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<blockquote data-quote="(un)reason" data-source="post: 5509729" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 227: March 1996</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Forum: Larry Framness prefers the old modules, and would like to see many of them re-released. Wait a couple of years, you'll be in luck. </p><p></p><p>Peter Levi thinks we need to reach out more to convert the ambivalent. There's a lot of everyday stuff we could do, but don't. Star Trek managed to become normalised through persistence, (although you still see jokes) we can do it too! Ahh, idealism. </p><p></p><p>Tres Deloach wants to cut the cruft and get back to the dungeon too. There's just so much crap out now that it's squashing down the good stuff. That complaint is definitely increasing in frequency quite rapidly. No wonder sales slumped. </p><p></p><p>Nicholas Smith reminds you that if your game sucks, pull out and start a new one. You have to know what you want and satisfy your own needs. </p><p></p><p>Tobias Hill reminds us that rogues are more powerful than they seem, because on the same XP total, they'll often be several levels ahead. He's also finding TSR's supplement bloat is just getting too much to handle. Not much connection there, but both valid. </p><p></p><p>David Carithers wants some example of dwarf chants to sing. Perhaps something about ale? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Anton J. Uselmann gives his advice about introducing new players into an ongoing campaign. Maybe they should be a touch behind, but not so far they can't catch up with a little work. </p><p></p><p></p><p>Dragonmirth has plenty of retorts to life's problems. Swordplay goes colour and doubles in size. Not that the joke really needs it. Knights of the dinner table shows that Exalted has nothing on the new edition of Hackmaster when it comes to buckets of dice. </p><p></p><p></p><p>Down to scale: Or let's usher out minis coverage with another bit of introductory painting advice. We've seen this a good few times now, each time a little different. At least this one is a decent size, at 4 1/2 pages and a full 9 steps detailed. Not all of those steps will be used every time, which makes it feel a little less basic than it otherwise would. Some of them you might want to do out of order, particularly painting the base, which generally isn't very complicated compared to the mini itself. But this is both easy to understand, and quite informative for it's size. So this feels like one of the last remnants of the old order, mixed with the new attitude of the current one. Not a bad combination, really, especially if you haven't read the previous ones. </p><p></p><p></p><p>Role-playing reviews: The nightmare lands introduces dream based magic and adventure to Ravenloft, which is perfectly suited for it, really. As with Astral Travel, the more intellectually capable characters have a huge advantage, while warriors will be helpless lunks. It certainly isn't for newbie players and DM's, and Rick feels the setting info is a bit sparse, this could justify becoming a whole other line like planescape. So the question is if it's doing too much, or not enough. Not an easy one. </p><p></p><p>Nightspawn is essentially Palladium's answer to the World of Darkness, monstrous creatures that thought they were human, are trying to balance their human and monstrous lives and preserve a masquerade, while keeping cosmic evils from conquering the universe. Only since this is palladium, there's less angst, and more random rolls, strange mutations and bits of huge weaponry with which to mow down your enemies. How very adolescent. Well, again, that is very appropriate, and a big part of why Vampire became such a huge success as roleplaying went through it's 2nd decade. You can have lots of fun here, as long as you're willing to fudge the rules a little bit. </p><p></p><p>The world of necroscope brings Brian Lumley's alien, shape-twisting vampires to the Masterbook system, of all things. Well, I suppose it wouldn't be hard to squeeze them into TORG. This becomes another case where the descriptions are brilliant, if rather gross, but the rules aren't too great, and struggle to fit the books events into the system. Just play an all Tzimisce V:tM game instead. </p><p></p><p>GURPS Blood types brings a vast load of variant vampire types, most from various real world mythologies, some rather obscure. The strength and flexibility of the GURPS rules means all can be made to fit into your game, and it shouldn't be too hard to convert ones from other games too. They rarely seem to be any problem at all. </p><p></p><p>The cairo Guidebook, on the other hand, doesn't include enough system stuff to make it worth buying over a real book on egyptology, especially not for Call of Cthulhu, which ought to avoid falling into real world cultural cliches too much when venturing around the world. Go back to more primary sources if you want interesting adventures there.