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<blockquote data-quote="(un)reason" data-source="post: 5836499" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 267: January 2000</u></strong></p><p></p><p></p><p>part 1/7</p><p></p><p></p><p>97 pages(116) Well, the 90's is finally over, and the world didn't end after all. The y2k bug didn't crash all our computers, Jesus didn't come back, the stars didn't fall out of the sky. We can relax, stop it with all the retrospectives, and get on with our lives. Well, you can anyway. I've still got 8 more years of this to get through before I can put it to bed. Still, the page count has started to shrink again, and I know it does so some more over the next few years, so this should take considerably less time than the last decade. I hope I'll have the energy and enthusiasm to play around a bit more as the finishing line comes into view. But not today. This month is yet another drow heavy underdark special. Surely we have enough of those for this edition. I don't seem to recall you doing a special for deserts or swamps yet, and they're pretty dangerous too. What more do you have to say on this topic? </p><p></p><p></p><p>Scan Quality: Poor. Many pages missing, and most of the interior ones are in black and white or washed out although the original ones weren't. Some pages placed out of order or repeated.</p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>Stats for for santa claus. Ha. Very amusing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> And so very very VERY scooped. (Issue 44) </p><p></p><p></p><p>The wyrms turn: What distinguishes the underdark from a regular dungeon crawl? Dave thinks about this, and decides that it's the open-endedness and irregularity of the layout. It's not divided into neat levels, 10 foot corridors, and easily definable entrances and exits to rooms, and monsters that stay still and don't interact with anything else. It's dungeoneering with the safety wheels off. Which is a reasonable enough statement. You can meet entire cities of monsters, and there's no way you're fighting through that. Despite superficial similarities, it really does require quite different tactics. You should feel quite justified in being a bit scared. It may be a game to you, but it's a matter of life and death for your characters. I'm not going to dispute anything he says here. </p><p></p><p></p><p>D-Mail: Our first letter is from someone shocked, shocked I say at the idea of mixing horror and sci-fi. You know, some of the biggest properties in sci-fi like Alien and Terminator mix horror and sci-fi. I think you need to stop getting attached to artificial genre labels. </p><p></p><p>A request to cut down their themed stuff a bit, and give the ecologies a break, as they're oversaturating them. Reduce the things that are least likely to be repeated? That's a request I'm a bit iffy with. </p><p></p><p>Some basic little questions about the wererat cult from issue 264. James Wyatt didn't edit himself strictly enough. If you're going to detail new powers, make sure the character who's supposed to have them legally can. </p><p></p><p>And finally, we have someone scared that making Greyhawk the default campaign in 3e means the Realms is going to be neglected. Uh…. no. Not at all. If anything, they're going to get considerably more attention. It's all a bit ironic really. The planes will also get a reasonable amount of support. Other settings though? Oh boy, there's a can of worms. </p><p></p><p></p><p>Nodwick gets a chance to defuse the situation before it turns fatal. Will the party take it?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5836499, member: 27780"] [B][U]Dragon Magazine Issue 267: January 2000[/U][/B] part 1/7 97 pages(116) Well, the 90's is finally over, and the world didn't end after all. The y2k bug didn't crash all our computers, Jesus didn't come back, the stars didn't fall out of the sky. We can relax, stop it with all the retrospectives, and get on with our lives. Well, you can anyway. I've still got 8 more years of this to get through before I can put it to bed. Still, the page count has started to shrink again, and I know it does so some more over the next few years, so this should take considerably less time than the last decade. I hope I'll have the energy and enthusiasm to play around a bit more as the finishing line comes into view. But not today. This month is yet another drow heavy underdark special. Surely we have enough of those for this edition. I don't seem to recall you doing a special for deserts or swamps yet, and they're pretty dangerous too. What more do you have to say on this topic? Scan Quality: Poor. Many pages missing, and most of the interior ones are in black and white or washed out although the original ones weren't. Some pages placed out of order or repeated. In this issue: Stats for for santa claus. Ha. Very amusing. :rolleyes: And so very very VERY scooped. (Issue 44) The wyrms turn: What distinguishes the underdark from a regular dungeon crawl? Dave thinks about this, and decides that it's the open-endedness and irregularity of the layout. It's not divided into neat levels, 10 foot corridors, and easily definable entrances and exits to rooms, and monsters that stay still and don't interact with anything else. It's dungeoneering with the safety wheels off. Which is a reasonable enough statement. You can meet entire cities of monsters, and there's no way you're fighting through that. Despite superficial similarities, it really does require quite different tactics. You should feel quite justified in being a bit scared. It may be a game to you, but it's a matter of life and death for your characters. I'm not going to dispute anything he says here. D-Mail: Our first letter is from someone shocked, shocked I say at the idea of mixing horror and sci-fi. You know, some of the biggest properties in sci-fi like Alien and Terminator mix horror and sci-fi. I think you need to stop getting attached to artificial genre labels. A request to cut down their themed stuff a bit, and give the ecologies a break, as they're oversaturating them. Reduce the things that are least likely to be repeated? That's a request I'm a bit iffy with. Some basic little questions about the wererat cult from issue 264. James Wyatt didn't edit himself strictly enough. If you're going to detail new powers, make sure the character who's supposed to have them legally can. And finally, we have someone scared that making Greyhawk the default campaign in 3e means the Realms is going to be neglected. Uh…. no. Not at all. If anything, they're going to get considerably more attention. It's all a bit ironic really. The planes will also get a reasonable amount of support. Other settings though? Oh boy, there's a can of worms. Nodwick gets a chance to defuse the situation before it turns fatal. Will the party take it? [/QUOTE]
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