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<blockquote data-quote="(un)reason" data-source="post: 6177947" data-attributes="member: 27780"><p><strong><u>Dragon Issue 333: July 2005</u></strong></p><p></p><p></p><p>part 4/7</p><p></p><p></p><p>The ecology of the behir: Rehashed ecology number 4 (see issue 156) You haven't done real blue dragons yet, couldn't you have tackled them instead? I don't know. Curiously, this is the first rehash that is actually smaller than the original, at least in word count, as while it may be a page longer, the font size has increased since then, (55 lines per page as compared to 71 back in 1990.) So not only are issues smaller in page count than they were back then, they have less content per page as well. Very curious to realize that. They also have less crunchy advice than last time, which is very unusual given the current trends in the magazine. It's moments like this that make you realize that while not terrible, in some ways, the magazine is a hell of a lot worse than it used to be. Eh, there was plenty of crap back then as well, and the visuals are considerably better this time round. I shouldn't get false nostalgia. But this particular article is definitely worse overall than it's precursor. </p><p></p><p></p><p>Wormfood: Welcome to the start of a new Adventure Path. Shackled City got a few adverts and editorial mentions in here, but all the real action was over in our sister magazine. But to achieve maximum sales, we must make readers of one desire the other. You know what that means? Crossover material! Well, it worked so well in the 90's <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Hopefully they've learned the lessons from that unpleasant era. In any case, I shall not be looking at the parallel Dungeon sections, at least until I've finished my trek through this magazine series. So it shall be interesting to see how these articles stand up separately. </p><p></p><p>We kick off with a bit of a whimper really. An old abandoned house that might make a good base for our heroes in the low level section? That's a good bit of bonus content that doesn't require any knowledge of the main plot at all. But still, the implementation is rather mundane. No monsters in the cellar, not even rats and bats in the attic to fight. Just a lot of info on how much time and money it takes to rebuild a ruined house. Which is pretty useful in a worldbuilding sense, and also as a way of making sure players use their vast treasure hauls, but also rather dull. Curious business really. So no great spark here, but they've still got a full year to go up the gears. We shall see what they come up with next time.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6177947, member: 27780"] [B][U]Dragon Issue 333: July 2005[/U][/B] part 4/7 The ecology of the behir: Rehashed ecology number 4 (see issue 156) You haven't done real blue dragons yet, couldn't you have tackled them instead? I don't know. Curiously, this is the first rehash that is actually smaller than the original, at least in word count, as while it may be a page longer, the font size has increased since then, (55 lines per page as compared to 71 back in 1990.) So not only are issues smaller in page count than they were back then, they have less content per page as well. Very curious to realize that. They also have less crunchy advice than last time, which is very unusual given the current trends in the magazine. It's moments like this that make you realize that while not terrible, in some ways, the magazine is a hell of a lot worse than it used to be. Eh, there was plenty of crap back then as well, and the visuals are considerably better this time round. I shouldn't get false nostalgia. But this particular article is definitely worse overall than it's precursor. Wormfood: Welcome to the start of a new Adventure Path. Shackled City got a few adverts and editorial mentions in here, but all the real action was over in our sister magazine. But to achieve maximum sales, we must make readers of one desire the other. You know what that means? Crossover material! Well, it worked so well in the 90's :p Hopefully they've learned the lessons from that unpleasant era. In any case, I shall not be looking at the parallel Dungeon sections, at least until I've finished my trek through this magazine series. So it shall be interesting to see how these articles stand up separately. We kick off with a bit of a whimper really. An old abandoned house that might make a good base for our heroes in the low level section? That's a good bit of bonus content that doesn't require any knowledge of the main plot at all. But still, the implementation is rather mundane. No monsters in the cellar, not even rats and bats in the attic to fight. Just a lot of info on how much time and money it takes to rebuild a ruined house. Which is pretty useful in a worldbuilding sense, and also as a way of making sure players use their vast treasure hauls, but also rather dull. Curious business really. So no great spark here, but they've still got a full year to go up the gears. We shall see what they come up with next time. [/QUOTE]
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