Why _DON'T_ You Buy Dragon Magazine?

Mr. Mona,
I realize that I am a bit late on responding to the questions you asked, but I have not been reading this thread until recently. That being said, and realizing that my comments may be similar to a tale told by an idiot* I will answer your two questions.

Why don't I subscribe to Dragon? There have been a number of reasons. I subscribed twice in the past. Once, back in the 1980s, I subscribed for about six years. When 3rd Edition came out I again subscribed, but this time for just a year. I don't subscribe now partially because the format of the magazine got to be hard to read. Poor color choices of backgrounds and fonts made some text nearly impossible for me to read. If large chunks of the magazine are illegible, why would I pay for it?

I also stopped subscribing because I frankly had more than enough prestige classes, uber-feats, and over-powered spells. Since my players do not seem to care for prestige classes I stopped reading them. Besides, many of them seemed to be designed as an excuse to circumvent one rule or another. This is even more evident in the feats that appeared in the magazine. They seem to be designed to allow more and faster monster killing. Not every campaign is designed around the wholesale slaughter of creatures. Few of the feats seem to be designed for non-genocidal games. This can also be said quite easily for all the spells I have seen. I don't need more rules to circumvent the existing rules. Heck, I don't even need a bunch of the existing rules, but that is just a personal belief.

What can be done to make me buy the magazine again? Well, that's tough. More articles on playing the game instead of adding feats, spells, classes, adn the like. I would be happy to see articles on topics like: unusual weapons from history; using the real world as your fantasy base; cities from history (bring back Ken Hite!); and anything that adds depth and character to the game.

Another thing that can be done is a little harder to explain. I feel that the last year or so I subscribed the magazine seemed to think I was 12 years old with a poor education. It just felt like I was being talked down to, treated as if I couldn't grasp complex writing or speech. I play in two D&D groups, both of which have an average age well above 21. Only one player actually subscribes to Dragon anymore. The rest consider it a kids magazine now.

To help in flogging the expired equine, I rather enjoy some of the fiction in the magazine. Those times are when well established authors write stories that have nothing to do with published campaign worlds. Quite a number of fiction pieces I have seen are of marginal quality, to be generous.

I am sure I could come up with a host of semi-helpful suggestions, but the best one I can tell you is this: Treat your readers like adults with a desire to see quality material and you can't go too far wrong.
 

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Ok. Here we go.

First off, I want to thank everyone who has participated in this discussion. One of my favorite parts of this job is that so many of our readers (and even those who have given up on the magazine for one reason or another) are so very passionate about Dragon. Like many of you, I grew up with Dragon, and as a reader I have seen it through periods of glory and slumber. During those times, the game itself has seen periods of creative renaissance and creative torpor, but Dragon has always remained. Now that I'm at the helm, it's my job to ensure that it not only remains but thrives for as long as I'm associated with it (which I hope to be a very long time).

When I inherited the magazine, I did so with an appreciation for the hard work that went into the #323 relaunch, but with a strong conviction that something essential was missing, and in fact had been missing from the magazine for a good long while.

One of the strengths of the robust 3.0 and 3.5 D&D rules system is that, for really the first time ever, the rules have been built upon a coherent foundation with obvious elements left for further expansion. In the earliest days of Dragon, what many readers and posters to this thread consider the magazine's "golden" era, a great deal of space in the magazine was dedicated to simply fixing or explaining a fairly complex, not altogether unified game filled with countless sub-systems and a fair amount of arbitrary architecture. The new game requires less of that, which removes or at least heavily modifies a whole subset of articles, which I call "How The Heck Does it Work" articles.

But the strength of the system can sometimes be a creative crutch, as well. My sense is that _because_ the rules system is so strong, many publishers tend to focus on the rules nearly exclusively, to the point at which a "big picture" is lost.

Dungeons & Dragons, in my view, is a game about thrilling fantasy adventure. The rules are the means to the end of thrilling fantasy adventure, but they cannot be an end unto themselves. Dragon's biggest hurdle is that, for a good long while, I think it has been far too focused on the "solid rules" part of the equation and not nearly focused enough on the "thrilling fantasy adventure" part of the equation.

This problem is not unique to Dragon magazine. Even Wizards of the Coast has made some subtle changes to recent products, adding more descriptive elements to monster books, adding ties to supported campaign settings in things like Monster Manual III, and expanding the standard prestige class format to add additional emphasis on cultural and roleplaying details. Many d20 publishers, looking for a niche in a very crowded marketplace, took this step a good while back, and I contend that the more popular d20 publishers are those that publish books that offer inspiration over reams and reams of new rules material. Now that we're all mired in countless feats and prestige classes, the pendulum is starting to swing in the opposite direction.

