nuclear bombs. It's not exaggerating to say that you can threaten the end of the world quite easily, which means the PC's have plenty of incentive to pull their socks up and get thwarting. This is very definitely an idea they haven't covered before, which means I'm pleased to see this. Like UFO's, it's a 90's cultural reference I'm quite amused to be reminded of, as I wasted many an hour playing Commands & Conquer: Red Alert, where tesla coils were easily the coolest form of base defence, and other pseudoscience devices like the chronosphere and iron curtain also added interesting tactical options. There's plenty of modern day or mildly futuristic/retro settings that could benefit from a little more Tesla, from Mage to Shadowrun. </p><p></p><p></p><p>Swordplay makes light of modern living. At least as an adventurer you're your own boss. Yamara & co get cabin fever. Ogrek solves this problem by taking them to a bad crossover world. Dragonmirth gives a shoutout to pinball. Twilight empire ends tragically, with the lovers separated for an eternity. Or at least until next issue, given the time rate differences between the worlds. </p><p></p><p></p><p>Through the looking glass: For a second time, this column is delivered by Ken Carpenter instead of Robert Bigelow. Actually, looking ahead, it looks like this is a regular arrangement, and they will continue to contribute in alternate months until they both get knocked off in the next big reorganisation. I guess Robert wants to focus on keeping his store open in these tough times, and has less energy to devote to this column. Like the departure of the Lessers, this feels like a sign that we're drawing to the end of the silver age of the magazine. Tarnished silver has a good ring to it. </p><p></p><p>We start off with a partially humorous look back at how far we've come. Paints and minis have improved quite a bit since the 70's, and for that he is grateful. But really, minis in the 70's weren't that bad. I suppose it is april and a little comedic exaggeration is to be expected. But this does have a touch of meanness to it as well. So much for nostalgia. Let's just enjoy the new painting techniques. </p><p></p><p>Our proper reviews once again show the rise of games workshop, and other games based on properties that aren't purely minis based. Mutant chronicles gets a review, another boardgame with plastic minis trying to get into the Heroquest/Space hulk mass market. Again, it's fun, but not too complicated, with a nice combination of co-operation and competition between players. But it does mean another nail in the coffin of wargaming, as minis become further detached from that. </p><p></p><p>For actual minis, we have a serpentine winged thing from Call of Cthulhu. Undead, skaven and orcs, a little for each monstrous side. An anthropomorphicised gorilla that's kidnapped a woman, for reasons we're not sure. A mech for Battletech. A dragon for Earthdawn. And the Green Knight, which is obviously most suited for Pendragon, but could appear in other games as well. So the companies that are surviving are the ones that tie in to other stuff. Another pattern we see again now, as the music industry suffers, and those areas connected to TV, movies, video games, etc suffer less than the straight recording companies. </p><p></p><p></p><p>TSR Previews: Since they recently killed off the D&D line, they now need a new gateway drug to put new bums on seats. Their answer? First Quest. With a CD, and a whole bunch of other bits and pieces, this is another attempt at making the game easy to learn while forcing them to buy the three corebooks as well if you want to get above the first few levels. Also damn useful for any aspiring DM is DMGR6: The complete book of villains. A relatively low key and system free book, this has retained it's usefulness to me long after the edition finished. Covering not only villains but general plot and roleplaying advice, this is a pretty handy reference. </p><p></p><p>Dark sun gets Forest Maker. Like a decanter of endless water, the idea that there could be something that valuable lying around unexploited simply will not do! The PC's must investigate. It also continues the Tribe of One trilogy. Simon Hawke takes our hero and makes him suffer for his enlightenment. There's still some of the old sadistic dark in him. </p><p></p><p>The Forgotten Realms doesn't just get a new Harpers novel, it gets a Super Harpers novel! Crown of fire by Ed Greenwood throws all sorts of fun into the mix as people seek the power of spellfire from it's unwilling possessor. Rock. Cheesy hair metal with extra mandolins to be precise, if I know Ed. Oh well. might as well enjoy the ride :throws horns and starts headbanging: </p><p></p><p>Dragonlance starts another novel trilogy. Night of the eye by Mary Kirchoff. So wizardly politics are going to be involved. Well, when you have good and evil forced to co-exist and work together for the betterment of magic as a whole on the same hierarchy, there are going to be tensions. When powerful upstarts burst onto the scene, they are going to make enemies. Surprised they haven't focused on it before now. </p><p></p><p>Much better than last year's april issue, with stuff that manages to be genuinely funny, stuff that manages to be generally useful, and stuff that manages to be both at once. With lots of non D&D stuff as well, this feels like a nice continuation from last issue as well, an indian summer of sorts as people send in a wider variety of material again, thanks to the Dragon Projects. For a second time this year, I'll have to give Allen Varney top credit for an issue, with two excellent, highly varied articles. He's really hitting his stride as a writer. It's a pleasure to have him on the team.