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5509729, member: 27780"] [B][U]Dragon Magazine Issue 227: March 1996[/U][/B] part 7/8 Forum: Larry Framness prefers the old modules, and would like to see many of them re-released. Wait a couple of years, you'll be in luck. Peter Levi thinks we need to reach out more to convert the ambivalent. There's a lot of everyday stuff we could do, but don't. Star Trek managed to become normalised through persistence, (although you still see jokes) we can do it too! Ahh, idealism. Tres Deloach wants to cut the cruft and get back to the dungeon too. There's just so much crap out now that it's squashing down the good stuff. That complaint is definitely increasing in frequency quite rapidly. No wonder sales slumped. Nicholas Smith reminds you that if your game sucks, pull out and start a new one. You have to know what you want and satisfy your own needs. Tobias Hill reminds us that rogues are more powerful than they seem, because on the same XP total, they'll often be several levels ahead. He's also finding TSR's supplement bloat is just getting too much to handle. Not much connection there, but both valid. David Carithers wants some example of dwarf chants to sing. Perhaps something about ale? :p Anton J. Uselmann gives his advice about introducing new players into an ongoing campaign. Maybe they should be a touch behind, but not so far they can't catch up with a little work. Dragonmirth has plenty of retorts to life's problems. Swordplay goes colour and doubles in size. Not that the joke really needs it. Knights of the dinner table shows that Exalted has nothing on the new edition of Hackmaster when it comes to buckets of dice. Down to scale: Or let's usher out minis coverage with another bit of introductory painting advice. We've seen this a good few times now, each time a little different. At least this one is a decent size, at 4 1/2 pages and a full 9 steps detailed. Not all of those steps will be used every time, which makes it feel a little less basic than it otherwise would. Some of them you might want to do out of order, particularly painting the base, which generally isn't very complicated compared to the mini itself. But this is both easy to understand, and quite informative for it's size. So this feels like one of the last remnants of the old order, mixed with the new attitude of the current one. Not a bad combination, really, especially if you haven't read the previous ones. Role-playing reviews: The nightmare lands introduces dream based magic and adventure to Ravenloft, which is perfectly suited for it, really. As with Astral Travel, the more intellectually capable characters have a huge advantage, while warriors will be helpless lunks. It certainly isn't for newbie players and DM's, and Rick feels the setting info is a bit sparse, this could justify becoming a whole other line like planescape. So the question is if it's doing too much, or not enough. Not an easy one. Nightspawn is essentially Palladium's answer to the World of Darkness, monstrous creatures that thought they were human, are trying to balance their human and monstrous lives and preserve a masquerade, while keeping cosmic evils from conquering the universe. Only since this is palladium, there's less angst, and more random rolls, strange mutations and bits of huge weaponry with which to mow down your enemies. How very adolescent. Well, again, that is very appropriate, and a big part of why Vampire became such a huge success as roleplaying went through it's 2nd decade. You can have lots of fun here, as long as you're willing to fudge the rules a little bit. The world of necroscope brings Brian Lumley's alien, shape-twisting vampires to the Masterbook system, of all things. Well, I suppose it wouldn't be hard to squeeze them into TORG. This becomes another case where the descriptions are brilliant, if rather gross, but the rules aren't too great, and struggle to fit the books events into the system. Just play an all Tzimisce V:tM game instead. GURPS Blood types brings a vast load of variant vampire types, most from various real world mythologies, some rather obscure. The strength and flexibility of the GURPS rules means all can be made to fit into your game, and it shouldn't be too hard to convert ones from other games too. They rarely seem to be any problem at all. The cairo Guidebook, on the other hand, doesn't include enough system stuff to make it worth buying over a real book on egyptology, especially not for Call of Cthulhu, which ought to avoid falling into real world cultural cliches too much when venturing around the world. Go back to more primary sources if you want interesting adventures there. [/QUOTE]
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