That the rules are solid must be assumed. That is, after all, what you put your money down for. My contention is that Dragon must provide more than just solid rules. Solid rules are a given. Dragon must provide compelling context for those rules that practically demands that you use them in your campaigns.

Solid rules are the means to the end of thrilling fantasy adventure. Dragon must be about thrilling fantasy adventure.

So, to those of you who say "Dragon has too much crunch and not enough fluff," I offer my whole-hearted agreement. Give me a couple months, and take another look.

Does this mean a full retreat from the recent relaunch? By all means no. What it does mean is a refinement in the balance of rules versus inspirational material. The "Dragon Unleashed" relaunch gave us solid formats to introduce a new PC race in the form of "Winning Races," for example, but six issues later I am left with the conviction that we simply don't need to be running "Winning Races" every single issue. Very few D&D players realistically create 12 new characters a year, so we'll be easing off this feature a little. Ditto "Gaining Prestige," but perhaps even moreso. We will of course continue to publish prestige classes, but we'll try to do so only when there's a really good reason, surrounded by all sorts of compelling cultural and roleplaying information.

Here's what's basically staying every issue: Ecology, Spellcraft, Bazaar of the Bizarre, Sage Advice, Class Acts. Everything else, including "Silicon Sorcery" and "Novel Approach," will pop in and out as necessary. We'll probably be adding a review section to the magazine to spotlight useful sourcebooks and nonfiction volumes that can help you craft a better campaign or a better character, but I want to get the format right before I take that plunge. We're currently retooling "Under Command" in a way that I think will make the column much more palatable to readers who aren't interested in the miniatures game, but who are looking for excellent articles for the RPG.

We'll probably reshuffle the cartoons a little. I think the magazine needs some new blood on that score.

Here's an idea of a few of the things I've already slated:

329: My favorite article in this issue is "Demonomicon of Iggwilv: Pazuzu," an 8,000-word overview of the demonic Prince of the Lower Aerial Kingdoms, his cult, and his thralls, by Dungeon Managing Editor James Jacobs. The first in an irregular series on the demon lords and princes of Dungeons & Dragons.

330: Into the Far Realm, a 10,000-word overview on how to add Far Realm "bleed" into your material world, by Bruce R. Cordell, creator of the Far Realm and one hell of a creative genius. Contains new monsters, new spells, and a whole lot of disturbing imagery. Anyone wanting to add an element of cosmic horror to their games would do well to check out this primer.

Later: Articles on cities of the Forgotten Realms by Ed Greenwood. Look for 4-6 of these annually for as long as we can get away with it. Probably about 5000 words each. Meaty. I'm basically just letting Ed go wild with these, and we'll be sure to illustrate them lavishly with "National Geographic"-style fold-out maps and maybe some posters. I'll do what I can afford to do.

Also: Speaking of the Forgotten Realms, I've also got Eric L. Boyd working on a short series of articles on lost empires of the Realms and the items and cultural legacies that remain to this day. Although Eric is weaving these tightly into the Realms continuity, we're trying to make them easily adaptable to just about any campaign.

But I Like Eberron!: So do we, which is why I've commissioned Keith Baker to write about a half-dozen articles on various Eberron topics including the Cult of the Dragon Below and other exciting setting elements. The first of these will cover the Umbragen, the Shadow Elves of Eberron, and ought to appear by #333.

Thanks to the OGL, anyone on Earth can publish endless lists of feats and prestige classes. But only Dragon and Wizards of the Coast can show off great elements from the official campaign settings, and I'd be a fool to pass up that opportunity.

But we'll also include plenty of non-setting support. Some of my favorite articles from the recent years have been "Campaign Components," like the Swashbuckler and Spies issues. Look for more of this in the coming months.

To be clear, while Dungeon is the magazine for DMs, Dragon is the magazine for D&D enthusiasts of all stripes, so look for material that speaks to both players and DMs. Class Acts really speaks directly to the casual player--those guys in every campaign who only own the Player's Handbook, or maybe not even that. It's a monthly place for them to turn for easy-to-digest articles about their favorite class, meant to be read at the game table during a break. The continued success of the hobby revolves around converting these folks into more active players, so in my view Class Acts is absolutely critical and is staying. We'll do what we can to make each installment as inspiring and exciting as possible, for novices as well as old hands.

I don't have much to say about fiction that I haven't said already. I'm aware that most posters here don't like it. I have yet to make any critical decisions on what must be done. In the mean time, we're printing something like three or four stories a year, so those of you who hate the fiction won't have to suffer much.

As to the general comment that the magazine is "too boring," well, it's my hope that cutting down the repetitive "familiars" (or at least the frequency with which they appear) will allow for more room for dynamic features. Also, see my comments above vis a vis the crunch/fluff ratio.

