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<blockquote data-quote="(un)reason" data-source="post: 6179394" data-attributes="member: 27780"><p><strong><u>Dragon Issue 334: August 2005</u></strong></p><p></p><p></p><p>part 1/7</p><p></p><p></p><p>80(100) pages. From cosmic horror, to the slightly more prosaic one of monsters from the deep ocean. Whether that's more or less scary to you will depend on what experiences you have with the sea, and how many pictures you've seen of of those grotesque creatures that live down there. Are we safe on land, or would it be best to make a pre-emptive strike to demonstrate our heroism? Let's see if we're equipped to take the pressure again and avoid getting the bends afterwards. </p><p></p><p></p><p>Scan Quality: Excellent, unindexed, ad-free scan. </p><p></p><p></p><p>In this issue:</p><p></p><p></p><p>From the editor: While the cover is focussed on the watery part of the issue, Erik's editorial goes completely the other way and talks about the fun to be had in city campaigns. Part of that is to promote their new series of city articles, and part of that is due to the compilation of the Shackled City adventure path that's coming out soon. With plenty of recent experience, they can safely say that it's possible to run an entire campaign from 1st to 20th level without ever leaving the city, and have plenty of fun doing so. And it's a lot easier to design a single city in high detail than it is a whole campaign world, where players will always be able to wander off the map and force you to improvise no matter how many years you slave over the details. In such a case, less may well seem like more, because it's all compressed into a smaller area and is easier to access. Just be careful you don't cram everything into too small an area and end up with a rats nest like Kowloon. (unless that's your intention of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) Going too far the other way has it's own problems too, as we've seen in recent issues. </p><p></p><p></p><p>Scale Mail: Our first letter is yet another young gamer wondering how he can start writing for the magazine. Only this one has a somewhat better chance of making it, since they're the cousin of one of the editors. No matter how big or small an industry, nepotism is a serious help in getting you started in it. </p><p></p><p>The internet continues to grow, and people want to know if they'll sell magazines and .pdfs in one convenient package for a little extra. They don't have any big objection to the idea. Can they sort out the logistics before going all-electronic makes the point moot anyway? </p><p></p><p>Two more letters on sexism continue to pound away at the problem. It's slow going, but you've just got to keep at it if you want to change people's views. </p><p></p><p>And finally, we have a letter from a girl in the UK to remind us that things aren't all bad out here. Plenty of us are just getting on with enjoying gaming and not trying to exclude people. Exactly how much the demographics of that varies from country to country could well do with a little research, as we could learn a lot about how to improve it in other places.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6179394, member: 27780"] [B][U]Dragon Issue 334: August 2005[/U][/B] part 1/7 80(100) pages. From cosmic horror, to the slightly more prosaic one of monsters from the deep ocean. Whether that's more or less scary to you will depend on what experiences you have with the sea, and how many pictures you've seen of of those grotesque creatures that live down there. Are we safe on land, or would it be best to make a pre-emptive strike to demonstrate our heroism? Let's see if we're equipped to take the pressure again and avoid getting the bends afterwards. Scan Quality: Excellent, unindexed, ad-free scan. In this issue: From the editor: While the cover is focussed on the watery part of the issue, Erik's editorial goes completely the other way and talks about the fun to be had in city campaigns. Part of that is to promote their new series of city articles, and part of that is due to the compilation of the Shackled City adventure path that's coming out soon. With plenty of recent experience, they can safely say that it's possible to run an entire campaign from 1st to 20th level without ever leaving the city, and have plenty of fun doing so. And it's a lot easier to design a single city in high detail than it is a whole campaign world, where players will always be able to wander off the map and force you to improvise no matter how many years you slave over the details. In such a case, less may well seem like more, because it's all compressed into a smaller area and is easier to access. Just be careful you don't cram everything into too small an area and end up with a rats nest like Kowloon. (unless that's your intention of course ;) ) Going too far the other way has it's own problems too, as we've seen in recent issues. Scale Mail: Our first letter is yet another young gamer wondering how he can start writing for the magazine. Only this one has a somewhat better chance of making it, since they're the cousin of one of the editors. No matter how big or small an industry, nepotism is a serious help in getting you started in it. The internet continues to grow, and people want to know if they'll sell magazines and .pdfs in one convenient package for a little extra. They don't have any big objection to the idea. Can they sort out the logistics before going all-electronic makes the point moot anyway? Two more letters on sexism continue to pound away at the problem. It's slow going, but you've just got to keep at it if you want to change people's views. And finally, we have a letter from a girl in the UK to remind us that things aren't all bad out here. Plenty of us are just getting on with enjoying gaming and not trying to exclude people. Exactly how much the demographics of that varies from country to country could well do with a little research, as we could learn a lot about how to improve it in other places. [/QUOTE]
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