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<blockquote data-quote="(un)reason" data-source="post: 5373406" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 209: September 1994</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Libram X deals with the duplicate problem, and then they get back to Jen's home. Of course, now they have to deal with the thing they left behind. And time seems to have passed faster here. What are the odds he's ready for them. Swordplay shows that while the mage may be useless at defending the party, he's quite capable of defending his property. Dragonmirth shows the limitations of various types of spellcasters. Yamara is in danger of having her skull repossessed, along with everyone else. What a diabolical plot. And given the RL attempts of companies to patent genomes and genetically modified crops, reality is once again imitating the most ludicrous of fiction. </p><p></p><p></p><p>Through the looking glass: As he's done several years in the past, Robert warns us to prepare for the long dull winter months at home. Perfect time to stay in and paint all your minis, really, presuming you can get a good idea of the colours in artificial light. Just watch your ventilation. You need to strike the right balance between keeping warm and not suffocating yourself on toxic fumes. I think that's not a worry to most people. Still, using spraypaints is an option that could speed your painting process along quite a bit, so it is good of him to point it out to us. A few decades ago, people would pay a lot for that kind of technology. </p><p></p><p>Our minis this month are a sleeping dragon and its treasure hoard. They're detachable, so either can be used individually, making it more versatile. An armoured giant that'll tower over most minis, but still look pretty puny compared to action figures, as it's only 65 mm. 6 coffins, 2 ponies and a sacrificial altar. The ponies will not fit in the coffins, but they might carry them somewhere. Two mildly futuristic troopers, and two trenchcoated badasses with guns, another adjacent pairing that seems to add up to a good story. A dune buggy and a helicopter. A mohawked, dual-wielding post apocalyptic warrior grrl. Another batch of faceless security goons for your PC's to dispatch with ease. And a quartet of shadowrunners which are really feeling the burn of the removal of lead from our minis. The stresses of the last few years have faded to a low-level persistent grumble. </p><p></p><p></p><p>TSR Previews: The forgotten realms gets Elminster's Ecologies. Ed was the king of these a decade ago. See what he can do when applied to the various regions of his own world. The Realms really is filled up to quite a frightening degree now. How can they find more stuff to put in? And our book this month seems quite interesting too. The Ogre's pact by Troy Denning is another start of a trilogy. An ogre's kidnapped someone's daughter and he doesn't want her rescued? Whyever could that be. What will happen to the doof who tries to rescue her anyway? </p><p></p><p>Ravenloft, on the other hand, still has plenty of room. Hour of the knife, of course, takes you to Paridon to face Jack the Ripper. Just who or what is he really? Not that it's hard to know. All you need to do is read the corebook. It's so hard to be genuinely scary in D&D. It also gets it's first fiction anthology, Tales of Ravenloft. Another opportunity for them to illustrate the ironic sense of humour of the Dark powers, as people suffer, and make others suffer. </p><p></p><p>Planescape gets it's own short adventure anthology. The well of worlds. 128 pages of extraplanar jaunty goodness. Get 'em done and be back in Sigil for dinner. </p><p></p><p>Mystara continues releasing CDs with products, with the adventure Hail to the Heroes. Add a new level of atmosphere to your game by playing tracks at the appropriate places. Oh, the cheese. How much did these cost to produce? </p><p></p><p>Lankhmar gets Rogues in Lankhmar. Exactly what it sounds like, this details the thieves guild, and has lots of ideas for what larcenous adventurers would like to steal in the city. Now that definitely sounds like fun. </p><p></p><p>Dragonlance finishes rehashing the original module series, with Dragonlance classics, Vol 3 filling parts 10-14 in a condensed format. As with B1-9, it might be a good idea to use the originals as well if you can find them. </p><p></p><p>Endless quest does Spelljammer, in A Wild Ride. Save the rock of Braal from rogue asteroids. Isn't that a computer game? <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" /> Strange to think this is the last product for the line. </p><p></p><p>Our generic AD&D book this month is Wizards Challenge II. A monster a normal army can't touch? No problem. A few magic missiles'll do the job. Really, if you fill your army with nothing but fighters, you should expect this trouble. </p><p></p><p>Another book which looks to have goofy elements is Go Quest, Young Man by K B Bogen. A young would be mage has a distinctly awkward time of things avoiding a girl who's after him and finding anything genuinely heroic to do. He needs more narrativium. </p><p></p><p></p><p>Once again, I'm not hugely enthusiastic about this issue. There are some funny bits, but it's bookended by boredom and basic advice. By this time, I'm getting fairly sure it's an actual consistent quality slide, and not just burnout on my part or a few duff issues. I suppose that fits with the brief history of the magazine I read before starting the journey. Still, it's not really bad enough to outright slate yet, just getting dull and go round the same subjects too many times. Which is better than being actively bad from a reader's point of view, but not from a reviewer's. On top of that, I seem to be running short of jokey ways of pushing onwards without repeating myself too. What are we to do? Let's start the next issue and hope something in there'll inspire me. The halloween ones generally do seem to be of above average quality.