The Dragon Reborn


Dragon Magazine General Discussion


Dragon goes through cycles. Sometimes it rocks. Sometimes it slumps. I buy it in both instances because I agree with Erik Mona’s estimation that it is the “magazine of record” for the D&D game. I am as loyal a purchaser, rain or shine, as may be found.

I believe the Dragon is now slumping. It has reached a humid level of mediocrity. Each issue is fiercely average, composed with a seeming philosophy that “one good article, if long enough, will makeup for the banal remainder.” And when the “big one” fails, the entire issue flags. While usually “one good article” is to be found, even if it is not the “feature,” this hardly makes the magazine a success.

Since “relaunch” the Dragon has lurched in one direction then another such that it must now be accounted almost entirely reactive and rudderless. It has no consistent feel. The “new Dragon” has failed. The flaws that have been there all along since the relaunch are now exacerbated by increasingly “one good article a magazine makes” thinking.

Specifics.

Class Acts has got to go. The articles are simply not long enough to explore an idea to any meaningful degree. The best ones just get going and have to end. The worst never get started at all and just blather. Most fall unsatisfyingly somewhere in between - the wrong side of average.

The “Big Article” lead idea needs to be paired back. A Big Article 4 times a year would be sufficient - Demonomicon/Far Realms etc. The remainder of the issues need more, medium sized articles. Dragon is now flabby where it should be wiry and tight.

The Ecology articles need some help. They are far and away the best incarnation of the “ecology” articles ever but could use some supporting article support. If the ecology of X is going to be run, a companion article should also run. Best example - Pazuzu lead and the Kenku followed. Excellent. Same principle needs to apply when the ecology is more in the lead or co-lead position.

MOST IMPORTANTLY - All campaign specific material needs to be gotten out of Dragon and placed in its own magazine. Call it “Dragon Campaigns” or what have you, Dragon’s focus needs to be more on the game’s possibilities - homebrews - not some published setting. The idea of “you can adapt it” is apologist pap. Most people do not want to “adapt it.” So, drop the bs. Similarly, don’t try to say “but there is not that much campaign specific material.” It crops up regularly and sometimes dominantly as we see in 334 and 335. Cut the bs.

More specifically “homebrew” friendly material needs to be Dragon’s forte. Ah, ah! Don’t give me that “adaptable” bs. Generic articles are generic; that’s fine and not at issue. Homebrews are not generic, but highly specific, so generics go so far but no father. By more homebrew friendly articles what I mean are articles that explore homebrew options through an author/DMs specific creations. Best example - David Howrey’s excellent articles on fantasy Africa’s, Atlantis, Pleistocene Epochs etc. Another example - the “Small Gods” article (forget the issue). Show the principles in application. That bears repeating - show the principles in application.

Spells, magic item, racial, religion, class and monster articles etc. are still are fine.

ADD to the mix different “theme” issues. We often enough get “the usual suspect” themes - dragons, elves, fighters etc . Different themes are what is needed - underdark environments, planar environments, terrestrial environment, social/cultural environments, science-fantasy, techno-fantasy, occult-fantasy, historic-fantasy etc..

I know. You’d publish them if you got them and you would be happy to entertain submission queries on these type of articles. And that is your problem. Your submission guidelines are antiquated and inefficient. You need to SOLICIT very SPECIFIC types of articles. You need to rewrite the submission guidelines to say other than - “Tell us what you’d like to write.” They should say that but also - “Here’s some things we’d like to see” with a web address for an updated article “want list.” Plan issues in advance and look to fill the article slots with themed articles that you have explicitly solicited as such. This is already done to a degree with “industry pros;” I suggest applying the same principle more broadly. You will get more interesting articles if you give would be writers more guidance on what you may be interested in/looking for.

The “new Dragon” has failed. Time to stop with the stylistic slight of hand and deliver something tangible and “meaty” to more people.

I think that is the issue - more people. Your sales are trending up but how you are achieving this is by a constant “pushing” that is both unsustainable in the long term and which will not see good retention. You are trending up with casual buys that are not retained and then must be replaced with more and more pushing. Your model is a replacement model. It should be recruitment and retention.

Once the campaign specific material is removed, you will far more easily be able to establish a consistent product identity in the public’s mind and this will help retention. Dragon as “The D&D Magazine” or “The DMs Magazine” is almost meaningless in the d20 environment. Dragon cannot be a d20 magazine, per Wotc. But as a D&D magazine, it must compete in a d20 influenced sales environment. Homebrews think like d20, not that d20 predominates - it does not. The campaign specific material, fairly or unfairly, ghetto-izes Dragon, even among “Wotc core” homebrew players and DMs. With campaign material in its own magazine and Dragon exploring the homebrew, as such, Dragon can position itself as “part” of the d20/homebrew picture more effectively, rather than “apart” from it. Top of my head here but I’d suggest - “Your D&D Magazine.” Not “THE D&D Magazine.” I hope you can see and appreciate that distinction. The Dragon Campaigns would be “THE D&D Magazine.” I think the appeal of the magazines would be broadened significantly.

And if I have to tell you that Dragon Campaigns would be a hot seller, you are in the wrong business.

I know people will tell you “you’re fine just the way you are.” If you are happy with your numbers remaining the same, "trending" up or “settling” a bit. Far be it from me . . . You know I’m buying every issue anyway.


So-called 'generic' articles are always in an assumed setting, just one that we don't know anything else about. In as far as they try to be loose and general they almost inevitably lose depth and interest. I don't think the use of a named campaign setting lessens adaptability except in some people's perceptions, and that's something the magazine editors need to work hard to change.

Named-world-specific articles are as much part of the tradition and appeal of Dragon as the other kind; I think you could just as well split off the *non*-'campaign' articles into a new magazine. Of course, the main objection to splitting the magazine is that each would have only some of the appeal of the current Dragon. Without the presence of the WotC-owned settings, Dragon would lose part of its distinctiveness and be even more liable to competition with online material. (Though it would suit me, as I'd buy the 'campaign' magazine and rarely the other.)


"I believe the Dragon is now slumping. It has reached a humid level of mediocrity. Each issue is fiercely average, composed with a seeming philosophy that 'one good article, if long enough, will makeup for the banal remainder.' And when the 'big one' fails, the entire issue flags."

You know, I really have found this to be true. The only Dragon issues that I've really enjoyed lately have been the ones with the awesome Demoniomcon articles. Everything else...eh. Forgotten as soon as it's read (or even AS it's read).

Now, if I contrast that with Dungeon where each issue is packed with amazing stuff like Whispering Cairn, Diamond Lake and the Chamber of Antiquities and there's a world of difference. There's still some dross, like Shards of Eberron, but it's in the minority compared to the mass of compelling, sunstantial work.


