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<blockquote data-quote="(un)reason" data-source="post: 6043587" data-attributes="member: 27780"><p><strong><u>Dragon Issue 297: July 2002</u></strong></p><p></p><p></p><p>part 9/10</p><p></p><p></p><p>Command points: Chainmail is missing this month. However, we're still getting some minis coverage, with a bunch of new scenarios, using the extra rules in their latest release. Yup, it's the usual tie-in thing. The interesting thing is that with advancement rules, and the option of troops coming into a scenario injured and fatigued, they further narrow the gap between the RPG and the minis wargame. This further increases my interest in buying it, as it shows they're pushing the boundaries of what they can do in the format, and making it even easier to blend the two. The individual scenarios are pretty sketchy though, and don't really grab my attention. Mixed feelings, but at least some of the stuff is again proving cool. Could be a lot worse, as the mid 90's showed. </p><p></p><p></p><p>Nodwick becomes a third wheel as Yeagar goes epic. At least, until Phil Foglio shows up. Now there's a real epic level character, even without his hat. </p><p></p><p></p><p>Silicon Sorcery: Ico! Now there's a distinctive game to steal from. Minimal design, stark visuals, and a small selection of monsters that nonetheless present some very interesting challenges, especially as the primary objective is not fighting them, but getting the princess to safety over various obstacles, rearranging the landscape so she can reach the door to the next area. The shadow creatures from the game are slow, but resistant to normal weapons and inflict lots of knockback. So this is another instance where converting as directly as possible from a video game results in a creature that doesn't play like any D&D monster pre 4e, which is very interesting to note indeed. Powers which cause knockback/shifting open up a whole load of interesting tactical considerations, that can definitely make for a fun game, and it's nice to see them implement the idea in an easy to understand and use form here. Whether this is actually one of the influences for the greater emphasis on powers that move you around in the next edition I'm not sure, but it is a good foreshadowing of that.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6043587, member: 27780"] [B][U]Dragon Issue 297: July 2002[/U][/B] part 9/10 Command points: Chainmail is missing this month. However, we're still getting some minis coverage, with a bunch of new scenarios, using the extra rules in their latest release. Yup, it's the usual tie-in thing. The interesting thing is that with advancement rules, and the option of troops coming into a scenario injured and fatigued, they further narrow the gap between the RPG and the minis wargame. This further increases my interest in buying it, as it shows they're pushing the boundaries of what they can do in the format, and making it even easier to blend the two. The individual scenarios are pretty sketchy though, and don't really grab my attention. Mixed feelings, but at least some of the stuff is again proving cool. Could be a lot worse, as the mid 90's showed. Nodwick becomes a third wheel as Yeagar goes epic. At least, until Phil Foglio shows up. Now there's a real epic level character, even without his hat. Silicon Sorcery: Ico! Now there's a distinctive game to steal from. Minimal design, stark visuals, and a small selection of monsters that nonetheless present some very interesting challenges, especially as the primary objective is not fighting them, but getting the princess to safety over various obstacles, rearranging the landscape so she can reach the door to the next area. The shadow creatures from the game are slow, but resistant to normal weapons and inflict lots of knockback. So this is another instance where converting as directly as possible from a video game results in a creature that doesn't play like any D&D monster pre 4e, which is very interesting to note indeed. Powers which cause knockback/shifting open up a whole load of interesting tactical considerations, that can definitely make for a fun game, and it's nice to see them implement the idea in an easy to understand and use form here. Whether this is actually one of the influences for the greater emphasis on powers that move you around in the next edition I'm not sure, but it is a good foreshadowing of that. [/QUOTE]
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