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<blockquote data-quote="(un)reason" data-source="post: 5464423" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 222: October 1995</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>The tricks and traps of illusions: Oh no, not this subject again. Slab may be a welcome returnee. Illusion adjudication, on the other hand, I am very very bored with, even though the last time it got a serious look at was in 1988. With multiple articles and forum follow-ups that dragged all the way into 1991, I think it got more than enough screentime. So it is with a heavy heart I see that a new generation needs to hear about this topic again. What should be considered reasonable doubt, so as to trigger a saving throw. The importance of the various senses in fooling particular creatures. And various reasonable situational modifiers. Zzzzzzzz. Zzzzzzzz. This is so not what I want to read about anymore. Next! </p><p></p><p></p><p>Floyd might know the basics of magic, but he really has a lot to learn about proper woodsmanship. </p><p></p><p></p><p>Adding substance to psionic combat: Oh great, another encouragement to describe your battles in an exciting manner rather than just rolling dice. Like we haven't seen those before. Only this time for psionic combat. Which really makes it too easy, since you have 5 different combat options with obviously differentiated descriptive natures, and since the battle is all in the minds of the participants, you're free to describe the attacks and defences as you please. It's like shooting fish in a barrel, no challenge at all. Which makes this article feel deeply pointless, really. It also feels like it's put here as promotion for their new products, which is a bit annoying. Subtlety fail, Mr Slavicsek. You'll have to write better than that if you want to pull us in and get us to update. </p><p></p><p></p><p>Running scared ... And really fast!: Spike Y Jones follows up his article last year by showing us how to scare superheroes. Much of this, of course, hinges on dramatic buy-in. It's not just the greater power level, it's the easy availability of takebacks and retcons. If the players are still operating on the assumption that any screw-ups can be reversed along the line with another dramatic quest, then even the nastiest setback will be taken in stride. Make them lose control, on the other hand, and you can start to introduce fear and uncertainty. So this concentrates on tricks that even phenomenal cosmic power can struggle to counter. Foreshadowing. Targeting of mortal connections, or simply dealing with a villain that's way out of their league. It does seem like you'll have to fight the rules somewhat, which I do find a bit annoying. But let's face it, superheroics is such a wide umbrella that you can insert variety without breaking genre. So fairly mixed feelings about this one. It might work, but it'll depend mainly on the skill of the GM rather than the strength of this advice.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5464423, member: 27780"] [B][U]Dragon Magazine Issue 222: October 1995[/U][/B] part 6/8 The tricks and traps of illusions: Oh no, not this subject again. Slab may be a welcome returnee. Illusion adjudication, on the other hand, I am very very bored with, even though the last time it got a serious look at was in 1988. With multiple articles and forum follow-ups that dragged all the way into 1991, I think it got more than enough screentime. So it is with a heavy heart I see that a new generation needs to hear about this topic again. What should be considered reasonable doubt, so as to trigger a saving throw. The importance of the various senses in fooling particular creatures. And various reasonable situational modifiers. Zzzzzzzz. Zzzzzzzz. This is so not what I want to read about anymore. Next! Floyd might know the basics of magic, but he really has a lot to learn about proper woodsmanship. Adding substance to psionic combat: Oh great, another encouragement to describe your battles in an exciting manner rather than just rolling dice. Like we haven't seen those before. Only this time for psionic combat. Which really makes it too easy, since you have 5 different combat options with obviously differentiated descriptive natures, and since the battle is all in the minds of the participants, you're free to describe the attacks and defences as you please. It's like shooting fish in a barrel, no challenge at all. Which makes this article feel deeply pointless, really. It also feels like it's put here as promotion for their new products, which is a bit annoying. Subtlety fail, Mr Slavicsek. You'll have to write better than that if you want to pull us in and get us to update. Running scared ... And really fast!: Spike Y Jones follows up his article last year by showing us how to scare superheroes. Much of this, of course, hinges on dramatic buy-in. It's not just the greater power level, it's the easy availability of takebacks and retcons. If the players are still operating on the assumption that any screw-ups can be reversed along the line with another dramatic quest, then even the nastiest setback will be taken in stride. Make them lose control, on the other hand, and you can start to introduce fear and uncertainty. So this concentrates on tricks that even phenomenal cosmic power can struggle to counter. Foreshadowing. Targeting of mortal connections, or simply dealing with a villain that's way out of their league. It does seem like you'll have to fight the rules somewhat, which I do find a bit annoying. But let's face it, superheroics is such a wide umbrella that you can insert variety without breaking genre. So fairly mixed feelings about this one. It might work, but it'll depend mainly on the skill of the GM rather than the strength of this advice. [/QUOTE]
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