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<blockquote data-quote="(un)reason" data-source="post: 5578699" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 235: November 1996</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Dungeon Mastery: Game getting boring and you feel like aborting? Get up and do something! One of the quickest ways to revive interest in players is to give them a hook. Bring out your inner LARGE HAM! and stride across the room gesticulating and getting in the player's faces. They won't dare to take their eyes off you. Even if they laugh, that's a lot better than going to sleep. And if you do it right, they'll start joining in, and the game becomes a lot more fun for everyone. While slightly exaggerated for comedic effect, this is a good reminder that roleplaying is descended from acting as well as wargaming, and there is a lot of fun to be had in adding a little more physicality to help out everyone else's imagination. Just remember your boundaries folks, especially in mixed company. One over the top gesture without paying attention and someone else can be sporting a nasty black eye. </p><p></p><p></p><p>The Knights of the dinner table clean up the town at the expense of the plot. Is swordplay going to get anything done? Maybe. Dragonmirth has a surplus of horned helmets. Get them while they're cheap. Floyd's world is getting ever more messed up. Some extradimensional creatures really need a primer in proper shapeshifting etiquette. </p><p></p><p></p><p>Role-playing Reviews: Woohoo! The CCG craze seems to be settling down to a stable level, instead of growing insanely and eating up everyone else's floorspace like it has the last two years. Which means Rick can get back to actually reviewing roleplaying games like the sign on the door says he should. This is another case where he's a month late as well, as it's time for another horror themed review. Well, conventions do keep one busy, and it's not as if he could write the reviews on a laptop between events like I can now. It is nice living in the future sometimes. </p><p></p><p>The golden dawn is a sourcebook for Call of Cthulhu. As it covers an occult secret society, there's a lot more magic accessible to the PC's than in a normal game. But of course, it's still not without it's dangers, and there's plenty of adventures included for you to lose your characters in. It's good to see the game still stretching itself after more than a decade. </p><p></p><p>The london Guidebook, on the other hand, is a bit boring, with way too much info you could find in any mundane guidebook, and not enough mythos coolness. Not much point getting an RPG book if it doesn't have RPG specific material. </p><p></p><p>In the shadows is a pretty decent trio of adventures. Rick's main complaint here is that it seems very dated compared to other companies in terms of layout and graphic design. Chaosium, like palladium, aren't really moving with the times and will eventually be left behind at this rate. </p><p></p><p>The Mythos card game gets a fairly positive review, boosted a little more because the booster packs do really add to the game. <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" /> It's fun and easy to learn, as a CCG should be, and the booster packs add plenty of scope to it. Just don't expect to feel genuinely scared like you can in the RPG. </p><p></p><p>Chronicle of the black labyrinth is for Werewolf: the Apocalypse. It takes you into the history of the Wyrm's nastiest servants, the black spiral dancers, through purely IC fiction both grim and at times hilarious. (Sherlock Holmes parody FTW!) Rick finds it wilfully eccentric and at times incomprehensible, which is quite reasonable since it's being done by an unreliable narrator of dubious sanity. This is one you really need to be heavily versed in the game already to fully appreciate. Ahh, old school white wolf. Always a joy to go back too.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5578699, member: 27780"] [B][U]Dragon Magazine Issue 235: November 1996[/U][/B] part 7/8 Dungeon Mastery: Game getting boring and you feel like aborting? Get up and do something! One of the quickest ways to revive interest in players is to give them a hook. Bring out your inner LARGE HAM! and stride across the room gesticulating and getting in the player's faces. They won't dare to take their eyes off you. Even if they laugh, that's a lot better than going to sleep. And if you do it right, they'll start joining in, and the game becomes a lot more fun for everyone. While slightly exaggerated for comedic effect, this is a good reminder that roleplaying is descended from acting as well as wargaming, and there is a lot of fun to be had in adding a little more physicality to help out everyone else's imagination. Just remember your boundaries folks, especially in mixed company. One over the top gesture without paying attention and someone else can be sporting a nasty black eye. The Knights of the dinner table clean up the town at the expense of the plot. Is swordplay going to get anything done? Maybe. Dragonmirth has a surplus of horned helmets. Get them while they're cheap. Floyd's world is getting ever more messed up. Some extradimensional creatures really need a primer in proper shapeshifting etiquette. Role-playing Reviews: Woohoo! The CCG craze seems to be settling down to a stable level, instead of growing insanely and eating up everyone else's floorspace like it has the last two years. Which means Rick can get back to actually reviewing roleplaying games like the sign on the door says he should. This is another case where he's a month late as well, as it's time for another horror themed review. Well, conventions do keep one busy, and it's not as if he could write the reviews on a laptop between events like I can now. It is nice living in the future sometimes. The golden dawn is a sourcebook for Call of Cthulhu. As it covers an occult secret society, there's a lot more magic accessible to the PC's than in a normal game. But of course, it's still not without it's dangers, and there's plenty of adventures included for you to lose your characters in. It's good to see the game still stretching itself after more than a decade. The london Guidebook, on the other hand, is a bit boring, with way too much info you could find in any mundane guidebook, and not enough mythos coolness. Not much point getting an RPG book if it doesn't have RPG specific material. In the shadows is a pretty decent trio of adventures. Rick's main complaint here is that it seems very dated compared to other companies in terms of layout and graphic design. Chaosium, like palladium, aren't really moving with the times and will eventually be left behind at this rate. The Mythos card game gets a fairly positive review, boosted a little more because the booster packs do really add to the game. :p It's fun and easy to learn, as a CCG should be, and the booster packs add plenty of scope to it. Just don't expect to feel genuinely scared like you can in the RPG. Chronicle of the black labyrinth is for Werewolf: the Apocalypse. It takes you into the history of the Wyrm's nastiest servants, the black spiral dancers, through purely IC fiction both grim and at times hilarious. (Sherlock Holmes parody FTW!) Rick finds it wilfully eccentric and at times incomprehensible, which is quite reasonable since it's being done by an unreliable narrator of dubious sanity. This is one you really need to be heavily versed in the game already to fully appreciate. Ahh, old school white wolf. Always a joy to go back too. [/QUOTE]
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