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<blockquote data-quote="(un)reason" data-source="post: 5621644" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 239: September 1997</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Forum is cut down to a single page. Fluctuations, reorganisations. </p><p></p><p>Remy Verhove reminds us all the rules are optional, even the ones they say aren't. He's having much more fun now he's realized that. Houserule it into unrecognisability, you know you want too. </p><p></p><p>Mark Fitzpatrick doesn't want to kick out his problem players, because his group is too small. That shouldn't deter you. Kick them out and recruit new ones. </p><p></p><p>Paul Crowe is yet another person heaping disdain on the players option rules for inviting min-maxing and other twinkery. They cause far more problems than they fix. Guess I'm not at all alone in my distaste for them. </p><p></p><p></p><p>KotDT has the tables turned. Sometimes the players will add up all the clues and come to the right answer. Dragonmirth brings in the clowns and other cartoonish hijinks. Swordplay is being held up deciding on outfits. The magic 8 ball says floyd's future is about to get rather topsy-turvey. </p><p></p><p></p><p>Role-playing reviews: Witchcraft is CJ Carella's very own WoD clone, trying to combine the atmospherics of White Wolf and the flexible point buy system of GURPS. Course, this is CJ Carella we're talking about here, the author of Rifts South America and Nightbane, the king of power creep. What starts off as an interesting empowered humans in the shadows game with some neat mechanics that make the magic flexible, thematic and co-operative rapidly became filled with near invulnerable metahuman types and exceedingly breakable combo tricks. Still, those certainly don't stop the game from being versatile and fun, even if characters actually become more fragile as they advance, as one of the actual plays I've done indicates. </p><p></p><p>Netheril: Empire of magic finally gives people what they've been begging for for years - a proper official spell point system for AD&D. Such a shame it was buried in a relatively obscure sourcebook and came out around the time the company wasn't in a position to promote it, or it might have got more traction and been a bigger influence on the next edition. </p><p></p><p>How the mighty are fallen is the tie-in adventure for the netheril books, letting the players participate in ruining things for everyone and ensuring the gods limit everyone to 40th level and memorising their spells. <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" /> Or not. But then, how hard would that be, changing time against the forces of historical inevitability?</p><p></p><p>The book of crafts brings us some more down to earth arcane groups for Mage: the Ascension, drawn from real world cultural stuff. This of course gives them plenty of opportunity to show you how to construct mythological spells within the Sphere framework. It's an easy target, but it may well draw in a few more people not interested in making the power of belief central to their games. </p><p></p><p>Serenades: the first book of powers covers the music magic of Immortal. Once again, Rick finds the jargon a bit impenetrable, but the specific spells are fun. Maybe you should steal them and transfer the ideas to another system. After all, Rick's done it often enough. Looks like it's all positive reviews here as well. Guess that's already one bad thing I can say about this changeover.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5621644, member: 27780"] [B][U]Dragon Magazine Issue 239: September 1997[/U][/B] part 7/8 Forum is cut down to a single page. Fluctuations, reorganisations. Remy Verhove reminds us all the rules are optional, even the ones they say aren't. He's having much more fun now he's realized that. Houserule it into unrecognisability, you know you want too. Mark Fitzpatrick doesn't want to kick out his problem players, because his group is too small. That shouldn't deter you. Kick them out and recruit new ones. Paul Crowe is yet another person heaping disdain on the players option rules for inviting min-maxing and other twinkery. They cause far more problems than they fix. Guess I'm not at all alone in my distaste for them. KotDT has the tables turned. Sometimes the players will add up all the clues and come to the right answer. Dragonmirth brings in the clowns and other cartoonish hijinks. Swordplay is being held up deciding on outfits. The magic 8 ball says floyd's future is about to get rather topsy-turvey. Role-playing reviews: Witchcraft is CJ Carella's very own WoD clone, trying to combine the atmospherics of White Wolf and the flexible point buy system of GURPS. Course, this is CJ Carella we're talking about here, the author of Rifts South America and Nightbane, the king of power creep. What starts off as an interesting empowered humans in the shadows game with some neat mechanics that make the magic flexible, thematic and co-operative rapidly became filled with near invulnerable metahuman types and exceedingly breakable combo tricks. Still, those certainly don't stop the game from being versatile and fun, even if characters actually become more fragile as they advance, as one of the actual plays I've done indicates. Netheril: Empire of magic finally gives people what they've been begging for for years - a proper official spell point system for AD&D. Such a shame it was buried in a relatively obscure sourcebook and came out around the time the company wasn't in a position to promote it, or it might have got more traction and been a bigger influence on the next edition. How the mighty are fallen is the tie-in adventure for the netheril books, letting the players participate in ruining things for everyone and ensuring the gods limit everyone to 40th level and memorising their spells. :p Or not. But then, how hard would that be, changing time against the forces of historical inevitability? The book of crafts brings us some more down to earth arcane groups for Mage: the Ascension, drawn from real world cultural stuff. This of course gives them plenty of opportunity to show you how to construct mythological spells within the Sphere framework. It's an easy target, but it may well draw in a few more people not interested in making the power of belief central to their games. Serenades: the first book of powers covers the music magic of Immortal. Once again, Rick finds the jargon a bit impenetrable, but the specific spells are fun. Maybe you should steal them and transfer the ideas to another system. After all, Rick's done it often enough. Looks like it's all positive reviews here as well. Guess that's already one bad thing I can say about this changeover. [/QUOTE]
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