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<blockquote data-quote="(un)reason" data-source="post: 5362963" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 207: July 1994</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Fiction: The lady of Roth Shan by Jo Shannon Cochran. Damn fae. Both men and women can wind up addicted to their beauty. Even if you rescue them from the immediate threat, they may well wind up in trouble again, maybe years later, quite possibly of their own volition. And you might well end up paying a price yourself. Law of drama and all that. If you think you're about to be dragged into a fairy story, steer well clear and nuke them from orbit. It's the banal way. Yeah, this is another example of why you don't want to get mixed up with fae, for the chances of living happily ever after are not actually that great. On the other hand, your chances of living happily ever after in the real world are pretty much zero, so this is a case where I can't really give a definitive answer. All I can say for certain is that this story didn't make a particularly great impression on me, positive or negative. More filler, methinks. </p><p></p><p></p><p>Libram X has amazons fighting more weird tentacled creatures. I do worry about these artists sometimes. Swordplay would prefer it if the party worked together properly. Dragonmirth's tuning is seriously out. Yamara introduces the new lich in the hood, comin' to take over ur familiars. </p><p></p><p></p><p>Through the looking glass: Convention season is on it's way again. We may be in somewhat reduced circumstances compared to a few years ago, but we're still getting our best stuff around this time of the year. A ghost and female vampire, with strikingly similar expressions for such differing body shapes. Sir Tarquine, a mace-wielding knight ready to bash your brains in. A werewolf formor that's entirely suitable for converting into a D&D monster. Three lizard men mooks, plus two more interesting lizard folk and their tamed dinosaur watchdog. A whole cast of mundane people for populating your city breaks. A whole bunch of familiars animal and supernatural for your wizard to chose from. A sarcophagus, containing a mummy, of course. An illusionist on a flying carpet. Pay no attention to the small bit of rock supporting it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> And a Dwarf from Earthdawn riding a sabretooth tiger. That'll put the fear up any goblins riding Worgs for sure. (unless they seriously outnumber you, in which case I'm sure they'll pull something nasty. ) </p><p></p><p></p><p>TSR Previews: Another new yet old campaign setting arrives this month. That's the 4th this year. They're really going into overdrive. Anyway, the Known World has migrated to AD&D, and been officially renamed Mystara, after the planet rather than the region. We kick off with Karameikos: Kingdom of adventure. The perfect place to make your name or die trying. Now with audio CD! We also see them kick off the supplement mill at a breakneck pace. Their monstrous compendium appendix is out straight away, as is their first novel, Dragonlord of Mystara by Thorarinn Gunnarsson. (another familiar name that's shown up in the magazine ages ago. ) Are they going to get any new stuff out, or is it going to be mostly rehash with shinier visuals. After all, there's a lot of ground already covered here. </p><p></p><p>The Forgotten realms is also rehashing, in Waterdeep, City of splendors. Another big boxed set full of stuff for players, stuff for GM's, monsters, maps, etc etc. Come on, surely there's somewhere you've missed out. What's south of Maztica? You're unlikely to find out in "Marco" Volo: Journey, as that faker also sticks to fairly safe territory. </p><p></p><p>On the other hand, we do get to go a bit further south than usual thanks to Al-Qadim, in Corsairs of the great sea. Haven't they already had one nautical sourcebox. Oh well. Plenty more strangeness at sea to go round </p><p></p><p>Planescape decides to expand on the places dumb adventurers are most likely to want to go first. The Planes of Chaos. Oh yeaaaaaaah. See the curiously phallic giant ship being constructed on the cover. Go wild in Arborea. Go mad in Pandemonium. Go drinking and brawling in Ysgard. Totally trip out in Limbo. And there's so much to do and see in the abyss that you'll never live to experience. Just enjoy the awesome. </p><p></p><p>Ravenloft does mummies, or The ancient dead, as Van Richten calls them. Considering they're one of the creatures that most needs a bit of extra depth, this is probably a good thing. </p><p></p><p>Dragonlance does Lord Toede, in the 5th villains book. Jeff Grubb makes this guy's antics amusing and full of unintended consequences. Yet more goofy humour in a setting brimming with it. </p><p></p><p>Dark sun gets The Brazen Gambit by Lynn Abbey. Another reliable worker roped in to fill out their supplement mill. A templar has a crisis of morals? Whatever next? </p><p></p><p>Endless Quest releases The Siege of the tower. Set in Greyhawk, it has you manning a tower and defending it from approaching monsters on your own. Will you be saved by the cavalry or die horribly. Guess only you can know for sure. Oh well, if you lose you can just try again. </p><p></p><p>And finally, our generic book is City of the Sorcerers by Mary Herbert. A sequel to Dark Horse, this is another one that picks up a generation later. Seems like they're doing quite a few timeline skips lately. Gotta have time for new adventurers to grow up, otherwise humanity would be a declining race from all the crises. </p><p></p><p></p><p>For an issue about treasure, there's surprisingly little crunchy stuff in this issue. It's filled with advice that seems rather familiar, and articles that are generally inconsequential, even when they aren't bad. The bits that are significant, on the other hand, are the bits showing the arrival of CCG's, and the reorganisation of their relationship with computer games. Which are a bit depressing. If issue 201 foreshadowed this stuff, now it's well and truly here, and will be a regular part of the magazine experience for the next few years. And while it may be a break from D&D, it's a lot less welcome than covering other RPG's by different companies. This doesn't feel good at all. I knew it was coming, but that doesn't make it any easier now I've actually get to it. Guess I'd better press onwards ASAP.