Erik Mona said:
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.
One of the other things that the old issues of Dragon had were articles that detailed specific elements of the game by adding new rules and providing lists and tables. While I don't think you should emulate the uneven and ad hoc nature of those "golden era" articles, I'm thinking about articles along the lines of either the city building web enhancement for the DMG (11 pages) or the sanity rules in Unearthed Arcana.
Erik Mona said:
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.
I'm not sure that the problem is so much "crunch" vs. "fluff" but the sorts of crunch that are being offered. I think that a certain amount of applied crunch can have a place. For example (and Dragon may have already covered some of these issues during the years when I wasn't buying it so take these as examples), crunchy or semi-crunchy articles on movement and combat in zero-G, infected wounds, a more detailed treatment of poison and poisoning, a detailed treatment of tracking, rules for handling barter economies, random tables for deciding what a building is and what's in it, etc. All of those things could get fairly crunchy but also provide inspiration.
Erik Mona said:
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.
Personally, I have more use for long reviews than short reviews. It's easy enough to find a short review or some opinions about a book on the web. What I want are longer and more detailed reviews.
Erik Mona said:
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.
This is yet another good way to write articles that add things, and it should be fairly drop-in. Great!
Erik Mona said:
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 good. Articles that detail places, including cities, villages, or even individual buildings are good, especially if they have elements that are generic enough to be adaptable to any setting. Articles detailing natural places, a desert, woods, a swamp, etc. with a broader ecosystem and things like detailed encounter tables could also be helpful. "If I wanted into the Orange Woods, what will I run into?" If you keep the regions fairly small, or at least self-contained, they could have a lot of drop-in utility for me as a GM.
Concerning maps, I purchased the 300th issue of White Dwarf pretty much simply for the map that was included. Good maps (and I don't think the Eberron map that was recently included was good--see that White Dwarf map) can sell a magazine.
Erik Mona said:
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.
I think that's good, but as a GM or player, I'm more interested in rules for detailing those elements of the game than prestige classes or more feats (e.g., lists of DCs and details that can affect skill use that either a player or GM can use). Tell me how to detail a swashbuckling fight or espionage mission with the existing rules and classes rather than adding new prestige classes and feats. Overall, I think you are on the right track thinking about providing inspiration.
Erik Mona said:
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.
The only pure fiction that I've ever found really enjoyable in Dragon was the story about an online role-playing game that appeared years ago that did a pretty good job of anticipating, in the early 1980s I think, the online games that would appear years later.
Articles on dealing with the social aspect of role-playing, play styles, finding time to role-play, and resolving particular sorts of in-game problems and conflicts could also be useful. Judging by the online discussions that I see, this is a major problem that saps a lot of enjoyment out of the hobby and drives people away.
A final bit of advice that I'll give is to find some copies of Different Worlds, The Space Gamer, Arcane, Interactive Fantasy, and other gaming magazines during their golden eras and see if there was anything they were doing that Dragon should have been doing and could do. You can always learn something from the competition.