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<blockquote data-quote="(un)reason" data-source="post: 5617307" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 239: September 1997</u></strong></p><p></p><p></p><p>part 3/8</p><p></p><p></p><p>Wyrms of the north: Up to G this month. Here we take advantage of the draconic ability to live long, and help others prosper, with a copper dragon that has associated (serves really doesn't seem to be the right term) with a company of adventurers, and derives quite a bit of pleasure from seeing them develop over the years, and eventually have families, many of which have become adventurers themselves. Really, he occupies a place somewhere between kindly uncle and animal breeder, depending how cynical you are. This also becomes another opportunity for Ed to reveal there's been a lot more sex and smutty shenanigans over the years than the official records of the Realms have been allowed to let on, with matters of breeding playing a substantial part of this episode. So once again, we see him already getting away with far more than he used to. One wonders how much it was Kim and Roger editing out his excesses in the old days, and how much this is due to having been a regular for years and knowing he's valuable enough to the company that they can't say no so easily anymore. This adds an additional layer of entertainment to my reading. I guess it's the beginning of a new chapter in his story as well as the game's in general. </p><p></p><p></p><p>A saga of your own: Or how to convert other settings to the SAGA ruleset. The mechanics may be fairly simple in general, but there's still knack to making sure any new things you create are balanced with the existing ones. Unless you <em>want</em> them to be blatantly under or overpowered, that is, which is your prerogative in a homebrew 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" /> Stephen Kenson provides some fairly balanced commentary on the quirks of the system, and how to convert to them. Of course, even if you do a bit of modding, the nature of the system means actual play will feel quite different from D&D, and whether that's a good or bad thing will depend upon you. So the question is what kind of games does the system encourage (and how does that compare to what the promoters <em>say</em> it encourages. ) and if you want to run games like that. </p><p></p><p></p><p>The ecology of the stirge: Warning, rehash alert! Hordes of low level biologicals approaching. If you haven't fought some of these guys several times in your adventuring career, you were probably playing in a game without random encounters, because stirges seem to be absolutely ubiquitous in a lot of environments. Since these are the kind of creature that could exist in reality, they get a fairly serious lifecycle examination. This is our first repeated ecology, strangely (see issue 83) and it is rather longer than the first time round. There are a few contradictory details, with this writer making them slightly less smart and co-operative than Ed did, but most of the stuff can be incorporated. I am a bit annoyed to find them rehashing ecologies even before 3rd edition, but the blame for that can go squarely at the editor rather than the writer. Don't do it again. :waves finger:</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5617307, member: 27780"] [B][U]Dragon Magazine Issue 239: September 1997[/U][/B] part 3/8 Wyrms of the north: Up to G this month. Here we take advantage of the draconic ability to live long, and help others prosper, with a copper dragon that has associated (serves really doesn't seem to be the right term) with a company of adventurers, and derives quite a bit of pleasure from seeing them develop over the years, and eventually have families, many of which have become adventurers themselves. Really, he occupies a place somewhere between kindly uncle and animal breeder, depending how cynical you are. This also becomes another opportunity for Ed to reveal there's been a lot more sex and smutty shenanigans over the years than the official records of the Realms have been allowed to let on, with matters of breeding playing a substantial part of this episode. So once again, we see him already getting away with far more than he used to. One wonders how much it was Kim and Roger editing out his excesses in the old days, and how much this is due to having been a regular for years and knowing he's valuable enough to the company that they can't say no so easily anymore. This adds an additional layer of entertainment to my reading. I guess it's the beginning of a new chapter in his story as well as the game's in general. A saga of your own: Or how to convert other settings to the SAGA ruleset. The mechanics may be fairly simple in general, but there's still knack to making sure any new things you create are balanced with the existing ones. Unless you [i]want[/i] them to be blatantly under or overpowered, that is, which is your prerogative in a homebrew game. :p Stephen Kenson provides some fairly balanced commentary on the quirks of the system, and how to convert to them. Of course, even if you do a bit of modding, the nature of the system means actual play will feel quite different from D&D, and whether that's a good or bad thing will depend upon you. So the question is what kind of games does the system encourage (and how does that compare to what the promoters [i]say[/i] it encourages. ) and if you want to run games like that. The ecology of the stirge: Warning, rehash alert! Hordes of low level biologicals approaching. If you haven't fought some of these guys several times in your adventuring career, you were probably playing in a game without random encounters, because stirges seem to be absolutely ubiquitous in a lot of environments. Since these are the kind of creature that could exist in reality, they get a fairly serious lifecycle examination. This is our first repeated ecology, strangely (see issue 83) and it is rather longer than the first time round. There are a few contradictory details, with this writer making them slightly less smart and co-operative than Ed did, but most of the stuff can be incorporated. I am a bit annoyed to find them rehashing ecologies even before 3rd edition, but the blame for that can go squarely at the editor rather than the writer. Don't do it again. :waves finger: [/QUOTE]
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