I haven't really frequented the forums before, but felt I would throw my proverbial hat in the ring of commentary and offer up my thoughts on issue 329 that just hit my mailbox today.
The very first impression I had as I took it out of my mailbox was anger at my post office. They had folded it so hard it now has a permenant crease through it. It happens every so often when I get a large load of mail and today was such a day. As I walked back into the house I actually considered buying a bigger mail box. But, I can hardly blame Paizo for that... it's just the USPS can make me so mad!
But I digress.
The next impression I had was that the word Eberron jumped out at me from the cover. Not much else up in the left hand corner and it really caught my eye. Now, I am a big FR fan, but I now understand (somewhat) why people get tired of seeing setting specific articles in mags... they just aren't as useful, and I am getting somewhat tired of Ebberon (mostly from Dungeon adventures... and to skip ahead this article was just fine... but that was a first impression).
I tend to read these from cover to cover and the first thing I logically hit then is the editorial. I have always enjoyed Erik's editorials from his time at Dungeon. He has a way of making you feel at ease and generally I find them thought provoking (a very good thing), and this one was no exception. Honestly I think I often get more out of his editorials than I often do some of the articles.
I then read through the letters for others thoughts. I guess I could as easily come to these boards, but I find the comments more humerous in the mag (guess that is the advantage of picking which letters you want to respond to and might set-up a good laugh).
The Blast from the Past though I have been reading each issue and even as someone who played many of the older scenarios I find little use in these. Maybe they are useful for newer players? I don't know. I don't see it as good use of space.
The Dragon Talk this time fell into the same category. This time it covered a PS2 and GameCube title called Alien Hominid. The comments of the author seem to indicate they understood it really had no place in the mag... I would have agreed. They should have gone with their instinct.
First watch is generally one of the parts I breeze through. Not bad in and of itself, just something I tend to find little of interest in. Those things I do think I would be interested in, I am generally already aware of. At this point I would give the First Watch an ambivelent status. I do feel it would be more useful with less miniatures (yes I fall on the, miniatures are not roleplaying side of the fence).
Now the "Dungeon this Month" section I actually have a qualm with. As a subscriber to both Dungeon and Dragon magazines, what is the point of getting a "sneak peak" at an already released issue. I read Dungeon #120 well before I read Dragon #329... so why am I not seeing what is in the next Dungeon?
But onto the articles... and this month... more historical articles. Beowulf, Mesopotamian Mythos and a Bestiary of the Real World (well, creatures of real world legend at least). The exception is the article detailing the Demon Prince Pazuzu. While it has historical tie ins and history, it seems far more based in traditional gaming.
As a general rule I view historical articles as type of setting based article. If you play in Greyhawk, Forgotten Realms, Mystara, Eberron or anywhere but a historical campaign you are not likely to use the mesopotamian gods. So really articles about our world converted to gaming have limited use depending on how they are implemented. As a general rule I would advise avoiding them.
I suppose it really depends on how it was presented though. I wouldn't mind an article that discussed creating a pantheon for you own game and used a real world pantheon as a good example of a finished product. The focus then wouldn't be on the historical gods, but creating the gods and fitting the needs of your game world and looking at how the gods of the mesopotamians (or whoever) fulfilled the needs of those peoples religious ideas.
Anyway, on to the specific articles...
The Beasts of Beowulf. If you ever thought it would be fun to recreate literature then this type of article is right up your alley. The states for the "bad guys" of Beowulf lay before you. If you haven't read Beowulf (and I would guess most people out there haven't), I would doubt you would find a lot of interest in this article. But the final test for me is, can I use this in my game? As I mentioned earlier I play in FR. I could conceivably fit these creatures into the Rasheman type setting, but I don't really feel they would add much. So I was left a little flat by this article (avoid the historical stuff).
What intrigues me about stories like Beowulf that I think might be useful in a game is how so few creatures make for a great story. An interesting article then would be how to create a campaign arc around just a few creatures and have the PCs really be focused on those creatures as goals (whether it be defeating them or bypassing them or whatever).
Mesopotamian Mythos. I think I stated my view above so I won't rehash it. Final Test: Just not useful in a game unless you are looking to play in a historical time period... I am not. I suppose you could snag a god or two who catches your interst if you are short in your game world.
The Petit Tarrasque and Other Monsters. This was probably the most interesting of the historical articles to me. Not much I could take to my game table, but a good read.
Demonomicon of Iggwilv: Pazuzu Prince of the Lower Aerial Kingdoms. A long title, but one of two articles I really, really want to thank the staff for. It is a fairly good write up on the demon prince, his stats (rarely useful in games for gods, but slightly more so for a demon prince), goals (all hooks, very good stuff), his cult (certainly helps flesh out those hooks when you turn them into adventures), a prestige class (built in template to create the bad guy for those hooks), and a few minions here and there. Altogether a great article that can be of great use to a game.
But what I like best about the article on Pazuzu is that while it stands alone as an article by itself quite nicely, it plays that much better by supporting the adventure The Forsaken Arch in the last issue of Dungeon (as does the ecology of the Kenku article). This is the type of thing I LOVE to see in the mag. Strong on its own... stronger in conjunction.
Next, as mentioned above, is an ecology article on Kenku. I think that most all readers of the magizine I have heard from have sung high praises of the ecology articles and I would be among them. From reading feedback in the pages of the mag and on these boards, I think it is a no brainer to keep an ecology in each issue. I like the new format of the ecologies better than the older story based one as well. All good stuff. And, as with the Pazuzu article, the tie in to the adventure in Dungeon makes a great article that stands on it's own merits that much better.
Bazaar of the Bizarre. I always liked the name, but I understood why they got rid of it. But since I like the nostalgia of it I am glad to see it back. This one contains historical (though relatively obscure) artifacts. I don't think I could take any of them whole clothe as they are historical, but they do show how items can affect cultures... and that adds to my game. In general though I am not sure I would use them in my game. I give this one a resounding.... "eh" of ambivelence.
A Novel Approach features the new Eberron title, Marked for Death. I am not sure why this got billing on the cover, but it is no worse than any work of fiction to choose to be looked at for adaption and game ideas. I really like the look at "what can I take to my gaming table?" this article provides. I don't necessarily want to see Eberron articles anymore, but this was a great article. I garnered ideas for my game and that is what it is about.
Sage Advice. As always interesting. I am always surprised by some of the questions that they even need asking, but others are certainly enlightening and I can't say how valuable they are when they cover a question that gets asked in the game. This makes them worth their weight in gold.
Class Act. This is, IMO, the best part of the Dragon magazine we now have or have had, hands down. I ALWAYS find useful things for my campaign. At first I was annoyed that each class had something completely different, but cycling through many things for each class really does seem to work far better. If I like an idea I can apply it to more than one class. And 11 pages of flaws would be excessive (though I like the flaws, it would just be too much to have 11 pages in one magazine). This means if I like an idea I can expand for other classes or just wait for the next mag.
Anyway, that is about all the impressions I had. Not much to say about the comics. Other than maybe I liked Nodwick better in Dungeon when it showed them in the adventure I just finished reading. But that is a small little gripe.
Overall, my impression was mixed. I really like the new regular features and they make me look forward to getting the mag each month. I really, really support the tie in between articles in Dungeon and Dragon that each stand very well on their own. But the glut of historical articles as the main feature in this issue left a bad taste in my mouth. Is it odd to say that I feel this issue cemented that I like the overall direction of the magazine, but just wasn't overly impressed with this one in particular?
Sean Mahoney
Port Orchard, Washington