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<blockquote data-quote="(un)reason" data-source="post: 6065052" data-attributes="member: 27780"><p><strong><u>Dragon Issue 302: December 2002</u></strong></p><p></p><p></p><p>part 7/10</p><p></p><p></p><p>Fiction: The hostile dark by Robert E Vardeman. Our first bit of fiction in quite a while that isn't part of a series or set in a D&D campaign world. It's a bit of a throwback, as two rogues are sent on a mission by a mysterious wizard to the end of the earth, and definitely owes a lot to Lankhmar in particular in the interplay of the characters. They call the big city their home, but venture out of it regularly in search of adventure. They even lost their first loves in very similar fashion. And they wind up facing an interesting monster, winning by wits, coming back, and getting a reward that really isn't worth it, leaving them pretty much in the same position for the next adventure in the same way as them too. So yeah, this is derivative to the point that it could be Fafhrd & Mouser fanfiction with the serial numbers filed off for publication. If you're hungry that kind of S&S story, it'll satisfy your appetite for a bit, but it's not as good as the originals. </p><p></p><p></p><p>Campaign news: Yet more changes for the next year, as they try to juggle the conflicting mandates of making the rules fun, balanced, and simple enough to be easily followed. Most of these are to the magic item purchasing system, which they're making quite a bit more restrictive if you ain't got the feats to build your own. People were apparently twinking out quite egregiously, and that had to stop. Can't say I'm too surprised. Magic Marts get pretty frequent complaints on forums from people who don't want them in their game. Of course they'd cause problems when put into large scale organised play. Course, this will result in a lot of complaints, but that's just something they'll have to deal with. This is why starting restrictive and then gradually loosening up with more options is easier to implement than adding more restrictions onto a game once it's already going.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6065052, member: 27780"] [B][U]Dragon Issue 302: December 2002[/U][/B] part 7/10 Fiction: The hostile dark by Robert E Vardeman. Our first bit of fiction in quite a while that isn't part of a series or set in a D&D campaign world. It's a bit of a throwback, as two rogues are sent on a mission by a mysterious wizard to the end of the earth, and definitely owes a lot to Lankhmar in particular in the interplay of the characters. They call the big city their home, but venture out of it regularly in search of adventure. They even lost their first loves in very similar fashion. And they wind up facing an interesting monster, winning by wits, coming back, and getting a reward that really isn't worth it, leaving them pretty much in the same position for the next adventure in the same way as them too. So yeah, this is derivative to the point that it could be Fafhrd & Mouser fanfiction with the serial numbers filed off for publication. If you're hungry that kind of S&S story, it'll satisfy your appetite for a bit, but it's not as good as the originals. Campaign news: Yet more changes for the next year, as they try to juggle the conflicting mandates of making the rules fun, balanced, and simple enough to be easily followed. Most of these are to the magic item purchasing system, which they're making quite a bit more restrictive if you ain't got the feats to build your own. People were apparently twinking out quite egregiously, and that had to stop. Can't say I'm too surprised. Magic Marts get pretty frequent complaints on forums from people who don't want them in their game. Of course they'd cause problems when put into large scale organised play. Course, this will result in a lot of complaints, but that's just something they'll have to deal with. This is why starting restrictive and then gradually loosening up with more options is easier to implement than adding more restrictions onto a game once it's already going. [/QUOTE]
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