Well, I appear to be in the middle.

I like all lengths of articles.

Long Articles: Are the meat of each issue, the special feature. It is the anchor that the issue hangs on. Issues can exist without them, but most should not.

Medium Articles: Are the filler. They do two things. 1) Support the main special feature. 2) Cater to other interests that might not like the main special feature.

Short Articles: Fill in the nooks and crannies of each issue. I don't like to see a lot of them, but two or three aren't bad.

Also: I like both theme issues, and I like generic issues.

As for the "state" of Dragon Magazine itself, it has had many ups and downs, by my personal judgment, over the years. But I'm also sure that during those times I didn't like the current recent set of issues, someone else somewhere else did like them. And, usually, I could find a nugget or two somewhere in the magazine even in the worst of times. In the best of times, almost every article was useful, some of them mind-blowingly useful.

This seems to apply today, as well.

Dragon cannot be all things to all people. It just can't. What one person likes, another will hate. I try to fish through for what I can use, and try not to stress out that it isn't the apparently endless of font of wonder I thought it was when I was 10. The very fact that I have read so many issues alone means that of course I'll see repetition, or maybe see some things as less wondrous.

Overall, in the end, I think Dragon continues on as a great magazine, and I also think you just have to hold it in the correct perspective to appreciate it. It’s a gaming magazine, and it will have stuff in that I’ll like, and stuff in it that I won’t like. And I won’t try and vilify it or declare it dead over every aspect that I disagree with, because, as I well know, things will change if I wait long enough.


GVDammerung wrote:


Class Acts has got to go. The articles are simply not long enough to explore an idea to any meaningful degree. The best ones just get going and have to end. The worst never get started at all and just blather. Most fall unsatisfyingly somewhere in between - the wrong side of average.

I do not feel I would be qualified to judge too many articles themselves as I am not the creative type, but yes, Class acts are the biggest waste of 11 pages in every issue.

I can however analyze at some things from a practical point of view. There is the practical matter of sheer page count. Pre-Paizo page counts were higher and now they are pared back with less pages at higher prices. I expect prices to always go up, but I would think that inflation inflation increased price would keep page count the same. Then, what is going on in advertising? A few of the issues were did not have the big advertising/classified section except for Paizo offerings pages. Then I have to go thru 8+ pages of what Paizo has to offer. Outside advertising keeps costs down. Paying to advertise your own wares does not increase revenue on the magazine, though you might get intagible benefit of having people go to the website.
But right there that is about 20 pages that could be reformatted.

Scarab Sages

GVDammerung wrote:


Class Acts has got to go.

Personally, I like Class Acts. If for nothing else, the support for Unearthed Arcana included therein is generally appreciated.

Liberty's Edge

I don't know how I missed this thread originally. A few thoughts.

GVDammerung wrote:


Specifics.

Class Acts has got to go. The articles are simply not long enough to explore an idea to any meaningful degree. The best ones just get going and have to end. The worst never get started at all and just blather. Most fall unsatisfyingly somewhere in between - the wrong side of average.

I'd actually like to agree here. I think Class Acts was a good idea, but I don't like the way it has been developed. Most of them are a waste of a page. The good ones are often too short. They also don't support any non-core classes, which is a shame. I'd love to see fewer Class Acts in each issue, but not necessarily fewer pages devoted to it. Instead of one for each base class each month, why not 2-4 classes each month. One or two base classes, and then some "non-core" classes, either from the Complete books, a campaign setting, or the Psionics Handbook. I think the paizo staff should seriously consider trying to get more mileage out of each column, and combine them together. And I adore useful lists. For example, providing a list of bard spells that don't require somatic components is a very nice feature. Any time I become grappled, I can look to that for some quick options. It's even better for wizards.

GVDammerung wrote:


I believe the Dragon is now slumping. It has reached a humid level of mediocrity. Each issue is fiercely average, composed with a seeming philosophy that “one good article, if long enough, will makeup for the banal remainder.” And when the “big one” fails, the entire issue flags. While usually “one good article” is to be found, even if it is not the “feature,” this hardly makes the magazine a success.

The last issue that I was excited about was issue #301, which came out in 2002. That was an issue that I carried around to gaming with me for months, and I really enjoyed it. There hasn't been a single issue that has been close to that level of quality for me personally. So, I'm somewhat inclined to agree. There are a few articles that I think are kind of interesting, but there hasn't been an issue where I'm amazed. And I guess it hurts that I used to like Dragon best, but I'm firmly in the Dungeon camp at the moment.

I also don't need any campaign specific material. But I will remain a loyal reader regardless of what they choose to include (for the forseeable future at least). Still, I think you're probably right, GVDammerung, that Dragon might be chasing too many "impulse buyers". There are a number of people who will buy the magazine if Forgotten Realms is featured prominently on the cover, but they won't buy an issue if it is not. If too much campaign specific material is featured in Dragon, I might not even read it.

However, some campaign specific material works because it is generally of high quality. I think the City Article on Crymmer (sp?) works even for home brew campaigns. Developing a location to drop into a game is a useful feature. Considering Dungeon's recent "Backdrop" articles, it might seem like a good fit with Dungeon. I don't see any reason to make all such articles Realms specific, but more fleshed out "pieces" of a game world will likely find a way into my game.

I think some of your suggestions have merit, and I hope they'll consider it. I don't know if the Dragon I want can be sustained in a user-submission based format. I wonder if the magazine could be "request based", with reader submissions rounding out the magazine.

I for one am hoping for some improvements. I recently gave Dragon a 4 star rating on Amazon.com, but there is a huge difference between four and five stars, and I have to say I think Dragon is slipping dangerously close to three.


I think by any measure the Dungeon has been "revived" or successfully "relaunched" to an amazing degree. I'll give Erik Mona as the person in charge credit for that turn around. I'm sure others deserve credit as well.

I don't think Dragon has been as successfully turned around and I'd like to see that hapen. I'd like to see Erik work "his magic" on Dragon, ably assisted, of course. I think Dragon, instead, continues to adhere too closely to the "relaunch" formula that is not getting the job done very well. The "one big article" format combined with the continued Class Acts really bodes ill, I think, because it almost boxes such issues into a corner in terms of space and article variety and synergy.

I think the "one big article" idea has potential merit if supported well by the remainder of the issue but Class Acts eat vital space without providing much for taking up that space.

If I could make but one change it would be to do away with the Class Acts. Not so much because they are hit or miss, or because they really can't do justice to their ideas in the space available, which they are and can't IMO, but because they "box in" the Dragon too much when "one big article" comes up to the plate, which is bordering on a monthly occurrence.

