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REVIEWS
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Dungeon
#114
(Paizo
Publishing )
Rating: 8
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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I
haven't done a review in quite a few months.
So, after all this time, why on earth am I reviewing
a couple of magazine issues? Well, both Dungeon
and Dragon
have revamped their formats, their content,
and their approach. But, in truth, the real
reason goes like this: Lots of people send me
things to review. My policy nowadays isn't to
review something unless I think it's quite good
-- so it's always a recommendation. It's not
that I say nice things about everything I get,
it's that if I can't give a product high marks,
I don't do a review. So when Paizo sent me their
new magazines, I looked at them, and really
liked them. So I'm going to tell you about them.
(As
a caveat, I should mention that I'm a contributor
to Dungeon. I write the Dungeoncraft
column. It used to be in Dragon. I don't
have anything to do with any other part of either
magazine, however, and my contribution of the
column has nothing to do with this review.)
Covers
You can't judge a book by its cover, but can
you judge a magazine? No, of course not. But
the new covers are certainly worth a mention.
In fact, it's what got my attention right away.
The art is wonderful, but that's par for the
course. The change is in the presentation. For
the last few years, Dragon and Dungeon
have looked more and more like standard newsstand
magazines. They followed traditional newsstand
strategies, including featuring just one (sometimes
two) static figures on the cover -- which is
to say, not a scene, just a character or characters
-- and running lots of text, often printed over
the art. Some readers will remember me commenting
on this before.
I'm happy to say that as I look at the new Dungeon
cover, for example, we see a host of well-rendered
characters charging into action toward us through
a strange ruin, with no words obscuring them.
This cover is sharp and very striking. It looks
like something you'd put on your shelf, not
something you'd read on the bus and then throw
away (and you should save your copies
of Dragon and Dungeon, as opposed
to most traditional magazines).
Dungeon's
Adventures
But let's look at the content, starting with
Dungeon. When we open up the magazine,
we see that the meat of the issue is adventures,
as it always has been. The difference is that
the editors are making a specific effort to
include a low-level, a mid-level and a high-level
adventure in each issue. This strikes me as
not only practical from a publishing point of
view, but attractive as a reader. Now I know
that whatever kind of campaign I'm running at
the moment, there's likely to be an adventure
in every issue of Dungeon for me. It
also means that if I'm running a mid-level campaign
right now, when the PCs advance, I can look
back through older issues to see if there's
anything I want to use. And when I start a new
campaign, I could flip through them yet again,
looking at the low-level adventures.
Let's
look at the adventure format before getting
to any of the specifics. Gone is the attempt
at making the adventures look like Wizards of
the Coast products. The adventures each have
their own layout now, and I think that's for
the better. For example, the adventures are
all in a three-column format rather than two,
which I actually think lends itself well to
adventures. Each adventure opens with a two-page
spread that has a nice piece of art running
across both pages and the intro text you need
to get started.
As
in previous issues, stat blocks for right-out-of-the-book
Monster Manual monsters give only hp and refer
you to the right page in the MM. This is brilliant.
A lot of effort was made in the design of 3rd
Edition to make the MM monster stats as usable
as possible. Stat blocks are wholly inferior,
although obviously a necessary evil for some
creatures and NPCs (by their nature, stat blocks
are crowded, the information doesn't fall in
the same place with each one, and they are full
of shorthand and abbreviations that makes them
shorter but in the end less user friendly).
Lastly,
each adventure comes with a sidebar for scaling
the scenario for different levels. Sometimes
the suggestions are easy and quick (replace
the shambling mound with a troll, and so on),
but sometimes they are difficult and time consuming
(reduce the levels of all classed creatures
by 1 or 2). Also, in this issue, there's an
error where the "Scaling the Adventure"
sidebar for the first adventure is repeated
in the third adventure.
The
first of the adventures, for low levels, is
called "Mad God's Key," by Jason Bulmahn.
This is an adventure set in the City of Greyhawk,
but it strikes me as one that could easily take
place in any port city. The background is somewhat
convoluted, but it all plays into the flow of
the adventure, so it's worth it. I'm always
thrilled to see an adventure for 1st-level characters
-- like this one is -- that doesn't have the
PCs going into a dungeon to fight kobolds or
other standard 1st-level fare. In other words,
it's tough to make an adventure for 1st-level
characters where they actually get to do interesting
things. This adventure includes a chase across
a number of barges on the wharf (in my mind,
not enough adventures work chase encounters
into the action with nice instructions on how
to handle it, deal with obstructions, slippery
surfaces, and so on), an infiltration of a thieves'
den, some research, and an exciting conclusion
in a very memorable (and disgusting) tomb filled
with cultists and nasty things. It's a finale
that a group of players will remember for a
long time.
Now,
allow me a bit of a nitpick -- although it's
really a personal peeve. "Mad God's Key"
continually refers to the PCs as "heroes."
"The heroes later hear of the brash theft..."
"Hero" is an important word to me,
and plenty of PCs in a D&D campaign ain't
one. Unless it's in the text of adventure for
a scenario or a game (like Champions) where
the PCs are indeed always heroes, I think it's
inappropriate.
