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<blockquote data-quote="(un)reason" data-source="post: 5479152" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 224: December 1995</u></strong></p><p></p><p></p><p>part 3/8</p><p></p><p></p><p>The sleep of ages: We're still in the Realms, but this is a good deal more solid than the last article, in several senses. After all, Dwarven tombs are built to stay the same through the centuries, while undermountain is always being restocked and rearranged by Halaster as adventurers go in, kill stuff, and then die or get out again. Course, they don't stay unplundered for long if they don't take precautions, and they're not very keen on putting undead or constructs in to guard them, so the traps and tricks need to be pretty brutal. So this is packed full of example traps and fakeouts. For a more important tomb, they'll have a fake one near the entrance, with all the real stuff through hidden doors, and several fake secret routes that only lead to more trouble for anyone trying them. It is quite inventive, and you could either use the layouts and traps as given here, or mine them for your own dungeon complexes. Which is exactly the kind of crunch I approve of, and the reason why the Realms has been leading the way in the magazine since the early 80's. Stuff that's generic enough to make your own, but also fits into a larger picture if you want it too. It's a formula that works all too well, hence it's longevity. </p><p></p><p></p><p>Role-playing reviews: Everway is WotC's first attempt at an RPG. Rick is rather surprised at how different the mechanics are. Mind you, making the random elements card based is probably the way to go if they want to get crossover from people who play M:tG, but haven't roleplayed before. Rick has a rather split opinion on this game. On one hand, it's a perfect fit for his GMing style, and on the other it may well be too vague for new players and rules lawyers. If you aren't a good improviser, steer well clear. Yeah, I think I'll pass then. </p><p></p><p>The Birthright campaign setting is also for experts, but for completely the opposite reason, as after all, there is a lot to keep track of. Plus the way the game is set up, it does rather encourage PvP actions. But the domain rules do seem to work and reward the actions they're supposed to. And let's face it, making them reward people who go out and attack others over those who turtle in their domain hoarding resources definitely makes sense if you want an interesting game in actual play. </p><p></p><p>In addition, Rick gives a good muahaha at labyrinth of madness, expresses amazment at T.W.E.R.P.S's longevity, and is very pleased that we can now go to Miskatonic University. This stuff may not be for newbies, but you should still consider supporting it, so they'll produce more in the same vein.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5479152, member: 27780"] [B][U]Dragon Magazine Issue 224: December 1995[/U][/B] part 3/8 The sleep of ages: We're still in the Realms, but this is a good deal more solid than the last article, in several senses. After all, Dwarven tombs are built to stay the same through the centuries, while undermountain is always being restocked and rearranged by Halaster as adventurers go in, kill stuff, and then die or get out again. Course, they don't stay unplundered for long if they don't take precautions, and they're not very keen on putting undead or constructs in to guard them, so the traps and tricks need to be pretty brutal. So this is packed full of example traps and fakeouts. For a more important tomb, they'll have a fake one near the entrance, with all the real stuff through hidden doors, and several fake secret routes that only lead to more trouble for anyone trying them. It is quite inventive, and you could either use the layouts and traps as given here, or mine them for your own dungeon complexes. Which is exactly the kind of crunch I approve of, and the reason why the Realms has been leading the way in the magazine since the early 80's. Stuff that's generic enough to make your own, but also fits into a larger picture if you want it too. It's a formula that works all too well, hence it's longevity. Role-playing reviews: Everway is WotC's first attempt at an RPG. Rick is rather surprised at how different the mechanics are. Mind you, making the random elements card based is probably the way to go if they want to get crossover from people who play M:tG, but haven't roleplayed before. Rick has a rather split opinion on this game. On one hand, it's a perfect fit for his GMing style, and on the other it may well be too vague for new players and rules lawyers. If you aren't a good improviser, steer well clear. Yeah, I think I'll pass then. The Birthright campaign setting is also for experts, but for completely the opposite reason, as after all, there is a lot to keep track of. Plus the way the game is set up, it does rather encourage PvP actions. But the domain rules do seem to work and reward the actions they're supposed to. And let's face it, making them reward people who go out and attack others over those who turtle in their domain hoarding resources definitely makes sense if you want an interesting game in actual play. In addition, Rick gives a good muahaha at labyrinth of madness, expresses amazment at T.W.E.R.P.S's longevity, and is very pleased that we can now go to Miskatonic University. This stuff may not be for newbies, but you should still consider supporting it, so they'll produce more in the same vein. [/QUOTE]
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