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5373406, member: 27780"] [B][U]Dragon Magazine Issue 209: September 1994[/U][/B] part 6/6 Libram X deals with the duplicate problem, and then they get back to Jen's home. Of course, now they have to deal with the thing they left behind. And time seems to have passed faster here. What are the odds he's ready for them. Swordplay shows that while the mage may be useless at defending the party, he's quite capable of defending his property. Dragonmirth shows the limitations of various types of spellcasters. Yamara is in danger of having her skull repossessed, along with everyone else. What a diabolical plot. And given the RL attempts of companies to patent genomes and genetically modified crops, reality is once again imitating the most ludicrous of fiction. Through the looking glass: As he's done several years in the past, Robert warns us to prepare for the long dull winter months at home. Perfect time to stay in and paint all your minis, really, presuming you can get a good idea of the colours in artificial light. Just watch your ventilation. You need to strike the right balance between keeping warm and not suffocating yourself on toxic fumes. I think that's not a worry to most people. Still, using spraypaints is an option that could speed your painting process along quite a bit, so it is good of him to point it out to us. A few decades ago, people would pay a lot for that kind of technology. Our minis this month are a sleeping dragon and its treasure hoard. They're detachable, so either can be used individually, making it more versatile. An armoured giant that'll tower over most minis, but still look pretty puny compared to action figures, as it's only 65 mm. 6 coffins, 2 ponies and a sacrificial altar. The ponies will not fit in the coffins, but they might carry them somewhere. Two mildly futuristic troopers, and two trenchcoated badasses with guns, another adjacent pairing that seems to add up to a good story. A dune buggy and a helicopter. A mohawked, dual-wielding post apocalyptic warrior grrl. Another batch of faceless security goons for your PC's to dispatch with ease. And a quartet of shadowrunners which are really feeling the burn of the removal of lead from our minis. The stresses of the last few years have faded to a low-level persistent grumble. TSR Previews: The forgotten realms gets Elminster's Ecologies. Ed was the king of these a decade ago. See what he can do when applied to the various regions of his own world. The Realms really is filled up to quite a frightening degree now. How can they find more stuff to put in? And our book this month seems quite interesting too. The Ogre's pact by Troy Denning is another start of a trilogy. An ogre's kidnapped someone's daughter and he doesn't want her rescued? Whyever could that be. What will happen to the doof who tries to rescue her anyway? Ravenloft, on the other hand, still has plenty of room. Hour of the knife, of course, takes you to Paridon to face Jack the Ripper. Just who or what is he really? Not that it's hard to know. All you need to do is read the corebook. It's so hard to be genuinely scary in D&D. It also gets it's first fiction anthology, Tales of Ravenloft. Another opportunity for them to illustrate the ironic sense of humour of the Dark powers, as people suffer, and make others suffer. Planescape gets it's own short adventure anthology. The well of worlds. 128 pages of extraplanar jaunty goodness. Get 'em done and be back in Sigil for dinner. Mystara continues releasing CDs with products, with the adventure Hail to the Heroes. Add a new level of atmosphere to your game by playing tracks at the appropriate places. Oh, the cheese. How much did these cost to produce? Lankhmar gets Rogues in Lankhmar. Exactly what it sounds like, this details the thieves guild, and has lots of ideas for what larcenous adventurers would like to steal in the city. Now that definitely sounds like fun. Dragonlance finishes rehashing the original module series, with Dragonlance classics, Vol 3 filling parts 10-14 in a condensed format. As with B1-9, it might be a good idea to use the originals as well if you can find them. Endless quest does Spelljammer, in A Wild Ride. Save the rock of Braal from rogue asteroids. Isn't that a computer game? :p Strange to think this is the last product for the line. Our generic AD&D book this month is Wizards Challenge II. A monster a normal army can't touch? No problem. A few magic missiles'll do the job. Really, if you fill your army with nothing but fighters, you should expect this trouble. Another book which looks to have goofy elements is Go Quest, Young Man by K B Bogen. A young would be mage has a distinctly awkward time of things avoiding a girl who's after him and finding anything genuinely heroic to do. He needs more narrativium. Once again, I'm not hugely enthusiastic about this issue. There are some funny bits, but it's bookended by boredom and basic advice. By this time, I'm getting fairly sure it's an actual consistent quality slide, and not just burnout on my part or a few duff issues. I suppose that fits with the brief history of the magazine I read before starting the journey. Still, it's not really bad enough to outright slate yet, just getting dull and go round the same subjects too many times. Which is better than being actively bad from a reader's point of view, but not from a reviewer's. On top of that, I seem to be running short of jokey ways of pushing onwards without repeating myself too. What are we to do? Let's start the next issue and hope something in there'll inspire me. The halloween ones generally do seem to be of above average quality. [/QUOTE]
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