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Post by Khyron1144 on Nov 17, 2019 8:41:49 GMT -5
I had an idea for a WIR/Let's Read, but a less demanding shorter term one that suits my own idiosyncrasies. This one is not going to be as comprehensive as the epic threads that (un)reason did in which he read Dragon Magazine from the beginning. I don't own the archive CD-ROM, and my collection of print magazines is big, but not that big. I also don't feel like going chronologically. That's not how I read it back in the day. I'd pick up the new issue from the newsstand now and again, but I'd also pick up recent back issues that hadn't sold from comics shops and used/collectible back issues from comics shops, used bookstores, and even one garage sale. So, I was reading while the 2e era was somewhat established, but I'd dip back into the 1e era at random. It was confusing, but it was also a lot of fun. I think I was reading Dragon fairly regularly before I had a complete set of rules, because even the $4.95 issues after issue #225 were still more affordable, or I could easily talk my bio-dad into buying one for me on my weekend visit, than the $20-ish hardbacks.
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Post by Khyron1144 on Nov 17, 2019 9:09:55 GMT -5
Dragon #229 dated May 1996, Specialist Wizardry theme I have a summer birthday and I was born in 1981. This would have hit the stands around the end of my eighth grade school year, when I was still 14. I am pretty sure I picked it up new at White Caps Comics on West River Drive in Comstock Park (I don't know if it's the part of Comstock Park that's actually Walker or the part that's actually Alpine Township). I have memories of reading this around Labor Day particularly in visiting my cousins who were in their school's marching band and seeing them march in the Labor Day parade. I kind of showed it off to my cousin, Ramiah, who is also a gamer and we laughed a bit about either "Survival of the Smartest" or the article that the cover referred to as "Emil Duli Wonk's Travelling Illusionists' Seminar", which was actually titled "Illusions of Grandeur" inside the magazine. So, looking at the magazine now: the cover looks fun and funny. It's kind of on theme. The dwarf character certainly looks like he's doing magic of some sort. The inside cover and first true inside page are in-house advertisements for TSR, one for Forgotten Realms new releases and the other for TSR's convention appearances that year. After that is the clean reproduction of the cover without blurbs opposite an editorial. The editorial is titled "Blessed are the Geek" written by Michelle Vuckovich. I think I find it mildly amusing ultimately, but it's not as inspiring as some others-- if I can locate the right back issues among my collection, I have some thoughts on the Halls of Amusement editorial. Yes, we should be trying to find our found family of fellow geeks and outcasts, if we are geeks and outcasts, but I've seen better thoughts on the theme. Next is the table of contents. It's readable, but not as user-friendly as it could be, for instance, I have to look around a little to realize that the "Bazaar of the Bizarre: Magic of India" article comes in between the "Curses" article and the "A Wizards's Three" article. The order/layout is a little unusual all in all. Some of the theme material is inter-leaved with non-theme material. The following two pages were the letters column. A number of people have come back to the fold after the #225 format revamp, but some are uncertain on the polybag. One reader needs to know if Lord Soth is on Krynn again or still trapped in Ravenloft (still Ravenloft at the time). Someone has mixed feelings about "Campaign Classics" column/department likes getting new Greyhawk material but feels it's been repetitive. Someone wants more Maztica and Kara-Tur material. Brief explanation of the cover art Dan Frazier draws interesting dwarves.
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Post by Khyron1144 on Nov 23, 2019 12:55:57 GMT -5
"Magic Miscibility" by James R. Collier: Extrapolates from two different rules: 1) No more than two magic rings will function at the same time for a character and 2) Taking two potions so their durations overlap results in a roll on the miscibility table, a general principle that PCs should have some limits on how many magic items and long duration/permanent spells they can or should have at one time. The solution proposed in this article involves a roll on a new set of miscibility tables under certain circumstances. Some results are punishing. Some are benign or even slightly beneficial. In extreme cases the everything works fine result is impossible because of penalties. It would be theoretically possible to use this as a way to get rid of cursed items. Ultimately, I don't think this kind of rule would be fair to spring on players mid campaign but might work if players are aware this is around from the start.
"The Rhabdomancer" by Steve Barman: This article outlines a kit for Diviners (Divination school Specialist Wizards), specifically one that uses a divining rod to look for things. Because these Wizards look for hidden underground things, they often work with, for, and as prospectors and miners. It's suggested that there may be demihuman rhabdomancers from the underground mining races like Dwarves and Stout Halflings, NPCs only of course. The article also features two new non-weapon proficiencies, prospecting and dowsing and a handful of spells. Some of the spells are a bit weird; Protection from Glebes wards away Earth Elementals and similar creatures; then there's three spells that let you tap into stored magical energy to get a power up: Tap Menhir, Dweomer Divest, and Mine the Earthspark.
"Illusions of Grandeur" by Rogers Cadenhead: This one is presented as an in-character lecture, The Emil Duli Wonk's Travelling Illusionists' Seminar of the cover ad blurbs. Advice on how to be a better Illusionist (Illusion/Phantasm school Specialist Wizard). The main theme is lying and deception. Call yourself a Wizard or a Mage. Work with allies, so you can cover each other's weaknesses and enhance each other's strengths. There are also new spells introduced, a couple are effectively reverses of existing spells.
"Curses" by Ed Rice: The standard Bestow Curse spell's mechanical effects are boring: here's a new menu of options. I think a few might be considered to have minor upsides, like the covered with thorns/spikes one that gives you a natural weapon.
"Bazaar of the Bizarre Magical Objects from the India of Song and Legend" By Michael Selinger: I know there were a few India articles around this time in Dragon magazine. This is the entry in that series on magic items.
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