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5348458, member: 27780"] [B][U]Dragon Magazine Issue 204: April 1994[/U][/B] part 6/6 Psychotronic weapons: Tesla! Ahh yes, those wacky theories about wireless transmission. If anything is perfect for gaming, it's these. A surprisingly long article, this is a system free primer on the things he was supposedly able to do with his theories, and how it would make for good games. (along with limitations to make sure that it doesn't become a game-breaking god power. ) There's plenty of ways you can use the ability to capture and transmit energy sympathetically, many which are very scary when combined with real technology like nuclear bombs. It's not exaggerating to say that you can threaten the end of the world quite easily, which means the PC's have plenty of incentive to pull their socks up and get thwarting. This is very definitely an idea they haven't covered before, which means I'm pleased to see this. Like UFO's, it's a 90's cultural reference I'm quite amused to be reminded of, as I wasted many an hour playing Commands & Conquer: Red Alert, where tesla coils were easily the coolest form of base defence, and other pseudoscience devices like the chronosphere and iron curtain also added interesting tactical options. There's plenty of modern day or mildly futuristic/retro settings that could benefit from a little more Tesla, from Mage to Shadowrun. Swordplay makes light of modern living. At least as an adventurer you're your own boss. Yamara & co get cabin fever. Ogrek solves this problem by taking them to a bad crossover world. Dragonmirth gives a shoutout to pinball. Twilight empire ends tragically, with the lovers separated for an eternity. Or at least until next issue, given the time rate differences between the worlds. Through the looking glass: For a second time, this column is delivered by Ken Carpenter instead of Robert Bigelow. Actually, looking ahead, it looks like this is a regular arrangement, and they will continue to contribute in alternate months until they both get knocked off in the next big reorganisation. I guess Robert wants to focus on keeping his store open in these tough times, and has less energy to devote to this column. Like the departure of the Lessers, this feels like a sign that we're drawing to the end of the silver age of the magazine. Tarnished silver has a good ring to it. We start off with a partially humorous look back at how far we've come. Paints and minis have improved quite a bit since the 70's, and for that he is grateful. But really, minis in the 70's weren't that bad. I suppose it is april and a little comedic exaggeration is to be expected. But this does have a touch of meanness to it as well. So much for nostalgia. Let's just enjoy the new painting techniques. Our proper reviews once again show the rise of games workshop, and other games based on properties that aren't purely minis based. Mutant chronicles gets a review, another boardgame with plastic minis trying to get into the Heroquest/Space hulk mass market. Again, it's fun, but not too complicated, with a nice combination of co-operation and competition between players. But it does mean another nail in the coffin of wargaming, as minis become further detached from that. For actual minis, we have a serpentine winged thing from Call of Cthulhu. Undead, skaven and orcs, a little for each monstrous side. An anthropomorphicised gorilla that's kidnapped a woman, for reasons we're not sure. A mech for Battletech. A dragon for Earthdawn. And the Green Knight, which is obviously most suited for Pendragon, but could appear in other games as well. So the companies that are surviving are the ones that tie in to other stuff. Another pattern we see again now, as the music industry suffers, and those areas connected to TV, movies, video games, etc suffer less than the straight recording companies. TSR Previews: Since they recently killed off the D&D line, they now need a new gateway drug to put new bums on seats. Their answer? First Quest. With a CD, and a whole bunch of other bits and pieces, this is another attempt at making the game easy to learn while forcing them to buy the three corebooks as well if you want to get above the first few levels. Also damn useful for any aspiring DM is DMGR6: The complete book of villains. A relatively low key and system free book, this has retained it's usefulness to me long after the edition finished. Covering not only villains but general plot and roleplaying advice, this is a pretty handy reference. Dark sun gets Forest Maker. Like a decanter of endless water, the idea that there could be something that valuable lying around unexploited simply will not do! The PC's must investigate. It also continues the Tribe of One trilogy. Simon Hawke takes our hero and makes him suffer for his enlightenment. There's still some of the old sadistic dark in him. The Forgotten Realms doesn't just get a new Harpers novel, it gets a Super Harpers novel! Crown of fire by Ed Greenwood throws all sorts of fun into the mix as people seek the power of spellfire from it's unwilling possessor. Rock. Cheesy hair metal with extra mandolins to be precise, if I know Ed. Oh well. might as well enjoy the ride :throws horns and starts headbanging: Dragonlance starts another novel trilogy. Night of the eye by Mary Kirchoff. So wizardly politics are going to be involved. Well, when you have good and evil forced to co-exist and work together for the betterment of magic as a whole on the same hierarchy, there are going to be tensions. When powerful upstarts burst onto the scene, they are going to make enemies. Surprised they haven't focused on it before now. Much better than last year's april issue, with stuff that manages to be genuinely funny, stuff that manages to be generally useful, and stuff that manages to be both at once. With lots of non D&D stuff as well, this feels like a nice continuation from last issue as well, an indian summer of sorts as people send in a wider variety of material again, thanks to the Dragon Projects. For a second time this year, I'll have to give Allen Varney top credit for an issue, with two excellent, highly varied articles. He's really hitting his stride as a writer. It's a pleasure to have him on the team. [/QUOTE]
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