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<blockquote data-quote="(un)reason" data-source="post: 6059404" data-attributes="member: 27780"><p><strong><u>Dragon Issue 301: November 2002</u></strong></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p>D&D Previews comes to an odd end, with lots of stuff this month, but only one thing for next month. Guess like the forum, they felt it had become obsolete in the fast moving world of digital communication. That and the preponderance of novels over gamebooks doesn't look good here, does it. </p><p></p><p>Our only RPG product isn't even D&D. The D20 modern corebook sees them try and do generic action adventure. They hew even closer to the D&D model than they did with Alternity, with 2 of the sample settings being basically modern day D&D done as Buffy and Shadowrun, respectively. Of course, the irony is that worked, as it enjoyed a longer run than Alternity or the Amazing Engine. Still, White Wolf continues to really hold the crown for modern day supernatural roleplaying. </p><p></p><p>T. H. Lain continues to produce generic D&D novels "singlehandedly" at great speed. City of Fire gives Krusk centre stage. </p><p></p><p>The Forgotten Realms gets a ridiculous number of novels out for christmas. The Sorcerer by Troy Denning. Insurrection by Thomas M. Reid. Sands of the Soul by Voronica Whitney-Robinson. All familiar names both IC and OOC. Continuity like a thick glutinous paste envelops everything. Where is the room for PC's to make their mark? </p><p></p><p>Dragonlance is almost as busy, trying to keep up, but not quite managing as usual. Bertrem's guide to the war of souls gets a second volume, obviously the first one sold well. Jean Rabe delivers The Eve of the Maelstrom. And Steven D Sullivan starts to open up another area of Krynn next month. The Dragon Isles. Well, those horrible dragon overlords that were the primary antagonists last product cycle had to come from somewhere. They don't get that big and powerful overnight. </p><p></p><p></p><p>Up on a soapbox: Gary's reminiscences stray to an idea that was very much in fashion during the 70's, and has since slowly fallen out of it. Going to the moon. With the Apollo landings fresh in everyone's minds, it's not surprising that people wanted to put that in their RPG's. And equally unsurprisingly, Gary decided to put some amusing obstacles in their way. What is slightly surprising is that they did then let those obstacles deter them, not wanting to risk their lives to a method of getting to the moon that would only work in a warner brothers cartoon. You know, real researchers had to do decades of research, which often blew up in their faces, before they made it there. You'd think fantasy characters could stand one or two before giving up on their dreams. This is especially sad because he probably would have let them go there if they tried hard enough. (and if he had the time to prepare an adventure for them to play once they were there ) Oh well, it's not as if there weren't other chances to get to the moon, as those playing in Jim Ward's campaign found out. Oh well. Not every group of heroes has what it takes to overcome insurmountable odds, and even in the brutal days of the 70's, not everyone just shrugged and rolled up a new character when their existing one fell. If they did, things wouldn't have changed over the years in the first place.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6059404, member: 27780"] [B][U]Dragon Issue 301: November 2002[/U][/B] part 3/10 D&D Previews comes to an odd end, with lots of stuff this month, but only one thing for next month. Guess like the forum, they felt it had become obsolete in the fast moving world of digital communication. That and the preponderance of novels over gamebooks doesn't look good here, does it. Our only RPG product isn't even D&D. The D20 modern corebook sees them try and do generic action adventure. They hew even closer to the D&D model than they did with Alternity, with 2 of the sample settings being basically modern day D&D done as Buffy and Shadowrun, respectively. Of course, the irony is that worked, as it enjoyed a longer run than Alternity or the Amazing Engine. Still, White Wolf continues to really hold the crown for modern day supernatural roleplaying. T. H. Lain continues to produce generic D&D novels "singlehandedly" at great speed. City of Fire gives Krusk centre stage. The Forgotten Realms gets a ridiculous number of novels out for christmas. The Sorcerer by Troy Denning. Insurrection by Thomas M. Reid. Sands of the Soul by Voronica Whitney-Robinson. All familiar names both IC and OOC. Continuity like a thick glutinous paste envelops everything. Where is the room for PC's to make their mark? Dragonlance is almost as busy, trying to keep up, but not quite managing as usual. Bertrem's guide to the war of souls gets a second volume, obviously the first one sold well. Jean Rabe delivers The Eve of the Maelstrom. And Steven D Sullivan starts to open up another area of Krynn next month. The Dragon Isles. Well, those horrible dragon overlords that were the primary antagonists last product cycle had to come from somewhere. They don't get that big and powerful overnight. Up on a soapbox: Gary's reminiscences stray to an idea that was very much in fashion during the 70's, and has since slowly fallen out of it. Going to the moon. With the Apollo landings fresh in everyone's minds, it's not surprising that people wanted to put that in their RPG's. And equally unsurprisingly, Gary decided to put some amusing obstacles in their way. What is slightly surprising is that they did then let those obstacles deter them, not wanting to risk their lives to a method of getting to the moon that would only work in a warner brothers cartoon. You know, real researchers had to do decades of research, which often blew up in their faces, before they made it there. You'd think fantasy characters could stand one or two before giving up on their dreams. This is especially sad because he probably would have let them go there if they tried hard enough. (and if he had the time to prepare an adventure for them to play once they were there ) Oh well, it's not as if there weren't other chances to get to the moon, as those playing in Jim Ward's campaign found out. Oh well. Not every group of heroes has what it takes to overcome insurmountable odds, and even in the brutal days of the 70's, not everyone just shrugged and rolled up a new character when their existing one fell. If they did, things wouldn't have changed over the years in the first place. [/QUOTE]
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