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<blockquote data-quote="(un)reason" data-source="post: 5448240" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 220: August 1995</u></strong></p><p></p><p></p><p>part 8/8</p><p></p><p></p><p>Jen still doesn't suspect treachery in libram X. Dragonmirth is concerned about getting in..... and out. Swordplay come out ahead of the game for a change. Yamara is off into space again. </p><p></p><p></p><p>From the forge: Oh man. Now this is a classic intro. After many columns of horror at the legal issues and price increases minis have faced in recent years, we have a far less weighty complaint. Bright colours are winning over fine detail and shading, particularly in recent contests! Thats a gitoffa mah lawn moment if ever there was one. Not that it probably isn't true, if I know human nature, but it's rather a vain cry, like the one against the loudness wars in music. Some things rise to the top, but it's not always the cream. If only there were something we could do to raise the average level of intellectualism in the world. Oh, wait. There's plenty you can do on a local scale, if you get off your ass and engage with the community. </p><p></p><p>But anyway, the minis themselves. A female barbarian with a sabretooth tiger which looks like it would like to make a meal out of all suitors. A quartet of pirates, some overdressed and others under. In similar contrast, a trio of vampires and opposing trio of vampire hunters. I think the undead still have the advantage though. Games workshop have a trio of their individually named standardbearer characters examined. Njal Stormcaller the Space Wolf for WH40k, Varang Ghoulchewer for Blood Bowl, and Teclis for WFB. All are pretty good, if rather expensive. We then change gear for 5 wizards. One is rather large, and has a robe that only goes to knee length, which is vaguely amusing, while the other 4 are a more generic elementalist set with appropriate accessories to their outfits. You ought to know that just makes it easier for enemies to predict and counter your actions. A trio of heavily armed stormtroopers, who's actions are likely to be even more predictable still. A duo of secret agents, who may not actually use their weapons. And a chaos lord and lich with over the top thrones that make it very likely they will apply excessive force to a problem. Probably overcompensating for something, as usual. Just get them bickering and sneak out while they're distracted. </p><p></p><p></p><p>TSR Previews: We go from Players Option to Dungeon Masters Options. High level campaigns helps you go up to level 30. Skip Williams tries to make the rules go to the limit without breaking. Whether he succeeded or not is very debatable. Also pushing their luck this month is the Complete series, with the Ninjas handbook. I really do roll my eyes. Go on, pander to the cheesemonkeys if you think it'll help you. Slightly more cerebral is Chronomancer. Can you make time travelling work in your campaign? Signs point to it being tricky. </p><p></p><p>The Forgotten Realms tries to put new spins on familiar subjects. Giantcraft follows up on the recent novels to make giant PC's playable and expand on their lifestyles. How does it compare to Council of Wyrms? And Drizzt gets a copycat in Daughter of the Drow by Elaine Cunningham. A drow princess goes adventuring, and winds up being rather more generous than most of her race. Methinks my Aaaangst-o-meter may start pinging. </p><p></p><p>Birthright also gets a double bill. Sword and Crown puts you up against three simultaneous problems. Figure out how to delegate or splitting the party seems the most likely option, worryingly. Simon Hawke completes the first Birthright novel, meanwhile. The Iron Throne serves as a warning tale of how you could screw it up and lose your own rulership. Learn it's lessons well. </p><p></p><p>Ravenloft follows up it's van richten's guide with a themed adventure, as usual. The Evil eye has you getting vistani aid, then getting on their bad side, much to your danger. Will you face a fate worse than death? </p><p></p><p>And finally, we have a third collectible game this year. Dragon Dice. Man, TSR really jumped on this bandwagon quickly and enthusiastically. But not to much success. Anyone know how and why that happened? </p><p></p><p></p><p>Having just said what they're going to get rid of in the revamps, this magazine sure has a lot of it. I suppose it's the usual thing where they burn through the existing reserves before making a fresh start. As a result, most of the increased size went to tiresome promotional stuff again. Still, there is also a definite increase in the amount of useful crunch as well. So once again it's a real struggle to get through the whole thing, but there are a few worthwhile things to reward me for doing so. I can not wait for things to be switched up a bit.