Secondarily, I'd really like to see the submission guidelines substantially altered, keeping what is there - the "you propose to us" model - but greatly advancing a "we suggest to you" model. I think this would allow for more "tailored" content that could support or generate the "big articles." Here, I'm thinking more synergy that "themes."

I'm a loyal Dragon purchaser but I'm certain many are not and need to be "persuaded" in ways Dragon is not doing at present, particularly when compared to Dungeon.

Dark Archive

I really like the direction Dragon went lately.
I don’t really care for the lenght of the articles as long as they’re contentful and don’t contain nearly useless charts or similar page-fillers (this didn’t happen lately but i remember something like this from early 300-issues).
A lenghty article is a great way to go in depth and to focus on unusual but interesting aspects and not only scratch surfaces.
The Far Realm- article and the recent installments of the Demonomicon are great examples for using these opportunities in a right way.
I loved the description of Fraz-Urb’luus realm and would never have expected something like this.
Regarding the class-acts i have to agree with GVDammerung.
I think the limitation to one page per class robs it of a lot of potential.
Does there have to be a class-act for every class in every issue?
Maybe the concept could be changed a little so that there’d be the possibility to feature articles with a little more depth.
I also found recently that many class-acts are not limited to one class only and are quite generic.
Maybe it would be possible to limit the number of class acts to five per issue with a good mix of one-pagers and longer articles, of generic and class-specific stuff. As long as every class gets its treatment regular this could be a way to make the concept a little more interesting.
I’d also like to see the return of Campaign Components. I found this a great concept with a lot of potential.
More ‘Cities Of The Planes’ would be cool too because i really loved the two articles that have been published.
But regarding the recent run of ‘Cities Of The Realms’ i guess we won’t get to see further installments of the series in the near future.
Maybe it is possible to continue ‘Cities Of The Planes’ sometimes next year. I’d still be interested.

What i really cannot understand is the whole generic vs. specific setting-discussion.
In my twenty years of GMing i can’t remember using published stuff that i didn’t modify in some way to suit my game.
And i don’t even play in a published setting.
I find every article in Dragon more or less generic and i can’t understand readers that seem to be scared off by the mentioning of a specific setting-name like FR or Eberron.
I find useful stuff in nearly every article, be it a new spell, an adventure hook or similar stuff.
RPG, in my opinion, always requires a little work and fantasy by the GMs themselves.
I never expected Dragon to deliver me stuff i can use on the fly without having to change something.
If you’re looking for something like this, you’ll be disappointed for sure.
The magazine has thousands of readers with an endless variety of opinions of what’s cool and what they like in their game and it’s absolutly impossible to suit the needs of everyone.
If people would reduce their expectations towards the magazine a little, they’d find that there’s something in there for everyone.
If i can’t find useable crunchy stuff in an article it often just fuels my imagination to create something myself.
And when i’m disappointed by a, in my opinion, poorly thought-out article, it kicks my imagination towards creating something that i like more.
You can get inspiration out of nearly everything in there.
For example, i won’t use Crimmor in my game, not even the map ‘cause i always draw them myself, but there are some ideas or names in there i could use in my own game sometimes.
So this article is useful to me and not a useless waste of space like many readers complained.
Even stuff from Eberron which really hasn’t anything in common with my campaign has been useful to me in a certain way.
I think every article can be generic in some way if people take some time and think about what they like in there.

Alright, i’ll stop rambling now.
I want to say thanks to the people at both magazines for their courage to try new stuff and for delivering quality work.

Greetings from germany.


Absinth wrote:

A lenghty article is a great way to go in depth and to focus on unusual but interesting aspects and not only scratch surfaces.

The Far Realm- article and the recent installments of the Demonomicon are great examples for using these opportunities in a right way

i will agree completely with this assessment. there are some really good articles being turned out in the medium to long sizes. i get a lot of inspiration from these articles, regardless of 'setting' or 'realm'...

Absinth wrote:

Regarding the class-acts i have to agree with GVDammerung.

I think the limitation to one page per class robs it of a lot of potential.
Does there have to be a class-act for every class in every issue?

Maybe have just two 'class-act' articles a month, with thier length expanded into the spaces left by the single-pages evaporating?

Absinth wrote:


More ‘Cities Of The Planes’ would be cool too because i really loved the two articles that have been published.
But regarding the recent run of ‘Cities Of The Realms’ i guess we won’t get to see further installments of the series in the near future.
Maybe it is possible to continue ‘Cities Of The Planes’ sometimes next year. I’d still be interested.

cities of *any* kind are valuable.

i don't understand the reaction to Crimmor's write up, either. Greenwood will get long-winded in prose, but his magazine articles (because of the limitations forced on them) tend to be much leaner and cleaner. while Crimmor was a little flowery in description for me, it was still a solid example of good setting development.

my USD $0.02: Paizo has really opened themselves to a unique vector of feedback with the forums on the website. i just hope they have the stomach to wade thru it all without becoming demoralized.

Absinth wrote:


What i really cannot understand is the whole generic vs. specific setting-discussion.
In my twenty years of GMing i can’t remember using published stuff that i didn’t modify in some way to suit my game.

ditto - spoon-feeding gets old. however, inspiration does not.

i'll agree with the initial thought in this thread; Dragon is not at the same place as Dungeon with regards to quality. however, i don't believe it will take all that much effort to make it shine as brightly as Dungeon.

my recommendations:
- consolidate the class-acts stuff into fewer, longer class-acts articles

- keep focusing on those articles which provide real content, regardless of setting (if it's an Eberron article, it's an Eberron article - the rest of us will adapt).

- take posts in these forums with a grain of salt. if they didn't care, it would be quiet. too quiet.


JaenChronicler wrote:

Maybe have just two 'class-act' articles a month, with thier length expanded into the spaces left by the single-pages evaporating?

I actually like the class acts and like them in the magazine. Now I don't like them all, every issue, but I can usually find a good idea in there. I wouldn't mind at all if the articles were merged into fewer but longer articles of the same sort. I don't feel that I need to see an article for each core class in every issue.

Rooster


Wow, many thought-provoking posts here.

I've only time for a few quick thoughts:

1) Yes, take these postings with a grain of salt; overall Erik & company have done a great job and I believe even the most regular complainers care deep down.

That being said (wink) :

2) Reduce the Class Acts to half. Feature half the classes one issue and the "missed" classes the next (lest we get the "Dragon favors Druids over Rangers!" compaints next!) -- but cut them down. Let's make room for 1 or 2 more medium-size articles so Dragon doesn't seem so loop-sided.

