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Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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Why _DON'T_ You Buy Dragon Magazine?
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<blockquote data-quote="pogre" data-source="post: 1887221" data-attributes="member: 6588"><p>I bought the first four or so Dragons after 3.0 debuted. I was trying to learn the game after years of WFRP and it was really useful. My Dragon collection is really amusing - a lot of early issues with a huge gap to the aforementioned issues.</p><p></p><p>Reasons I do not buy the magazine:</p><p></p><p>1. I'm not the audience - I mostly DM and I homebrew. I had a subscription to Dungeon, but let it run out when the format radically changed. I now buy it on a monthly basis after looking it over. I have purchased the last three, so I'm almost confident enough to start another subscription.</p><p></p><p>2. New Feats, Careers, and other rules have no appeal to me.</p><p></p><p>3. I do not read fantasy fiction. I read history. Therefore, fiction does not appeal to me.</p><p></p><p>What I would like to see: </p><p>(please note - I have not even glanced a Dragon in recent years and no one in my group buys it, therefore, you may say, "but we do that!" By all means say so <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=";)" /> )</p><p>1. Inspiration articles - plot hooks, character background ideas, historical ideas for governments, organizations, guilds, villains. Ideas for props, handouts, and so on.</p><p></p><p>2. New ways of thinking about the rules - Offer new assumptions about the rules. </p><p></p><p>Example: A common gripe RPGers have against D&D is the fire and forget spell method. However, a long time ago someone on here mentioned they refer to spell slots as valences. Sepulchrave adopted this terminology in his story hour, which turned me onto the idea. Merely explaining the spell system this way to one of my players sold him on playing D&D again. It did not change a thing mechanically - just gave a new perspective.</p><p></p><p>Example 2: Given the rapid level advancement and the power of magic why isn't every member of the Army 11th level?; or perhaps a better question is: Why isn't every army an epic level spell caster? That leads to a certain kind of game e.g. FR, but I enjoy clinging to the pseudo medieval mythos. </p><p></p><p>I use the idea that the characters are fated by the gods for something special. That is why they increase in power so quickly and why they can be occasionally raised from the dead. The campaign is a sort of medieval super heroes versus super villains at the higher levels. This is just a change in mindset, we do not change a thing mechanically.</p><p></p><p>3. Talk about design considerations - I love under the hood talk.</p><p></p><p>4. Deeper philosophical consideration of what makes a "good" RPG campaign. Interview DungeonMasters who have been running long term campaigns that their players love. I often am inspired by stories of campaigns around here. </p><p></p><p>5. Brutal, and I mean brutal, reviews of 3rd party products. Get someone who is not afraid of hate mail to really lay out what a book does and does not do. It would be particularly cool if a brutal review could be followed by a point-counter-point between the reviewer and the author.</p><p></p><p>6. Ideas for addressing complaints - like combat is too slow. Now, I personally have never understood this complaint. Our combats rarely take more than ten minutes and have only once taken an hour (epic game with multiple groups). Offer tips for speeding things up or other tips for dealing with common problems around the table.</p><p></p><p>Thanks Erik - I'm really enjoying Dungeon these days.</p></blockquote><p></p>
[QUOTE="pogre, post: 1887221, member: 6588"] I bought the first four or so Dragons after 3.0 debuted. I was trying to learn the game after years of WFRP and it was really useful. My Dragon collection is really amusing - a lot of early issues with a huge gap to the aforementioned issues. Reasons I do not buy the magazine: 1. I'm not the audience - I mostly DM and I homebrew. I had a subscription to Dungeon, but let it run out when the format radically changed. I now buy it on a monthly basis after looking it over. I have purchased the last three, so I'm almost confident enough to start another subscription. 2. New Feats, Careers, and other rules have no appeal to me. 3. I do not read fantasy fiction. I read history. Therefore, fiction does not appeal to me. What I would like to see: (please note - I have not even glanced a Dragon in recent years and no one in my group buys it, therefore, you may say, "but we do that!" By all means say so ;) ) 1. Inspiration articles - plot hooks, character background ideas, historical ideas for governments, organizations, guilds, villains. Ideas for props, handouts, and so on. 2. New ways of thinking about the rules - Offer new assumptions about the rules. Example: A common gripe RPGers have against D&D is the fire and forget spell method. However, a long time ago someone on here mentioned they refer to spell slots as valences. Sepulchrave adopted this terminology in his story hour, which turned me onto the idea. Merely explaining the spell system this way to one of my players sold him on playing D&D again. It did not change a thing mechanically - just gave a new perspective. Example 2: Given the rapid level advancement and the power of magic why isn't every member of the Army 11th level?; or perhaps a better question is: Why isn't every army an epic level spell caster? That leads to a certain kind of game e.g. FR, but I enjoy clinging to the pseudo medieval mythos. I use the idea that the characters are fated by the gods for something special. That is why they increase in power so quickly and why they can be occasionally raised from the dead. The campaign is a sort of medieval super heroes versus super villains at the higher levels. This is just a change in mindset, we do not change a thing mechanically. 3. Talk about design considerations - I love under the hood talk. 4. Deeper philosophical consideration of what makes a "good" RPG campaign. Interview DungeonMasters who have been running long term campaigns that their players love. I often am inspired by stories of campaigns around here. 5. Brutal, and I mean brutal, reviews of 3rd party products. Get someone who is not afraid of hate mail to really lay out what a book does and does not do. It would be particularly cool if a brutal review could be followed by a point-counter-point between the reviewer and the author. 6. Ideas for addressing complaints - like combat is too slow. Now, I personally have never understood this complaint. Our combats rarely take more than ten minutes and have only once taken an hour (epic game with multiple groups). Offer tips for speeding things up or other tips for dealing with common problems around the table. Thanks Erik - I'm really enjoying Dungeon these days. [/QUOTE]
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