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<blockquote data-quote="(un)reason" data-source="post: 5480284" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 224: December 1995</u></strong></p><p></p><p></p><p>part 4/8</p><p></p><p></p><p>Forum: Geordie Keefe has the problem that he knows a DM who was really mean to newbies, blatantly favouring the existing players. This drove him off, and probably other people as well. This kind of behaviour is another thing that's dreadfully bad for the hobby as a whole. </p><p></p><p>Allen Mixson points out just how prejudiced and provincial medieval people could actually be. Shakespeare supports him on this. Tribalising was a lot easier back then. Some people managed to succeed anyway, but they were very definite exceptions. </p><p></p><p>C. Joseph Walker suggests using subtle methods to deal with shop-robbing psychopaths. If they can't get a decent drink without killing someone, hopefully they'll get bored eventually. </p><p></p><p>Karen Remick has the old solution of merchants being semi-retired adventurers who decided to invest their money in business rather than becoming nobility. They'll keep their hand in by disintegrating anyone dumb enough to try robbing them. The company might even be a whole party of them sticking together. See what happens when they try and raid Bargle's magical item emporium and deal with his 27th level contingencied ass. </p><p></p><p>Roy Penrod thinks you ought to penalise people XP for killing shopkeepers and other stuff they shouldn't kill. It's horribly metagame, but it'll soon solve the problem one way or another, particularly when combined with IC legal consequences. </p><p></p><p>Douglas Porter points out that Bards are actually one of the best classes for a single class party, particularly when you add kits. (and if you're really cheesy, multiclass half-elves, as we've had flamewars about before) After all, a band of touring musicians is one of the closer things to the adventurer dynamic IRL. (And may well be part of the reason why I am a musician. ) Plus it'll really work if you want to play a social heavy game. </p><p></p><p>Linda Edwards proves that women can be idiotic twinks too. Or maybe this is ironic. In any case, not letting 50th level drow in your party seems entirely reasonable to me. </p><p></p><p>Anton J. Uselmann thinks that when it comes to descriptions, you need to make sure you show, not tell. You control all the information, it's up to you to give them enough to make interesting conclusions from. </p><p></p><p>Jason G Ward makes the statement that maybe gaming doesn't need women. There are plenty of other pastimes that have massive gender imbalances that don't seem too worried about correcting them, such as fishing. Is it really worth stressing about? </p><p></p><p>Jeremy Prada is another person who makes players hesitant to use wishes via sadistic interpretation. People have been doing that since the dawn of the hobby. It's not particularly worthy of comment. </p><p></p><p></p><p>A thousand and one words: Which isn't an Al Qadim article, surprisingly enough. instead, it's one of those short articles that tells us it's not the statistics, it's how you describe things. Even more than the castle design one, this is something they've said many many times, and this contributes very little if you're a regular reader. This feels like filler of the most obvious kind, with the layout manipulated in a odd way to pad things out to just the right size. Yawn. Time to hit skip again, I'm afraid.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5480284, member: 27780"] [B][U]Dragon Magazine Issue 224: December 1995[/U][/B] part 4/8 Forum: Geordie Keefe has the problem that he knows a DM who was really mean to newbies, blatantly favouring the existing players. This drove him off, and probably other people as well. This kind of behaviour is another thing that's dreadfully bad for the hobby as a whole. Allen Mixson points out just how prejudiced and provincial medieval people could actually be. Shakespeare supports him on this. Tribalising was a lot easier back then. Some people managed to succeed anyway, but they were very definite exceptions. C. Joseph Walker suggests using subtle methods to deal with shop-robbing psychopaths. If they can't get a decent drink without killing someone, hopefully they'll get bored eventually. Karen Remick has the old solution of merchants being semi-retired adventurers who decided to invest their money in business rather than becoming nobility. They'll keep their hand in by disintegrating anyone dumb enough to try robbing them. The company might even be a whole party of them sticking together. See what happens when they try and raid Bargle's magical item emporium and deal with his 27th level contingencied ass. Roy Penrod thinks you ought to penalise people XP for killing shopkeepers and other stuff they shouldn't kill. It's horribly metagame, but it'll soon solve the problem one way or another, particularly when combined with IC legal consequences. Douglas Porter points out that Bards are actually one of the best classes for a single class party, particularly when you add kits. (and if you're really cheesy, multiclass half-elves, as we've had flamewars about before) After all, a band of touring musicians is one of the closer things to the adventurer dynamic IRL. (And may well be part of the reason why I am a musician. ) Plus it'll really work if you want to play a social heavy game. Linda Edwards proves that women can be idiotic twinks too. Or maybe this is ironic. In any case, not letting 50th level drow in your party seems entirely reasonable to me. Anton J. Uselmann thinks that when it comes to descriptions, you need to make sure you show, not tell. You control all the information, it's up to you to give them enough to make interesting conclusions from. Jason G Ward makes the statement that maybe gaming doesn't need women. There are plenty of other pastimes that have massive gender imbalances that don't seem too worried about correcting them, such as fishing. Is it really worth stressing about? Jeremy Prada is another person who makes players hesitant to use wishes via sadistic interpretation. People have been doing that since the dawn of the hobby. It's not particularly worthy of comment. A thousand and one words: Which isn't an Al Qadim article, surprisingly enough. instead, it's one of those short articles that tells us it's not the statistics, it's how you describe things. Even more than the castle design one, this is something they've said many many times, and this contributes very little if you're a regular reader. This feels like filler of the most obvious kind, with the layout manipulated in a odd way to pad things out to just the right size. Yawn. Time to hit skip again, I'm afraid. [/QUOTE]
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