Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Let's read the entire run
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(un)reason" data-source="post: 6017737" data-attributes="member: 27780"><p><strong><u>Dragon Issue 292: February 2002</u></strong></p><p></p><p></p><p>part 10/10</p><p></p><p></p><p>Silicon sorcery: A double bill of conversions this month, making up for the more fluffy advice last month. Monsters from Kohan Immortal Sovereigns, and feats from Evil Islands. Once again they're trying to do the genre emulation thing, and convert video game tropes to D&D, only in a more balanced fashion than some of the previous attempts. Outright save games may be more than a little silly, but the ability to carry more than your strength score would otherwise indicate, or roll to avoid the worst of a critical hit are pretty reasonable uses of a feat slot. Similarly, the new monster is a reasonable enough mid-level demon, that has some magical abilities, but not as many as a D&D demon of similar toughness. You can incorporate both into your games without any problem I can see. So this column is still a good supply of interesting and slightly leftfield ideas to add. </p><p></p><p></p><p>DM's toolbox: Creating a newszine for your campaign world? There's an idea we've seen before, sometimes taken way too seriously. It's all too easy to get into worldbuilding for the sake of worldbuilding, creating things that'll have no use in actual play, or that'll eat up so much time that they actually impede your ability to prepare and run good games. Fortunately, this column is back to being both snappily written, and very specific and practical indeed in it's advice. Short, consistent amounts of information delivered on a regular basis, with decent formatting that you can reuse between issues, which makes things look more professional and take less effort at the same time. Deciding whether the info is IC or OOC and sticking to that writing style appropriately is a good idea, and allows you to present fallible or incomplete information to your players as appropriate. And of course coming up with a decent brand name really helps to give your campaign a strong identity. I approve of all this advice. </p><p></p><p></p><p>Dungeoncraft: While the toolbox keeps things short and snappy, Ray is really building up the the finale of his lost world campaign setting. We finally get to see some characters that PC's couldn't beat at starting level, and big secrets that could last them the length of the campaign. Not too many though, for as Ray reminds us, you shouldn't make more work for yourself than you have to, and statting up a 17th level ghost wizard intelligently would definitely qualify here. Save the hours long optimisation fests for shortly before the fight, because if you do them a year in advance at the start of the campaign you may forget the details, or find the players are the wrong level when they do meet them, and that matters a lot more in the new edition. It's important to work smart as well as hard if you want to get many things done. Now let's finish this for good. </p><p></p><p></p><p>What's new sheds their inhibitions. Not a good place to do so. Things will eat you. </p><p></p><p></p><p>One of those issues with a decidedly lackluster themed section, but a decent set of regular articles. There's also more rehash than there has been for a while, with two of the articles devoted to providing stats to things from previous editions. After last year's clean slate, that's vaguely tiresome, but I guess there is a lot of material from back then that people do want to see. Still, hopefully they'll keep adding new ideas, and not just drown in nostalgia for a while longer. Let's see what next month has to offer.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6017737, member: 27780"] [B][U]Dragon Issue 292: February 2002[/U][/B] part 10/10 Silicon sorcery: A double bill of conversions this month, making up for the more fluffy advice last month. Monsters from Kohan Immortal Sovereigns, and feats from Evil Islands. Once again they're trying to do the genre emulation thing, and convert video game tropes to D&D, only in a more balanced fashion than some of the previous attempts. Outright save games may be more than a little silly, but the ability to carry more than your strength score would otherwise indicate, or roll to avoid the worst of a critical hit are pretty reasonable uses of a feat slot. Similarly, the new monster is a reasonable enough mid-level demon, that has some magical abilities, but not as many as a D&D demon of similar toughness. You can incorporate both into your games without any problem I can see. So this column is still a good supply of interesting and slightly leftfield ideas to add. DM's toolbox: Creating a newszine for your campaign world? There's an idea we've seen before, sometimes taken way too seriously. It's all too easy to get into worldbuilding for the sake of worldbuilding, creating things that'll have no use in actual play, or that'll eat up so much time that they actually impede your ability to prepare and run good games. Fortunately, this column is back to being both snappily written, and very specific and practical indeed in it's advice. Short, consistent amounts of information delivered on a regular basis, with decent formatting that you can reuse between issues, which makes things look more professional and take less effort at the same time. Deciding whether the info is IC or OOC and sticking to that writing style appropriately is a good idea, and allows you to present fallible or incomplete information to your players as appropriate. And of course coming up with a decent brand name really helps to give your campaign a strong identity. I approve of all this advice. Dungeoncraft: While the toolbox keeps things short and snappy, Ray is really building up the the finale of his lost world campaign setting. We finally get to see some characters that PC's couldn't beat at starting level, and big secrets that could last them the length of the campaign. Not too many though, for as Ray reminds us, you shouldn't make more work for yourself than you have to, and statting up a 17th level ghost wizard intelligently would definitely qualify here. Save the hours long optimisation fests for shortly before the fight, because if you do them a year in advance at the start of the campaign you may forget the details, or find the players are the wrong level when they do meet them, and that matters a lot more in the new edition. It's important to work smart as well as hard if you want to get many things done. Now let's finish this for good. What's new sheds their inhibitions. Not a good place to do so. Things will eat you. One of those issues with a decidedly lackluster themed section, but a decent set of regular articles. There's also more rehash than there has been for a while, with two of the articles devoted to providing stats to things from previous editions. After last year's clean slate, that's vaguely tiresome, but I guess there is a lot of material from back then that people do want to see. Still, hopefully they'll keep adding new ideas, and not just drown in nostalgia for a while longer. Let's see what next month has to offer. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Let's read the entire run
Top