3) Bring back detailed reviews of non-WotC products. I loved the old Dragon reviews in the past (such as Lester Smith's comparison of Shapeshifters, Wiz-War, et al. in #189 or Swan's "Horror on the Orient Express" review in #185 -- that was good reading) and miss them. In this OGL era Wizards shouldn't feel threatened by Dragon speaking about other publishers' products (most of which Paizo advertises anyway).
Web reviews are admittedly plentiful but often uneven or biased, and I'd love to see well-written reviews by industry professionals of products by Necromancer, Troll Lords, Goodman Games, Malhavok Press, etc., to help me sail through the ever-expanding d20 ocean.

Just my 2 bits.


With specific reference to Class Acts (NOTE - discussion of Class Acts is simultaneously occuring in two threads and comments in one are germane to the other, I think), I think they are a holdover or vestige of the "Dragon is for players; Dungeon is for DMs" idea that was part of the "relaunch." This idea has been set aside to more than a fair degree, especially with respect to Dragon. In this sense, Class Acts are somewhat anachronistic.

Certainly, Class Acts are comparatively easy to write, to edit and get Dragon 11 pages of "content" each month, with probably little muss or fuss. This kind of "convenience," however, speaks not at all to what the readers may or may not get.

In my judgment, and I believe by any fair measure, individual Class Acts miss as often as they hit and I do not believe this may be substantially chalked up to "taste." An article may be said, perhaps poetically, to be a promise - a promise of specific content; the promise is made in the title and usually in the first paragraph, which is often introductory. An article, irrespective of "taste" may be judged on how well it delivers on the promise made. By this objective standard, I think individual Class Acts miss as often as they hit and often deliver an unsatisfying "glancing blow" when space considerations limit an author's ability to fully develop their thoughts.

The idea of longer Class Acts, particularly if they move beyond the Core Classes, I think, has merit as a compromise if Dragon feels it important to keep the feature. Four two page Class Acts, or three, three page Class Acts could likely do substantially better, if for no other reason than that the authors would be allowed, and forced, to more fully develop their ideas.

This raises an issue, however, about what is the proper subject of a Class Act. The answer to this point appears to be - almost anything. Some of the worst Class Act entries seem to go this route in choosing their subject matter.

If I were editing Class Acts, I'd use the following list of Class Act criteria in about this order of preference:

(1) Class Optimization - what will help a player play the class better as it is written in the Core Rules. These could be explanations of how to best employ class features, feat/spell selection/use etc.

(2) Class Opposition - what are the class weaknesses, both generally and with respect to specific foes/situations, and how can these weakness be compensated for or at least confronted with the best chance to prevail.

(3) Class Advancement - how can the class best be leveled and why. Straight class? To what end. Split class? To what end. Prestige class? To what end.

(4) Alternate Class Concepts - moving beyond the Core material, what are other options for the class. If concepts are more purely roleplaying alternatives than mechanical, how can the mechanics best support the roleplaying alternatives.

(5) Class Development - New magic items? Feats? Skills/applications? Whatever. All should be tightly brought back to play of the class, however, before the article concludes. No “day dreaming” articles in Class Acts. Focus on the play of the class.

If Class Acts are supposed to be player oriented class "aids," then if I'm editing them, that is precisely what I will accept and nothing else. Of course, this type of article requires a more than fair technical expertise with the rules, which may be beyond many potential writers and, perhaps, the editor. Properly done, however, these sorts of Class Acts would, I think, quickly distinguish the Dragon and Class Acts as the "go to" place for player advice, much as the "Dungeonmastery" type articles in Dungeon by Monte Cook etc. might be said to be the "go to" source for ideas on how to be a better DM. This is not presently the case.

Class Acts, if retained in any form, need tighter controls to produce something signature and not just a hit or miss filling of space. IMO.


Think of an article you'd like to see in Dragon.

How's abouts sending in a proposal?

- rob


"Think of an article you'd like to see in Dragon.

How's abouts sending in a proposal?"

I would love to...

...but I don't use WotC's D&D rules and I'm not willing to learn them to the degree that would be neccessary to do them justice in an article.

It's too bad...


Robert Head wrote:

Think of an article you'd like to see in Dragon.

How's abouts sending in a proposal?

- rob

Good advice, I suppose, but what does this have to do with the price of green groceries? In this thread, I think we are speaking of what could/should/might make for a better Dragon generally. A single article will not a better Dragon make in this context.

Maybe your thought would be better posed in a new thread - "Why Don't _YOU_ write for Dragon?" You might get an interesting ear full from folks reading these messageboards.

Paizo Employee Creative Director

GVDammerung wrote:
Good advice, I suppose, but what does this have to do with the price of green groceries? In this thread, I think we are speaking of what could/should/might make for a better Dragon generally. A single article will not a better Dragon make in this context.

A single article is the start. Dragon and Dungeon have always been magazines shaped in part by the readers. One article won't change much, but a dozen good articles will.

The chances of a new magaizne starting up now here at Paizo are 0%. Anything's possible in the future, of course, but there's a LOT more to starting a magainze than just having a stack of editorial content, especailly when that proposed content might already have a prospective home in Dragon or Dungeon.


James Jacobs wrote:
The chances of a new magaizne starting up now here at Paizo are 0%. Anything's possible in the future, of course, but there's a LOT more to starting a magainze than just having a stack of editorial content, especailly when that proposed content might already have a prospective home in Dragon or Dungeon.

Well, okay. Disappointing but if that's the situation, then that's the situation.

I would then think that campaign specific content - and probably 90% of the time plus we are speaking of FR or Eberron material - needs to be "formatted" rather than simply dropped into the magazine like any other article. The problem with the "drop-in" approach is that, if it is not in a "theme" issue, the campaign specific material tends to draw the eye in a way that "scatters" an appreciation of the magazine as more than just the sum of its parts.

Right now, Dragon seems to be only the sum of its parts. A more structured format can make it seem, and help it be - more than just the sum of its parts.

If campaign specific material must of necessity remain in Dragon, it should follow a format such that a reader will see it in a specific context, as a recurring component of the magazine, and not simply as something "tossed in" among other articles that have been equally "tossed in."

With specific (and obviously necessary) reference to the first Realms city article, it has been formatted as a "Cities of the Realms" entry. That formatting style is all well and good but upon opening the magazine the format was immediately "broken" as the article was treated as a "feature" or "lead." Feature or lead articles are not formatted because such is "gilding the lily" and defeats the purpose of the feature/lead designation, format or both.

Unless an issue is a "theme issue," I would be very loath to "feature/lead" campaign material. Include it, sure. Format it, absolutely. But outside of a theme issue, featuring/leading campaign material just garbles the message that Dragon has a message and a style much beyond "content the editors thought was good."