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5362963, member: 27780"] [B][U]Dragon Magazine Issue 207: July 1994[/U][/B] part 6/6 Fiction: The lady of Roth Shan by Jo Shannon Cochran. Damn fae. Both men and women can wind up addicted to their beauty. Even if you rescue them from the immediate threat, they may well wind up in trouble again, maybe years later, quite possibly of their own volition. And you might well end up paying a price yourself. Law of drama and all that. If you think you're about to be dragged into a fairy story, steer well clear and nuke them from orbit. It's the banal way. Yeah, this is another example of why you don't want to get mixed up with fae, for the chances of living happily ever after are not actually that great. On the other hand, your chances of living happily ever after in the real world are pretty much zero, so this is a case where I can't really give a definitive answer. All I can say for certain is that this story didn't make a particularly great impression on me, positive or negative. More filler, methinks. Libram X has amazons fighting more weird tentacled creatures. I do worry about these artists sometimes. Swordplay would prefer it if the party worked together properly. Dragonmirth's tuning is seriously out. Yamara introduces the new lich in the hood, comin' to take over ur familiars. Through the looking glass: Convention season is on it's way again. We may be in somewhat reduced circumstances compared to a few years ago, but we're still getting our best stuff around this time of the year. A ghost and female vampire, with strikingly similar expressions for such differing body shapes. Sir Tarquine, a mace-wielding knight ready to bash your brains in. A werewolf formor that's entirely suitable for converting into a D&D monster. Three lizard men mooks, plus two more interesting lizard folk and their tamed dinosaur watchdog. A whole cast of mundane people for populating your city breaks. A whole bunch of familiars animal and supernatural for your wizard to chose from. A sarcophagus, containing a mummy, of course. An illusionist on a flying carpet. Pay no attention to the small bit of rock supporting it. ;) And a Dwarf from Earthdawn riding a sabretooth tiger. That'll put the fear up any goblins riding Worgs for sure. (unless they seriously outnumber you, in which case I'm sure they'll pull something nasty. ) TSR Previews: Another new yet old campaign setting arrives this month. That's the 4th this year. They're really going into overdrive. Anyway, the Known World has migrated to AD&D, and been officially renamed Mystara, after the planet rather than the region. We kick off with Karameikos: Kingdom of adventure. The perfect place to make your name or die trying. Now with audio CD! We also see them kick off the supplement mill at a breakneck pace. Their monstrous compendium appendix is out straight away, as is their first novel, Dragonlord of Mystara by Thorarinn Gunnarsson. (another familiar name that's shown up in the magazine ages ago. ) Are they going to get any new stuff out, or is it going to be mostly rehash with shinier visuals. After all, there's a lot of ground already covered here. The Forgotten realms is also rehashing, in Waterdeep, City of splendors. Another big boxed set full of stuff for players, stuff for GM's, monsters, maps, etc etc. Come on, surely there's somewhere you've missed out. What's south of Maztica? You're unlikely to find out in "Marco" Volo: Journey, as that faker also sticks to fairly safe territory. On the other hand, we do get to go a bit further south than usual thanks to Al-Qadim, in Corsairs of the great sea. Haven't they already had one nautical sourcebox. Oh well. Plenty more strangeness at sea to go round Planescape decides to expand on the places dumb adventurers are most likely to want to go first. The Planes of Chaos. Oh yeaaaaaaah. See the curiously phallic giant ship being constructed on the cover. Go wild in Arborea. Go mad in Pandemonium. Go drinking and brawling in Ysgard. Totally trip out in Limbo. And there's so much to do and see in the abyss that you'll never live to experience. Just enjoy the awesome. Ravenloft does mummies, or The ancient dead, as Van Richten calls them. Considering they're one of the creatures that most needs a bit of extra depth, this is probably a good thing. Dragonlance does Lord Toede, in the 5th villains book. Jeff Grubb makes this guy's antics amusing and full of unintended consequences. Yet more goofy humour in a setting brimming with it. Dark sun gets The Brazen Gambit by Lynn Abbey. Another reliable worker roped in to fill out their supplement mill. A templar has a crisis of morals? Whatever next? Endless Quest releases The Siege of the tower. Set in Greyhawk, it has you manning a tower and defending it from approaching monsters on your own. Will you be saved by the cavalry or die horribly. Guess only you can know for sure. Oh well, if you lose you can just try again. And finally, our generic book is City of the Sorcerers by Mary Herbert. A sequel to Dark Horse, this is another one that picks up a generation later. Seems like they're doing quite a few timeline skips lately. Gotta have time for new adventurers to grow up, otherwise humanity would be a declining race from all the crises. For an issue about treasure, there's surprisingly little crunchy stuff in this issue. It's filled with advice that seems rather familiar, and articles that are generally inconsequential, even when they aren't bad. The bits that are significant, on the other hand, are the bits showing the arrival of CCG's, and the reorganisation of their relationship with computer games. Which are a bit depressing. If issue 201 foreshadowed this stuff, now it's well and truly here, and will be a regular part of the magazine experience for the next few years. And while it may be a break from D&D, it's a lot less welcome than covering other RPG's by different companies. This doesn't feel good at all. I knew it was coming, but that doesn't make it any easier now I've actually get to it. Guess I'd better press onwards ASAP. [/QUOTE]
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