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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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