And if you think for a moment that there is nothing wrong with presenting the Dragon each month as solely or mainly "content the editors thought was good," politely, I am wasting my breath. Dragon is not a fanzine.

Contributor, RPG Superstar 2008 Top 16

I don't mean to be facetious, but surely all magazines are primarily composed of what the editor's like? I think -if I understand your point correctly- you are trying to say that Dragon's content should be based upon what the fans want right?

So then maybe we should discuss if the current content actually is what the readers want (which is presumably the point of this thread).

From my perspective, I switched over from a "browse and maybe, if I liked what I saw, buy" reader to a subscriber because of the rumors of the relaunch. The many departments, with the promise of something for everyone seemed like a good idea to me. As the song says, you can't always get what you want, but maybe, if there's enough stuff in each issue you'll always get something.

Personally I was leery of the giant articles when they started to appear, but so far they've all been quite good (gotta love those Demonomicons :) ). The fact that they tend to contain lots of secondary material related to the main theme also makes sure there's a little something for everyone.

I'm only one reader among many so I don't think it's possible to get a magazine that perfectly suits my needs all the time. For instance, I rather liked "Player's Tips" and "Adventurer Tricks" but apparently lots of others didn't so they got chopped.

My favorite articles in the last year or so have both been "advicey", offering up new ways to use the existing rules (both by Mike Mearls I believe). One on fighting in the dark (Who's afraid of the Dark) and the other on clever ways to use equipment found in the PHB (Bedrolls and Bells? something like that :)).

So I would advocate a balanced approach, a little bit of this and a little bit of that, rather then tilting the magazine too far towards the taste of one particular type of gamer.


Hal Maclean wrote:

I don't mean to be facetious, but surely all magazines are primarily composed of what the editor's like? I think -if I understand your point correctly- you are trying to say that Dragon's content should be based upon what the fans want right?

Essentially, you are correct. Obviously, the magazine needs to draw readers and does that, hopefully, by printing material they will like. Just the same, an editor will express him or her self in what they accept for publication. My point, however, encompasses but goes beyond both of these thoughts.

What I am speaking of primarily in terms of formatting is presentation. The exact same content can be presented well or poorly and, even though the it is the exact same content, a poor presentation can stand in the way of reader acceptance and thus sales.

Example - A page background that adds "style" but makes the text hard to read is an example of poor formatting.

Example - Identifying individual articles as part of a greater whole - Cities of the Realms - suggests a coherence or greater meaning/undertaking what will play out, not just once, but over more issues, so, if you like this comeback - there are more "Cities of the Realms" to follow. This is another type of formatting.

Example - The multi-colored "coming attractions/news" blocks that open the Dragon after the editorial. This type of intro is formatting, bringing you into the magazines content in stages. Formatting.

Example - Wil Save that lead the reader out of Dungeon, being placed at the back of the magazine. It was a formatting choice.

This is what I meant by "Dragon is not a fanzine." Fanzines will just put their content out there more often than not. A professional publication concerns itself equally with the manner of presentation and formatting.

It is my opinion that Dragon is not well formating its content at this stage.

To be plain, I'll buy Dragon if they print it on bathroom tissue, pardon the hyperbole. I'm not "complaining" about Dragon. I am suggesting that if they want more sales there are things they might do that they are not now doing that might help garner better sales. But I'll buy Dragon even if they just toss the articles in haphazardly. To me, the Dragon is "the magazine of record" for the hobby and, whether it is optimally calculated to sell or not, will likely remain so. So, I buy. Ultimately, I can easily accept being told "shut up" or simply being ignored. Its not my job to run Dragon. I'll offer an opinion when allowed to do so because I do care about the Dragon's success but ultimately it is not my responsibility to ensure that success.

I like the Demonomicon articles. I liked the Far Realms. I like the Kraken ecology and the Greek fire articles in the current issue. However, right now, I see Dragon as listless, with less than a clear identity or direction. I'd like to see that change for the positive but all I can do is opine.

While sales are trending up, I believe it is because of what I believe to be "hot shotting" big articles like the Demonicon, Far Realms and now Greenwood's big city articles - leading with eye grabbers likely to appeal to a lot of readers. Thing is, you cannot "hot shot" forever and growth by such means is not sustainable. When the "hot shots" end, those readers attracted solely to those articles will leave unless they have been given a reason to stay. Worse, it is possible to "train" readers to accept nothing less than a steady diet of hot shots, and "hot" may then be not hot enough after awhile; the demand may grow for increasingly "hotter shots." This is where formatting can come in useful. It channels the enthusiasm into sustainable form, giving readers something to come back for when the hot shots flag and allowing for a less than steady diet of such hot shots to begin with which makes them more sustainable. Selling the hot shots is not selling the magazine, except in the grossest terms; you want to sell the magazine as the magazine. Bring them in with the hot shot, keep them with your formatting of otherwise good content. I don't see this latter strategy now.

But I'm not complaining and will shut up upon request. Running the magazine is their job, not mine.

Contributor

GV wrote:
Your submission guidelines are antiquated and inefficient. You need to SOLICIT very SPECIFIC types of articles. You need to rewrite the submission guidelines to say other than - “Tell us what you’d like to write.” They should say that but also - “Here’s some things we’d like to see” with a web address for an updated article “want list.” Plan issues in advance and look to fill the article slots with themed articles that you have explicitly solicited as such.

Not to be picky, but Dragon does solicit specific types of articles to fill slots with particular themes, and they do plan issues in advance. They just don't solicit such articles from untried freelancers. I can't speak for the others, but once I had some publishing credits with Dragon I found they would occasionally contact me (and, I'm sure, other reliable freelancers) with specific requests.

If Dragon posted a "wants" thread, they'd be flooded with dozens if not hundreds of submissions for just one article they want. Far better to let occasional writers submit whatever they want and solicit particular articles from whatever freelancer they feel would do the best job.

-Amber S.


Medesha wrote:

Not to be picky, but Dragon does solicit specific types of articles to fill slots with particular themes, and they do plan issues in advance. They just don't solicit such articles from untried freelancers. I can't speak for the others, but once I had some publishing credits with Dragon I found they would occasionally contact me (and, I'm sure, other reliable freelancers) with specific requests.

If Dragon posted a "wants" thread, they'd be flooded with dozens if not hundreds of submissions for just one article they want. Far better to let occasional writers submit whatever they want and solicit particular articles from whatever freelancer they feel would do the best job.

-Amber S.

Hi Amber,

I never can quite figure out whether Dragon and Dungeon suffer from too many or too few submissions, or simply have not instituted a good means for assessing what they do have/need.