Just in case I haven't been clear: Dragon as I see it still contains plenty of rules and rules advice. It just does so within a larger (and I hope) more interesting context.

"Heroic Feats," as a section, will not appear again for precisely this reason. We will publish additional feats, but probably only three or four in a given article to illustrate some theme of the article in question. Instead of 12 sea-related feats, we'll more likely publish an article on sea adventuring, with a small handful of feats within.

I'm sure I'm forgetting something. If you've been waiting for a specific issue to be addressed and I've missed it, let me know and I'll do my best to respond.

I want to make one thing clear. As long as I am associated with Dragon magazine, I will ALWAYS strive to make it a more compelling, more successful magazine. I'll do that by trusting the feedback provided by our readers in threads like this, by listening to trusted peers, and by listening to my trusted (and ever-expanding) gut. The work is never finished, and the magazine can always get better.

My hope is that by the time I move on, a great deal more of you will be happier with the magazine than you were when I arrived.

I thank you for your time, your comments, and your enthusiasm for our favorite magazine.

--Erik Mona
Editor-in-Chief
Dragon & Dungeon Magazines
 

Nicely written, and thank you for taking time to address all the people who care enough about Dragon to have posted here. I know I'd love to see "that spark" come back that made me a fan of the magazine so many years ago.

Oh, and also - some real world information encapsulated and wrapped into gaming related information would be most welcome. Historical nobility systems, for example (which don't follow the King/Duke/Count/Baron ranking model much). Or a real-world castle done in D&D terms with additions for use in a magical system like D&D.

Just a thought.

In any case, I'll be keeping an eye out on the direction of Dragon, as I am sure a lot of us will, and hope to see some inspiration coming my way once again!
 

Greyhawk, Greyhawk, and more Greyhawk! :(

Eberron and Forgotten Realms fans have constant supply of new books coming out. Greyhawk gets nothing but a bunch of loosely tied and poorly connected generic stuff found in D&D. What have Greyhawk fans gotten in Wizards sourcebooks lately? Initiate feats to a few of the Greyhawk gods in the PHB. Yet those gods are as flavourless as most of the generic D&D stuff and are practically no longer Greyhawk gods.

Theres all kinds of stuff that can be explored and written about in Greyhawk.

Iuz
Vecna including his Eye and Hand
Scarlet Brotherhood
Axe of the Dwarvish Lords
Circle of Eight
Ring of Five
Greyhawk itself
Furyondy
Blackmoor
Detailed descriptions of the PHB gods
All the gods not yet printed
and countless more.

How about doing an entire article on a region and putting a newer formatted Regional feat with the article?

How about detailed information on the Scarlet Brotherhood and an Assassin class or a Prestige Class added with it?

How about an entire article on the Axe of the Dwarvish Lords with the artifact fully statted?
 
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I just want to say FANTASTIC!

It looks like I will be renewing after all. I agree with every single one of the changes you have mentioned. On a more specific note, some of my favorite articles have been the Campaign Components ones. I am very happy to see more of them coming.
 

This actually makes me want to find a way to subscribe to it here in the Netherlands (anyone have experience with this?)... or otherwise find a shop which actually sells it within a reasonable time after release.

Keep up the good work Erik ;)
 

I know this is going back a ways, but I wanted to add something to this..

Umbra said:
However, I would think that people would be more likely to subscribe to Dragon if their subscription allowed them to browse old mags online (from 12 months ago and back perhaps). You could also get valuable data on what the browsers like or dislike or would like updated to 3.5 or want more of by having a voting system in place for individual articles.

Discover magazine has article summaries online, from 1992 up to the current issue, and subscribers can search and read full articles (including diagrams, etc). It's pretty cool. I've used it before, and that's not even the sort of magazine that I regularly go searching through back issues of. Dragon, on the other hand, is.

Obligatory on-topic response: I don't buy Dragon because I barely have the budget to keep up on the odd book that interests me, and I don't often get to play consistantly enough to make use of it properly. ;)

--Impeesa--
 

You want to know something else you can bring back...something we haven't seen in a long time...

Bring back the DRAGON annual magazines, the once a year special that has something of really everything.

Why was it gotten rid of in the first place???
 

Wow. I'm sold.
Thanks very much Eric for this thread - for asking, for listening, and for replying so well.
I was negative about Class Acts when I posted earlier, but after your explanation I appreciate why they'll be staying. It sounds like there will be enough else in there for me :D
Reading what's coming up over the longer term, I'm even considering subscribing for the first time, if I'll get my copy the same week it appears in stores. Any Aussies out there have advice about that?
Cheers!
 

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