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<blockquote data-quote="(un)reason" data-source="post: 5420574" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 217: May 1995</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Changeling: the Dreaming gets teasered in here, as they do. Once again we see how their budget has increased, as they give us a 4 page, full colour piece giving us info on the kiths and noble houses. Much more visually appealing than TSR's revised corebook spread as well. Someone poach some new graphic designers from the competition while they still have the money. </p><p></p><p></p><p>Forum: Keith Bidwell needs help with his game, as it's houserules seem to be causing problems. Someone send out an all areas call for the Canon Police to reeducate this sucka. </p><p></p><p>Eric Shearer has a more prosaic problem. How much descriptive info on places should you give your players. I would incline towards initial conservatism, but encourage them to ask more specific questions, and let them deduce stuff from the answers to those. </p><p></p><p>Danny Walthall thinks you need to have some roleplaying for it to be a roleplaying game, but a certain amount of balance still needs to be struck. Remember, if they act like a pretentious self absorbed procrastinating idiot IC, nasty stuff is going to happen to them. That's just common sense. </p><p></p><p>Stefan Happ hasn't been in a gaming shop in ages, and is surprised the magazine is still going. The way the hobby has changed in recent years is strange and scary, so he's just going to accept that he's a grognard now and stay out of your way. Really not sure how to respond to that. Another sign of troubling times ahead, methinks. </p><p></p><p>Greg Howley shares his parrying houserule. Don't know if this one is going to stick any more than the last one. </p><p></p><p>Stephen Carter talks about issues of darkness and maturity in gaming. The two are not the same thing, no matter how much White Wolf may think they are. And weirdly enough the official adventures still seem to fall into the same mission based crap., putting the lie to those claims. Tricky one. True mature games seem to need to be tightly tailored to the specific campaign. </p><p></p><p>Jamie Nossal is annoyed by all this talk of one class being more powerful than another. They still all have valuable roles to play in a party. The game keeps on working unless you consciously try to break it. Plus variety is fun in itself, even if some of the options are suboptimal. </p><p></p><p>Jean H. Monday tries to balance the people claiming clerics are overpowered with the ones saying they suck. How did they end up like this? Social issues as much as anything. Gods need worshippers, so clerics have a much stronger need to be involved in the community than any class apart from Bards. There's a lot you can do without sinking into the background. </p><p></p><p></p><p>Swordplay has drama and betrayal in a life or death situation, as usual. Dragonmirth seems to have a castle theme this month. Yamara is saved. Er, maybe. We definitely have a musical episode. Even if it doesn't rhyme. Or scan. Or have a proper tune you can hum. That should drive off a big chunk of the enemies, anyway.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5420574, member: 27780"] [B][U]Dragon Magazine Issue 217: May 1995[/U][/B] part 7/8 Changeling: the Dreaming gets teasered in here, as they do. Once again we see how their budget has increased, as they give us a 4 page, full colour piece giving us info on the kiths and noble houses. Much more visually appealing than TSR's revised corebook spread as well. Someone poach some new graphic designers from the competition while they still have the money. Forum: Keith Bidwell needs help with his game, as it's houserules seem to be causing problems. Someone send out an all areas call for the Canon Police to reeducate this sucka. Eric Shearer has a more prosaic problem. How much descriptive info on places should you give your players. I would incline towards initial conservatism, but encourage them to ask more specific questions, and let them deduce stuff from the answers to those. Danny Walthall thinks you need to have some roleplaying for it to be a roleplaying game, but a certain amount of balance still needs to be struck. Remember, if they act like a pretentious self absorbed procrastinating idiot IC, nasty stuff is going to happen to them. That's just common sense. Stefan Happ hasn't been in a gaming shop in ages, and is surprised the magazine is still going. The way the hobby has changed in recent years is strange and scary, so he's just going to accept that he's a grognard now and stay out of your way. Really not sure how to respond to that. Another sign of troubling times ahead, methinks. Greg Howley shares his parrying houserule. Don't know if this one is going to stick any more than the last one. Stephen Carter talks about issues of darkness and maturity in gaming. The two are not the same thing, no matter how much White Wolf may think they are. And weirdly enough the official adventures still seem to fall into the same mission based crap., putting the lie to those claims. Tricky one. True mature games seem to need to be tightly tailored to the specific campaign. Jamie Nossal is annoyed by all this talk of one class being more powerful than another. They still all have valuable roles to play in a party. The game keeps on working unless you consciously try to break it. Plus variety is fun in itself, even if some of the options are suboptimal. Jean H. Monday tries to balance the people claiming clerics are overpowered with the ones saying they suck. How did they end up like this? Social issues as much as anything. Gods need worshippers, so clerics have a much stronger need to be involved in the community than any class apart from Bards. There's a lot you can do without sinking into the background. Swordplay has drama and betrayal in a life or death situation, as usual. Dragonmirth seems to have a castle theme this month. Yamara is saved. Er, maybe. We definitely have a musical episode. Even if it doesn't rhyme. Or scan. Or have a proper tune you can hum. That should drive off a big chunk of the enemies, anyway. [/QUOTE]
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