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REVIEWS
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Dragon
#323
(Paizo
Publishing )
Rating: 7
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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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To
follow up my review of Dungeon
magazine's relaunch, I thought I would take
a look at its older sister, Dragon magazine,
which also has been relaunched with a new look
and a new focus starting with issue 323.
While
Dungeon seems more tightly focused and
-- at least for this first issue -- slightly
less hit-or-miss with its content, this new
Dragon has a lot to offer and does a
lot of things very right. I'm excited about
both magazines' future.
One
of the changes with Dragon is that the
editors want to make it the "go-to source
of information about D&D." I think
that's a excellent goal. It seems clear that
if you need information about D&D, whether
regarding a rules question for a book that's
already published, info on a just-released product,
or tidbits about something in the works, Dragon
should be the first place you look. To accomplish
this goal, Dragon does two things.
First,
there's a new section of the magazine called
"First Watch." This is a nice section.
It has the feel of an entertainment magazine,
giving you blurbs about upcoming movies or TV
shows. This issue, among short articles about
D&D books on the way, draws attention to
TactTiles, which are neat game accessories that
could use more exposure. That's great as well.
The
other thing you'll find in this magazine is
a sort of catalog section for Wizards of the
Coast roleplaying products in the back. This
is okay -- Dragon readers should be the
most informed people about what's coming and
when -- but it could be better. Dragon
readers are really into gaming, and in my opinion
deserve more real details than the marketing
copy from the catalog. What is presented is
good, but more would be better. This isn't easy,
I know, because it requires the cooperation
of both Wizards and Paizo. What Paizo probably
needs is a "D&D reporter," who
ferrets out the cool details of upcoming product
rather than just using what Wizards gives them.
This would be more work for both companies,
but it would benefit both.
The
new Dragon has a section called "Player
Initiative" that focuses heavily on the
RPGA and topics of interest to gamers, like
Gen Con. This is cool, and I'm looking forward
to seeing it continue.
The
magazine then goes into a series of short but
apparently regular features, such as an article
on the D&D miniatures game by Mike Mearls,
one on translating novel characters and features
into D&D stats (this one focusing on Secret
of the Spiritkeeper, the first of Wizards'
new young adult line, written by Matt Forbeck),
and another about doing the same thing with
computer games (riding birds from Final Fantasy
in this issue, in an article by F. Wesley Schneider).
These are interesting articles, and well done.
Each has small-text sidebars that talk directly
to the reader in greater detail than the main
portion of the article.
Issue
#323 then goes into a larger feature called
"Samurai vs. Knight" by John Clements.
I'll admit, I was surprised by this one, as
it contains really no mechanical content. Rightly
or wrongly, I went into my read of the magazine
thinking there would be nothing but rules-heavy
articles. More than anything else in the magazine,
this piece reminded me of articles in the early
days of Dragon that discussed gaming's
historical context and things of that nature.
While the actual subject matter of this article
didn't strike my fancy, I like the precedent
it sets for future articles in a similar vein.
The
article on the upcoming Forgotten Realms
computer game, Demon Stone, provides
an interesting peek at this upcoming title,
providing information that I didn't have access
to elsewhere. It's also the most visually attractive
article in the magazine, some of which are light
on graphics. Lots of screen shots from the game
and a nice black border on the top and bottom
of the pages make it really stand out.
The
new Dragon does include plenty of crunchy,
tasty, rulesy goodness. For example, there's
an article by Hal Maclean presenting seven new
domains, each centered around one of the seven
deadly sins. The article includes some pretty
interesting new spells to flesh out the domains
and a lengthy sidebar on how to play a character
whose deity focuses on, say, gluttony or envy.
This latter bit is my favorite part of the article.
It showcases what the redirection of the magazine
-- one appealing directly to players -- is all
about.
This
issue also has an article by Michael Tresca
about alternatives to the detect evil
spell. It includes spells with names like detect
attitude, detect guilt, and detect heresy.
It's interesting, but the best part of the article
comes again in a sidebar, this one discussing
the difference between heresy and sin as it
applies to D&D religions.
Eric
Cagle writes a piece on the ecology of the choker,
harkening back to a time when such "ecology"
articles were more common. While this would
seem to be an article directed at DMs, part
of it focuses on strategies fighting the monsters.
I, for one, am happy in a nostalgic way to see
the ecology articles back, no matter what the
focus.
There's
also an article by C. Wesley Clough introducing
new spells with the force descriptor, a new
prestige class called the Spirit Speaker by
Monte Lin, some cool new dwarven magic items
by Richard Farrese, new feats by Dean Poisso,
and a new race (cyclopeans) by Eric Cagle. These
are all pretty good rules-related articles,
the kind you'd expect in Dragon. The
innovation, I think, lies in the implication
that every issue will have a few new spells,
a prestige class, some magic items, feats, and
a new race. That's a lot to cover in every issue,
and it certainly suggests that from here on
out the magazine will focus the majority of
its content on short, to-the-point articles.
Speaking
of a lot to cover, as well as short articles,
the magazine also presents a one-page article
for each character class, with information for
just that class. The idea here obviously is
that no matter what class you play, there's
something for you. It's really ambitious but
could prove to be a cool feature. For example,
this issue offers a sort of specialist fighter
class, roleplaying notes for creating your cleric's
background based on his domains, new tricks
for a druid to teach his animal companion, and
so on. Although I still wonder how they'll be
able to maintain this every issue without getting
repetitive, I have to admit, I really liked
these little articles.
A
few more short pieces dealing with fleshing
out your character and adventuring tactics,
as well as Sage Advice to answer your rules
questions, round out the rest of the magazine.
Overall,
I like the new direction. So far, the execution
isn't as clear-cut as Dungeon's, but
then it's easier to direct an article exclusively
to DMs than the reverse. I'm interested to see
how the editors hone in on this approach in
upcoming issues. The actual articles themselves
didn't appeal to me the way the content of Dungeon's
new issue did, but that could be just this issue,
or it could be because I DM more than I play,
and that's where my bias lies.
Check
out my review of Dungeon's
relaunch.
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