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<blockquote data-quote="(un)reason" data-source="post: 6124012" data-attributes="member: 27780"><p><strong><u>Dragon Issue 316: February 2004</u></strong></p><p></p><p></p><p>part 2/8</p><p></p><p></p><p>Zogonia has another false alarm. Choose life. Choose adventuring. Choose excitement. Choose a different adventuring party, because this one is not giving you the respect you deserve. </p><p></p><p></p><p>Up on a soapbox: Rob Kuntz's story this month is about the comedy that can ensue when you have a ring of spell turning, and wind up with both sides partially charming each other. What should be a ruthless cutthroat negotiation turned into each side trying to out-nice the other, that only ended when it wore off for one of them, which they then took full advantage of. It's very much the kind of scenario that would play out in a looney tunes cartoon, only with the prospect of permanent death, and is yet another reminder how silly gaming could be back then. As usual, I am left feeling that people who want to make some kind of sacred canon out of old school play are really missing the point, and possibly have blinkers on. it doesn't have to be all silly fun, but at the same time it can't be all fantasy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing vietnam paranoia or death either. Variety is very much the spice of life if you want to keep gaming fun. </p><p></p><p></p><p>Nodwick has a cunning plan and follows it through without anyone dying. Apart from the villain. Maybe this adventuring lark aint so bad after all. </p><p></p><p></p><p>License to kill: We start off our spying material by looking at various character concepts, and how to make them fit D&D classes. As stuff like ocean's 11 shows, there's plenty of subdivisions within the heist/espionage process that a character can specialise in, so putting together a team is a very good idea, especially if you're a government, and want to make sure no one person has too much power without oversight. You never know when one of your operatives is going to go rogue or turn out to be a double agent. They detail 9 different roles, and then go into the classes and prestige classes best suited to them. Every class apart from Paladin can find their place easily enough, and they don't neglect the obscure stuff from splatbooks and the magazine either. Whether you want to seduce your way into the hearts of high-ranking officials, or covertly blow up government buildings, you can probably find a skillset here that'll do the job. It feels like a pretty good intro, even If i can probably predict what the next articles will contain with 90% accuracy.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6124012, member: 27780"] [B][U]Dragon Issue 316: February 2004[/U][/B] part 2/8 Zogonia has another false alarm. Choose life. Choose adventuring. Choose excitement. Choose a different adventuring party, because this one is not giving you the respect you deserve. Up on a soapbox: Rob Kuntz's story this month is about the comedy that can ensue when you have a ring of spell turning, and wind up with both sides partially charming each other. What should be a ruthless cutthroat negotiation turned into each side trying to out-nice the other, that only ended when it wore off for one of them, which they then took full advantage of. It's very much the kind of scenario that would play out in a looney tunes cartoon, only with the prospect of permanent death, and is yet another reminder how silly gaming could be back then. As usual, I am left feeling that people who want to make some kind of sacred canon out of old school play are really missing the point, and possibly have blinkers on. it doesn't have to be all silly fun, but at the same time it can't be all fantasy :):):):)ing vietnam paranoia or death either. Variety is very much the spice of life if you want to keep gaming fun. Nodwick has a cunning plan and follows it through without anyone dying. Apart from the villain. Maybe this adventuring lark aint so bad after all. License to kill: We start off our spying material by looking at various character concepts, and how to make them fit D&D classes. As stuff like ocean's 11 shows, there's plenty of subdivisions within the heist/espionage process that a character can specialise in, so putting together a team is a very good idea, especially if you're a government, and want to make sure no one person has too much power without oversight. You never know when one of your operatives is going to go rogue or turn out to be a double agent. They detail 9 different roles, and then go into the classes and prestige classes best suited to them. Every class apart from Paladin can find their place easily enough, and they don't neglect the obscure stuff from splatbooks and the magazine either. Whether you want to seduce your way into the hearts of high-ranking officials, or covertly blow up government buildings, you can probably find a skillset here that'll do the job. It feels like a pretty good intro, even If i can probably predict what the next articles will contain with 90% accuracy. [/QUOTE]
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