Why Dragon Magazine?

James Jacobs said:
Herremann the Wise is correct (and wise as well, I hear!). We assume readers of Dungeon have access only to the three core books. We often use material form other WotC books (especially monsters), but whenever we do, we reprint all the rules you need to use the non-core element in your game. For monsters, we also make sure to give a description of the creature (especially if we aren't illustrating it), although the free online art at WotC's site is really handy for this.

Cool beans.

Got a birthday coming up. This answer just got you a new subscriber come October when the new AP starts. Well done you.
 

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pogre said:
What does Dragon offer? If Dragon is the players' magazine, what does it offer to players that they want/need? Yet more PrCs, feats, core classes, spells, or something else?

Those, and more. I can almost always find something I like in each issue.
The Dracolich and prison articles in #344, for instance.
 

I've read Dragon on and off since the mid 80's. I had a subscription about three years ago and let it lapse. However, Eric and the guys have been putting out some stuff that I really enjoy and I've renewed my subscription. I pretty much read the magazine cover to cover. I like the coverage of new products, the articles, pretty much the whole package. Now I probably would use only a small fraction of what I read in the magazine in a game, but I do really enjoy the material they have been putting in the magazine lately. The Demonomicon is fantastic nad I love it when they have a campaign classics issue. All in all, I'm very happy with what they have done with the magazine lately.
 

I love Dungeon and it keeps getting better; however I find I keep going back to Dragon magazine articles year after year after year which I do not do with Dungeon Magazine.

Oh sure if the adventure left an imprint in my campaign I go back to it, but usually the players had changed details in the story, so the adventure in its pure form is no longer as useful.

Dragon articles are usually timeless (excluding crunch.) I can still quote issue #s of Dragon magazines because of the articles or themes.

I want more (not in this order)
Dragon Mirth
Ecologies
Articles on single planes (similar to Dragon #90 "Plane facts on Gladsheim") *Planescape fans probably would love this
Gods (similiar to "The gods of the [dwarves/halflings/elves/orcs]" from issues 58/59/60/61/62 respectively or the Suel pantheon...heck I'd like even details on demigods or npcs of reknown
Bazaar of the Bizarre
Giants in the Earth (I loved seeing stats for famous people from literature)

Here are some things I'd love to see in the magazine but I know there would be licensing issues:
examples of how to play in X author's world...such as Robin Hobb's Farseer Trilogy.
or examples of how to run X game system in D20 such as running an Ars Magica game in D20
 

We assume readers of Dungeon have access only to the three core books. We often use material form other WotC books (especially monsters), but whenever we do, we reprint all the rules you need to use the non-core element in your game. For monsters, we also make sure to give a description of the creature (especially if we aren't illustrating it)

And I applaud you guys for that.
It's a part of what makes Dungeon so appealing to me. :)
 

I have zero use for either magazine.

The last time I found Dragon really useful it was still THE Dragon. As for Dungeon -- well, I have yet to find an adventure that would really work in my worlds...
 

DRAGON offers great opportunities to gain exposure to new ideas (rules, atmosphere, story ideas, and a bunch more). For me, an issue of DRAGON brings inspiration and gives me a different way of looking at experiences iconic to D&D. For me, reading DRAGON gives me a feeling of being part of the gaming community.

For example, the ecology articles offer neat and different ways of looking at monsters -- none of the game mechanics or stats are changed, but the Ecology pieces often examine a monster's mythology for a new or unusual vantage point that leads to new ideas and stories.

I'd say DRAGON is like a mine -- a player or DM can go mining through the magazine for "crunch" or "fluff," picking up as many or as few pieces as he wishes.
 

Thanks for the responses. For those of you who are fans of the mag: What are the great changes Erik has brought to the magazine that has improved it so much?

I looked through the other Dragon threads and it is a little tough to tell.

I'm really looking for positive input here - so consider this a further Sell me on Dragon magazine themed inquiry.

Much thanks,

pogre
 

Among the improvements since the current crew took the reigns:

  • Demonomicon series
  • Core Beliefs series
  • Bringing back the Creature Catalog
  • Getting rid of the "Cosmo" look (too much white background)
  • Tightening up the focus of Class Acts, and providing support for non-core classes
 

I love Dragon. Mostly because it gives me new D&D stuff to read, but also because it gives me more options to use in the game. The Urban Druid class rocks!

Recent improvements I like
I like the new format of the Ecology articles. They are much more informative than when they were written like journal entries. I also like how they now include the knowledge charts for characters to roll on.

I'm glad they brought back the Demonomicon articles. These are awesome! I'm always looking forward to the next one.

I like the First Watch entries that discuss newly released gaming products from all the different game publishing companies.

I like the Class Acts articles. I like them even more now that they don't just focus on the core classes.

I like that The Order of the Stick comic strip was added to the magazine.

I also like the Core Beliefs articles, but I hope they do some for the Eberron setting someday.
 
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