What you say, I think, is all true and I would have no quarrel except when it comes to soliciting "untried freelancers." I would solicit them, in a general fashion, knowing that you are correct that you would likely get a great many submissions. I would, however, also devise a means of dealing with this.

I think I would offer more specific "wants" in the guidelines, also utilizing a coordinate website, but would ask not for a completed submission but a one or two page prospectus from interested parties first. The prospectus' would be fairly easy to winnow and I could then move forward with those passing muster.

This is not so different than the "you propose to us" method presently in place, wherein your proposal letter is evaluated before going forward.

The advantage of soliciting more specifically "untried frelancers" is the opportunity to get more tailored content more easily. The difficulty is what you have identified, I think - administering the system. I think, however, the gains outweigh the costs, as I believe the administration can be made not much more complicated than the present system.

I have no illusions, however. The guidelines will not be modified. Tradition. Inertia. Reasonable satisfaction with the status quo and its ease of administration. Will combine to render my suggestion a non-starter. Still, "nothing ventured, nothing gained" as the saying goes.

The more important thing, I think, that people not only think about possibilities but offer suggestions that may spur further thoughts.

I am not satisfied with the Dragon "as is" and unless I am woefully missing my guess, neither are the good folks at Paizo. They are no doubt pleased things proceed well enough, but I would be shocked if they did not have higher aspirations, even though I would never expect them to share that.

Contributor

You make some good points, GV. However, Dragon already has a system in place like you illustrate. Freelancers submit queries, not complete articles.

However, the "wants list" still would create problems in that the Dragon editors already struggle to keep up with the number of queries they receive. Implementing a system where they regularly get dozens or hundreds of copies of essentially the same query from dozens or hundreds of freelancers they've never heard of greatly increases their workload while diminishing returns. After all, the less work they have to do weeding out multiple queries, the more time they have to edit the magazine.

I may have also given the mistaken impression that only hard-core tried and true freelancers get assignments, when the reality is much more flexible. I only had one article published in Dragon and one article accepted but not published when I was solicited for particular articles. So it's not that you have to have dozens of writing credits under your belt, just that you have to have proven you can write your name in the dirt with a stick.

In addition, the editors often update freelancers on the states of their queries (i.e. "we've got lots of ranger articles but not many for arcane spellcasters.") so that we can pitch our queries accordingly.

In addition, I must disagree that inertia means nothing will ever change. Since its new release last year, Dragon has undergone significant changes based mostly on reader feedback. The creation of this website alone has influenced the magazine in countless ways. And it continues to change - I think people will be pleased and surprised with some of the future issues this year.

Obviously I like Dragon the way it is, but I'm very mellow. Hope you find some of this "behind the scenes" stuff interesting. I applaud you for speaking your mind about what you like and what you'd like to see.

-Amber S.


GVDammerung wrote:
I believe the Dragon is now slumping. It has reached a humid level of mediocrity. Each issue is fiercely average, composed with a seeming philosophy that “one good article, if long enough, will makeup for the banal remainder.”

I would generally agree with you here. What I find interesting though is I strongly disagree with some of your specifics as to why. See below...

GVDammerung wrote:
And when the “big one” fails, the entire issue flags. While usually “one good article” is to be found, even if it is not the “feature,” this hardly makes the magazine a success.

My problem is there hasn't been an article in a long time that does much for me at all. The closest would be the demonomicon articles, which are a good read but likely will never see use in any game I run. (mind, a good read is a success in my mind).

GVDammerung wrote:
Class Acts has got to go. The articles are simply not long enough to explore an idea to any meaningful degree. The best ones just get going and have to end. The worst never get started at all and just blather. Most fall unsatisfyingly somewhere in between - the wrong side of average.

I couldn't disagree more. As a player AND a GM I find these far and away the most used items in Dungeon. There are those I don't care for and seem filler, but I consistently find that I turn to this section first when I open Dungeon these days (the exception being the recent Worm Food articles since I am very fond of the adventure paths).

GVDammerung wrote:
If the ecology of X is going to be run, a companion article should also run. Best example - Pazuzu lead and the Kenku followed. Excellent. Same principle needs to apply when the ecology is more in the lead or co-lead position.

I would agree here. Tying the issue together with a theme can make that issue more useful to those who decide to use it. Conversly I suppose would be the fact that someone choosing NOT to use it would find more useless.

That said I like the idea that an issue could be something I could build a campaign around. I think few people disagree that the Incursion issue was one of the best Dragons ever released, and that is exactly what it did. Would be a good theme to shoot for.

As for removal of campaign material I would also whole-heartedly disagree. I am a big FR fan but I like to read the others as well, it gives me ideas on things I can steal and implement in my games. Generic material is often too generic to have the sharp interesting ideas.

Add onto this that FR was born in Dragon and I feel it really has more of home in Dragon than even in it's own books. I am glad to see it have it's own success, but that is because of what Dragon did. They are bedfellows for better or worse, and in this case I feel it is definately for the better.

Sean Mahoney


Mike McArtor wrote:
I don't see foresee any drastic change in how we balance the different types of Class Acts articles. With each issue I try to include one or two articles that push the boundaries of what we can get through the approval process. It's like a little dance I perform every month. A fun dance, to be sure! :)

Just because I like to be a completist, as I read it -

(1) No change to how campaign material is included;

(2) No change to submission guidelines;

(3) No change to Class Acts (see above from another thread); and

(4) Given, no change to the "Big Article" strategy.

So, steady as she goes. I am so looking foward to 4th Edition.

Contributor

2) Submission guidelines were updated last August. I realize that's not as recent as you'd like, but is an update since the release of 3E.

3) Class Acts was originally 11 articles a month; now it is 12 due to repeated requests for non-core class articles.

Just sayin'.


I let my subscription lapse about a year ago. Why? Because it was either too generic (yes, there most definitely is such a thing!) or too much Eberron. And yes, I am a definite FR enthusiast--enjoyed a bit of Ravenloft from time-to-time as well. I picked up #334 and was very pleased. As soon as #335 hits the stands (which should have been yesterday...sigh) it will be mine as well. Should it be FR exclusively? No. But, with FR novels repeatedly finding their way to the best-seller lists, it should get more attention than it has in the last year or two (and "Cities of the Realms" is a great start!). Maybe I'll renew my subscription...

Ed Greenwood and Paizo: KEEP UP THE GREAT WORK! (Yes, I am "shouting" so I can be heard over all the detractors!).

Dark Archive Contributor

Medesha wrote:
3) Class Acts was originally 11 articles a month; now it is 12 due to repeated requests for non-core class articles.

