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<blockquote data-quote="(un)reason" data-source="post: 5911728" data-attributes="member: 27780"><p><strong><u>Dragon Issue 277: November 2000 </u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Silicon sorcery: Warlords: Battlecry is this month's game, finally getting us away from the D&D conversions. In it, they tackle the amusing topic of using livestock as siege weapons. A manky sheep corpse can do wonders to reduce an enemy's health and morale. A bag full of dire rats is even worse. Stats for using these in game are very welcome indeed. In addition, they introduce the idea of turning what would be a save or die effect into a progressive degeneration requiring multiple saves long before it would appear in 4e. That's very fascinating indeed to see. Guess you can level a few accusations of ZOMG they're turning it into a video game and not have it be completely inacurate after all. So this is one of those articles that's brief, but does have some very good ideas indeed in it, which might even be influential as well. Funny how those can slip through when you're not expecting them. </p><p></p><p></p><p>Dungeoncraft: More interesting secrets from Ray this month, with an emphasis on bigger, campaign shaking ones. From gods seriously considering scrapping the world and starting again, to a secret dream world that provides an alternate, but interlinked campaign, which will have interesting ramifications along the line, this is all about the big picture, and ideas that'll suborn the campaign to a single epic story for a substantial period of time. If that's the kind of game you want, just one or two of them will keep your campaign buzzing for quite a while. If you don't want that kind of playstyle, you'll want to skip this. So as usual, he's running this very much from 2e assumptions about story and worldbuilding, including big metaplot events that reshape the world every now and then. Let's hope he isn't too quick to jump on the next bandwagon to come along. </p><p></p><p></p><p>What's new features more outfit and hairstyle changes for evil dixie. It's progress of a sort. </p><p></p><p></p><p>The themed section is disappointing this issue, with one hit and two misses, but the regular columns are mostly pretty good. They're rapidly building up a new load of crunchy bits and pieces to insert into your campaign in a modular fashion, and these are rather more interesting on average than the often rehashed columns of the last few years. It does mean the magazine is quite handy, because there aren't enough supplements for things to become obscure yet. Give it a year or two. Anyway, let's see what we're getting for christmas this time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5911728, member: 27780"] [B][U]Dragon Issue 277: November 2000 [/U][/B] part 7/7 Silicon sorcery: Warlords: Battlecry is this month's game, finally getting us away from the D&D conversions. In it, they tackle the amusing topic of using livestock as siege weapons. A manky sheep corpse can do wonders to reduce an enemy's health and morale. A bag full of dire rats is even worse. Stats for using these in game are very welcome indeed. In addition, they introduce the idea of turning what would be a save or die effect into a progressive degeneration requiring multiple saves long before it would appear in 4e. That's very fascinating indeed to see. Guess you can level a few accusations of ZOMG they're turning it into a video game and not have it be completely inacurate after all. So this is one of those articles that's brief, but does have some very good ideas indeed in it, which might even be influential as well. Funny how those can slip through when you're not expecting them. Dungeoncraft: More interesting secrets from Ray this month, with an emphasis on bigger, campaign shaking ones. From gods seriously considering scrapping the world and starting again, to a secret dream world that provides an alternate, but interlinked campaign, which will have interesting ramifications along the line, this is all about the big picture, and ideas that'll suborn the campaign to a single epic story for a substantial period of time. If that's the kind of game you want, just one or two of them will keep your campaign buzzing for quite a while. If you don't want that kind of playstyle, you'll want to skip this. So as usual, he's running this very much from 2e assumptions about story and worldbuilding, including big metaplot events that reshape the world every now and then. Let's hope he isn't too quick to jump on the next bandwagon to come along. What's new features more outfit and hairstyle changes for evil dixie. It's progress of a sort. The themed section is disappointing this issue, with one hit and two misses, but the regular columns are mostly pretty good. They're rapidly building up a new load of crunchy bits and pieces to insert into your campaign in a modular fashion, and these are rather more interesting on average than the often rehashed columns of the last few years. It does mean the magazine is quite handy, because there aren't enough supplements for things to become obscure yet. Give it a year or two. Anyway, let's see what we're getting for christmas this time. [/QUOTE]
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