Now,
like I said, that's a nickpick. But it relates
to my main qualm about the adventure. It hinges
on the PCs intervening when they see someone
committing a crime. While some might, it would
also seem just as easy to do nothing, or to
just call for the City Watch. It bothers me
that this kind of initial hook might encourage
metagame thinking: "Well, clearly we're
supposed to get involved here, so let's go get
the thieves..."
Of
course, if that's my main qualm, it's obviously
a pretty good adventure. And it is.
The
second adventure, "Torrents of Dread,"
is a neat little trip down nostalgia boulevard
(Dungeon seems to do a fair bit of this
lately): a mid-level adventure set in the Isle
of Dread. This adventure was written by Greg
A. Vaughan with a 10-page overview of the entire
island by Gary Holian. The Isle of Dread, which
originated in an D&D module from 1981 by
David Cook and Tom Moldvay, is a mysterious
island with all the trappings: noble but dangerous
natives, dinosaurs, zombies, giant beasts, sunken
ships, strange fish-men, and so on. The issue
even includes a well-rendered -- albeit low
on detail -- poster map of the island.
The
adventure itself is a fairly straightforward
trek across the wilderness to the dungeon crawl
at the end, but that's not really a criticism.
In fact, I like it. It doesn't have the memorable
qualities of "Mad God's Key," but
it's pretty solid. It seems pretty well balanced
for 6th-level characters and would be fun to
use. And the island as a whole provides a wonderful
setting for any number of exotic adventures.
The
third adventure, "Thirteen Cages,"
is the ninth part of Dungeon's "Adventure
Path" series, but it seems pretty easy
to use as a stand-alone. The adventure, written
by Chris Thomasson, is for 16th-level characters.
"Thirteen Cages" involves demodands,
creatures from Carceri, and detailed (for 3rd
Edition) in the Fiend Folio. One cool
thing about the adventure is that it provides
interesting substitution ideas for the demodands
if you don't have the Fiend Folio.
The
adventure is a race against time, a type of
adventure that's difficult to handle for low-level
PCs, but the capabilities of 16th-level characters
should make the fact that they can't stop to
rest only a slight problem. "Thirteen Cages"
is basically a dungeon crawl in a setting called
the Fiery Sanctum. Although the chambers of
the villains' lair are imaginative, as are the
villains themselves, I'm a little disappointed
that it deals with the advanced capabilities
of the high-level PCs (teleportation, divination,
etc.) by simply negating them. Sure, there's
a story reason for it, and nullifying PC abilities
can be interesting sometimes, but it always
feels a bit forced. To its credit, the adventure
text does anticipate other problems, in particular
the PCs using the ruin the adventure
spell -- I mean the find the path spell.
(People ask me sometimes about things I regret
in the 3rd Edition design, and find the path
is toward the top of the list. But that's for
another time.) The very intelligent and powerful
-- and as I said, imaginative -- inhabitants
of the Fiery Sanctum are also disappointingly
static, with few developmental notes for what
they might do other than sit in their chambers
and wait for the PCs. In the end, the adventure
has a nice section detailing what happens if
the PCs succeed, fail, or manage something in
between.
Thus,
"Thirteen Cages" is good, but it's
my least favorite adventure of the three. I'd
use it, but I might change a few things.
Dungeon's
Articles
So, the very fact that Dungeon has articles
at all is one of the new things about the revamp.
Breaking down the whole issue, pages 18 to 92
are adventures, pages 93 to 106 are articles
and comics, so it's still primarily about the
adventures, as it should be. These articles
are aimed at DMs, and I think it's a smart idea
to put DM material in with the magazine that
carries adventures. The articles as a whole
are short and snappy, and full of interesting
ideas.
The
first article is the Dungeoncraft column, and
I won't get into that except to tell you that
it's the start of a new series for the column,
and it begins with things you need to think
about before starting a new campaign.
"Lairs
with Flair," the second article, is written
by Rodney Thompson. This useful idea article
offers various suggestions for spicing up encounters
by playing around with the environment -- throwing
in obstacles, shifting terrain, running water,
etc. Good advice.
Next
is "Spice Up Your Travel" by Travis
Stout. This article takes the various climate/terrain
types (forest, desert, swamp, and so on) and
provides six different descriptive ideas to
give a trek through the area more flavor. It's
a decent article that will help DMs get out
of the rut of having all their forests be flat
plains filled with trees and having all their
deserts be flat plains covered with sand.
"Lassiviren
the Dark" is by Robert J. Schwalb. This
details a powerful assassin that originally
appeared in the 1st Edition product Rogues Gallery
(I told you Dungeon's been into nostalgia lately).
It not only has his history and stats, but lots
of suggestions for using him in different campaigns.
Neat.
Finally,
we have the last-page article by Wil Wheaton
called "Wil Save." He talks about
the joys of getting a D&D game together
with his kids. It's a nicely written article.
All
in all, I really like this issue. More importantly,
I like the direction the magazine is going.
I highly recommend checking this issue out if
you weren't going to. Dungeon has always
been the industry's best value for your DM dollar
(three 20- to 30-page adventures for $7? Hard
to argue with -- and that's the newsstand price).
Now, in my opinion, Dungeon is better
than ever and is nicely focused toward DMs running
D&D games.
Next:
Dragon
#323's new format and contents
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