Or will be soon, anyway. :)

Contributor, RPG Superstar 2008 Top 16

Mike McArtor wrote:
Medesha wrote:
3) Class Acts was originally 11 articles a month; now it is 12 due to repeated requests for non-core class articles.
Or will be soon, anyway. :)

I've got this great idea for an article on mute ninjas... :)

Surely there's a massive demand to fill that particular niche?


As a reader I enjoy the Class Acts articles. Some of the articles are campaign specific and I can see how that could be a problem. My reccomendation would be to feature generic classes and give ideas of how they can be adapted to each campiagn setting or just run a couple of class acts that were from different settings in each issue. I've always adapted any material I've needed and since I run a planescape campaign. I end up encountering and dealing with adventures from every setting including my own "homebrew" settings. I will agree with early comments that I would enjoy seeing more planar cities. Because this saves me the time of creating cities and there various histories. I don't agree with eliminating all the campiagn specific material. I think it would be a big mistake and alienate a majority of your fan base.

Liberty's Edge

I still have about 1 1/2 years on my subscription, so I'm not rushing to cancel it. However, at this point, I'm not really considering renewing my Dragon subscription. There are things I like, but I don't think I'm getting more from the magazine than I can produce myself at this point.

There are certainly a few articles that I find interesting, and if it were free, I'd like to keep getting it. Still, I get the distinct feeling the magazine has "fragmented". Twelve pages of 1/2 page articles that tend to repeat, lose their focus, and poorly cover their intended target are a major reason I perceive the fragmentation of the magazine. I like Class Acts. I just don't like what we've been getting. Four three page class acts would be better than 1 page class acts. Especially when some of the Class Acts can cover a wide variety of classes (like martial classes, or spell casting classes) or require extreme expenditures of cross class skills. A typical Dwarf Fighter gets two skill points each level, and 8 at 1st. In order to qualify for any of the recent perform based enhancements, they must use every skill point for 11 levels to qualify if I'm doing my math correctly.

I look to Dragon for material I can use. It hasn't been providing that consistently enough. There are good elements, but the "total package" is lacking.

While I enjoy the idea of ecology articles, the recent Lizard Folk article left me cold. I seem to recall an article intrducing two sub-species now in the MMIII that seemed to provide a better level of information in the society.

If I had one suggestion, it would be to go back to the "theme" issues. I still say that Issue #301 was better than any of the issues following. That's three years ago. Personally, I think the best issue should always be the one I read most recently. Perhaps consistent improvement is an unattainable goal, but it should be the goal. I'm starting to get a strong feeling that on the Dragon side, that isn't even something the staff is willing to consider.

Stay the course, if that is what you want. In 17 issues I'll be disembarking unless things change for the better.

Contributor, RPG Superstar 2008 Top 16

DeadDMWalking wrote:


If I had one suggestion, it would be to go back to the "theme" issues. I still say that Issue #301 was better than any of the issues following.

Could you expand a little upon what you mean by theme issues? I was under the impression that many/most issues still were themed around particular topics. For instance, 328 dealt with PC races didn't it?

(I'm fuzzy on numbers, just ask the tax people :) so if I got the issue wrong my appologies)

And I know three or four issues a year are geared towards perennial themes like dragons and horror.

BTW, as the fellow who wrote those "Cultured Combatants" articles I see your point. But sometimes it's nice to give a PC a reward for taking a less then optimal skill array even if just to encourage them to try out some unconventional characters. A fighter schooled in the courtly graces who strums on his lute when not flailing about with his sword seems like a neat idea. Yeah, a lot of them could -and probably in most campaigns will- work with bards, or fighter/bards (and many other combos), but slanting the article specifically to bards just seemed too easy.

Sure, there's a certain logic in giving new feats for wizards tied to Spellcraft or Concentration, just like you could do Knowledge (religion) for clerics, Survival for rangers or Disable Device for rogues. Pretty much every member of the class has ranks in those critical skills, just like every bard would have ranks in Perform. But there's lots of those sorts of feats out there already so why not a few for the less obvious character designs?

I guess it's more of an esthetic thing for me. All of my most memorable characters have been a little bit quirky, druids with allergies, clerics who got blamed their gods for every little set back and, yeah, fighters who dreamed of standing on stage and basking in the warm glow of an appreciative audience.


Sean Mahoney wrote:
As for removal of campaign material I would also whole-heartedly disagree. I am a big FR fan but I like to read the others as well, it gives me ideas on things I can steal and implement in my games. Generic material is often too generic to have the sharp interesting ideas.

That is exactly how I feel - I've just never been able state it as articulately as this. Please, please don't get rid of campaign-specific material!

Liberty's Edge

I'm not sure that I can articulate what I mean about theme issues as well as I'd like, but I'll try, first by looking at the most recent Dragon I have, Issue #335. Now, I had been warned that there was going to be a lot of "Forgotten Realms" content. I don't mind that. I generally think most campaign specific materials can inspire ideas in my campaign as well or better than generic materials. It might be slightly harder to change, but overall, that isn't a problem. Presentation can make it even harder, so if I have one complaint about Forgotten Realms material, that is it.

So, what was the theme of Issue #335? Forgotten Realms? There were four articles related to that. However, one was fiction (and generally, I've considered all fiction published in Dragon crap since about Issue #10), and one was an interview with Ed Greenwood. That really leaves only two articles that are "Realms Specific Game Material". And both dealt with bards. I wouldn't consider that sufficient breadth to consider it a Forgotten Realms Theme Issue. Perhaps Bards in the Forgotten Realms? That's a little too specific. Something more general would be better.

Now, the other two articles that jump out at me are the Ecology of the Lizardfolk and the Bazaar of the Bizarre. There was a nice synergy between those two, but this certainly wasn't a lizardman theme issue. Those two don't tie in to the Forgotten Realms theme we had with the other articles, so that increases my impression of "fragmentation".

Now, Hal, about your article - I actually don't dislike it. I think there is an interesting concept there. However, it is not designed for fighters, and I think you know that. If the magazine is going to publish a Class Act and say "This is for Fighters", it really ought to be for fighters. Your article actually provides a great example of what I'm talking about. That was part two of a two part series. Now, in terms of page space, only 1/2 of that page is actual text. That means it took two pages to present one page of material. I would have rather seen your article presented as a single class act with an extra full page of information explaining how to make it work.

Obviously taking a level or two in bard could make it work. What about a feat that makes Perform a class skill for you? That would have been perfect. There was room for expansion, so on the one hand the article didn't go far enough, and on the other hand, it went too far because the idea wasn't practical the way it was presented. It was a good idea, but the treatment was poor. That isn't your fault, but as an expanded Class Acts, your article would have fit the theme nicely, and helped people get more from the other articles.