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5448240, member: 27780"] [B][U]Dragon Magazine Issue 220: August 1995[/U][/B] part 8/8 Jen still doesn't suspect treachery in libram X. Dragonmirth is concerned about getting in..... and out. Swordplay come out ahead of the game for a change. Yamara is off into space again. From the forge: Oh man. Now this is a classic intro. After many columns of horror at the legal issues and price increases minis have faced in recent years, we have a far less weighty complaint. Bright colours are winning over fine detail and shading, particularly in recent contests! Thats a gitoffa mah lawn moment if ever there was one. Not that it probably isn't true, if I know human nature, but it's rather a vain cry, like the one against the loudness wars in music. Some things rise to the top, but it's not always the cream. If only there were something we could do to raise the average level of intellectualism in the world. Oh, wait. There's plenty you can do on a local scale, if you get off your ass and engage with the community. But anyway, the minis themselves. A female barbarian with a sabretooth tiger which looks like it would like to make a meal out of all suitors. A quartet of pirates, some overdressed and others under. In similar contrast, a trio of vampires and opposing trio of vampire hunters. I think the undead still have the advantage though. Games workshop have a trio of their individually named standardbearer characters examined. Njal Stormcaller the Space Wolf for WH40k, Varang Ghoulchewer for Blood Bowl, and Teclis for WFB. All are pretty good, if rather expensive. We then change gear for 5 wizards. One is rather large, and has a robe that only goes to knee length, which is vaguely amusing, while the other 4 are a more generic elementalist set with appropriate accessories to their outfits. You ought to know that just makes it easier for enemies to predict and counter your actions. A trio of heavily armed stormtroopers, who's actions are likely to be even more predictable still. A duo of secret agents, who may not actually use their weapons. And a chaos lord and lich with over the top thrones that make it very likely they will apply excessive force to a problem. Probably overcompensating for something, as usual. Just get them bickering and sneak out while they're distracted. TSR Previews: We go from Players Option to Dungeon Masters Options. High level campaigns helps you go up to level 30. Skip Williams tries to make the rules go to the limit without breaking. Whether he succeeded or not is very debatable. Also pushing their luck this month is the Complete series, with the Ninjas handbook. I really do roll my eyes. Go on, pander to the cheesemonkeys if you think it'll help you. Slightly more cerebral is Chronomancer. Can you make time travelling work in your campaign? Signs point to it being tricky. The Forgotten Realms tries to put new spins on familiar subjects. Giantcraft follows up on the recent novels to make giant PC's playable and expand on their lifestyles. How does it compare to Council of Wyrms? And Drizzt gets a copycat in Daughter of the Drow by Elaine Cunningham. A drow princess goes adventuring, and winds up being rather more generous than most of her race. Methinks my Aaaangst-o-meter may start pinging. Birthright also gets a double bill. Sword and Crown puts you up against three simultaneous problems. Figure out how to delegate or splitting the party seems the most likely option, worryingly. Simon Hawke completes the first Birthright novel, meanwhile. The Iron Throne serves as a warning tale of how you could screw it up and lose your own rulership. Learn it's lessons well. Ravenloft follows up it's van richten's guide with a themed adventure, as usual. The Evil eye has you getting vistani aid, then getting on their bad side, much to your danger. Will you face a fate worse than death? And finally, we have a third collectible game this year. Dragon Dice. Man, TSR really jumped on this bandwagon quickly and enthusiastically. But not to much success. Anyone know how and why that happened? Having just said what they're going to get rid of in the revamps, this magazine sure has a lot of it. I suppose it's the usual thing where they burn through the existing reserves before making a fresh start. As a result, most of the increased size went to tiresome promotional stuff again. Still, there is also a definite increase in the amount of useful crunch as well. So once again it's a real struggle to get through the whole thing, but there are a few worthwhile things to reward me for doing so. I can not wait for things to be switched up a bit. [/QUOTE]
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