I suppose I would have themed this as a bardic issue. Your class acts would have been perfect for a martial bard, or using bardic "abilities" for non-bards. A recent class act that focused on religious bards might be appropriate instead for clerics. Perform is certainly an important skill if the game world is real. I'm currently playing a character in a norse campaign, and I've invested a number of skills in perform: epic because I think that it is an appropriate skill. I had to give up ride, but that is the sacrifice that a skill poor class has to make.

Now, core classes can make a decent theme, but I'd love to see a few "stretches". How about an issue themed around cinematics? Making the game "visually interesting". It could have articles on how to describe your attacks, etc.

Those are some of the kinds of things I'd like to see. But the most important thing is that the theme is clear and the vast majority of the articles support that theme. The class acts just seem a random bit to close out the magazine. They're completely unrelated to what came before.

I like class acts, but they need a serious overhaul. I've thought about this long and hard, and I don't think it will take long for others to start coming to the same conclusion. They may not have thought about it the way I have, so it may take them longer, but I consider it inevitable.

Maybe I'm wrong. It is always a possibility, but I'm usually pretty certain I'm right.

Contributor, RPG Superstar 2008 Top 16

I haven't received issue #335 yet so I can't comment on it specifically. But there does seem to be a slight jump in your comments from "it needs a theme" to "I don't like the theme or at least the approach taking". Which I think you will agree are two different points (if I'm misinterpreting you my appologies).

Personally I like themes too. Not just for the ways they stimulate my own imagination but also because it makes it easier to find a particular article! Once your pile of magazines gets large enough that becomes a consideration :)

DeadDMWalking wrote:


So, what was the theme of Issue #335? Forgotten Realms? There were four articles related to that. However, one was fiction (and generally, I've considered all fiction published in Dragon crap since about Issue #10), and one was an interview with Ed Greenwood. That really leaves only two articles that are "Realms Specific Game Material". And both dealt with bards. I wouldn't consider that sufficient breadth to consider it a Forgotten Realms Theme Issue. Perhaps Bards in the Forgotten Realms? That's a little too specific. Something more general would be better.

Now, Hal, about your article - I actually don't dislike it. I think there is an interesting concept there. However, it is not designed for fighters, and I think you know that.

Thank you :)

As I already said, part of the goal of the article was to get readers thinking about fighters in new ways by presenting feats (the essential fighter class trait) tied to a non-class skill (Perform). Yup, I suspect that a lot of them will find their ways onto the character sheets of bards, fighter/bards and other class combos as well as pure fighters.

Which is cool to me :)

Personally I like CAs that can apply to more then one class since it increases their portability within the campaign. For instance, I wouldn't object to a bard using Knowstones. Yes, I know that's not exactly a fair comparison, both bards and sorcerers cast spells in substantially the same way making it a much easier cognitive leap then the Perform/bonus feats concept of "Cultured Combatants".

To use one of my CAs (as opposed to dragging poor Joshua Cole into it :) ) as an example instead, I wrote "Vision Quests" a while back now for barbarians. However, I would not object to a ranger, druid or character from any appropriately savage background taking the feat and going on a vision quest.

To sum it up, as a reader and a writer I like CAs that push the envelope in some way, offering new rules, new ideas or encouraging readers to think differently about their characters. One of the great traits of the short format is that you can try things that would never make it through the screen of a longer article. It's sort of like a laboratory allowing you to experiment with ideas. I think Mike (the editor in charge CAs) called it the "Unearthed Arcana" section of Dragon.

However, that being said, I see your point and I will keep it in mind when dreaming up ideas for future articles. I've got two in the next issue for instance that hopefully you will find more in keeping with the traditional concept of the classes they represent.

I do appreciate the feedback :). In my book anyone who takes the time out of his or her life to present a well reasoned commentary (and avoiding any of the nastiness that seems so common in this virtual age) deserves an equally well reasoned and respectful response.

Hopefully I met your expectations since you certainly met mine :)

Hal

Liberty's Edge

The class acts section specifically bothers me with the current format.

We both know that it is going to be 12 pages long in the very near future. Each page includes a large title, and an iconic picture, leaving slightly less than 2/3 of a page for the actual article.

I like articles that are appropriate for many classes. Since you're the author of the vision quest Class Act and have already mentioned it is appropriate for any "wild" background, I'd like to agree.

That would have made a perfect class act for druids, barbarians and rangers. Expand it to three pages (eliminating the duplicated titles and illustrations) and I'd probably be happy. Fewer class acts that do a better job explaining how multiple classes can use it would suit me fine.

You see, with the Vision Quest, it was billed as "for barbarians". It was "straitjacketed" into a slot that it doesn't quite fit. The concept is broader than the current Class Acts format allows.

Any article you write (or anyone else, for that matter) must be designated as "for" a class. The best class acts are not actually "for" a class, so why try to pretend that they are? If they're usable for multiple classes, sell them that way.

There are two issues at hand. One is that some classes aren't getting good representation because the articles they present are not specific to the class. It is called an article for one specific class, but that specific class may not even get as much use out of it as another core class.

The other issue is that these general articles aren't doing a good job of illustrating how other classes can benefit from it.

Personally, I'd like to see fewer class acts each month, but just a little more depth. Rather then locking it into a single page format, allow it to be a little more "organic". Say, allow 8 pages total, and run three or four class acts each month. Then, instead of splitting an article into two issues, put it in one. Maybe fighters get three pages in one issue (but it also explains how other classes can benefit from it) and druids get one (but it is fairly druid specific). It is a balancing act, but I think it would be better than the current "every class gets one page whether we've got anything good or not, and even if two articles we print are for the same class, we'll label one differently so no one gets left out".

So, that's my suggestion.

Paizo Employee Chief Creative Officer, Publisher

While I really like a lot of what's come out of Class Acts over the course of the last year, everyone (including us) agrees that the section needs some tinkering and nudging. We're in the process of deciding exactly what that means, but I suspect there's a way to please people who want more oddball stuff and who want the section to dominate fewer pages of the magazine.

Stay tuned.

--Erik

Liberty's Edge

I'll keep watching and waiting. I'm sure that if you recognize a problem, it will be solved. I was under the mistaken impression that the staff wanted to deny the section needs improvement.

I'm certain it is popular, and I can see why. Still, it can be better. I'm glad your people are working on that.


I finally found #335 and I wasn't disappointed! A FR theme and more than one article on bards! Considering the lack of coverage bards get in dragon--not to mention the FRs, until recently--you can bet I'll be gobbling up every word for a while longer....EXCELLENT work, gentlemen.


Nice to see that your listening, Erik.

WaterdhavianFlapjack

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