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<img style='clear:both; float:right; padding:10px 0px 10px 10px; border:0px; max-width: 390px;' alt='Desert Velvia' src='https://drscdn.500px.org/photo/291707869/m%3D2048_k%3D1/v2?sig=d1f76199a6259a36459508c32d9d73f7a38836c78747591918a5672526f6e6a9' loading='lazy'>Before, you only had what was playing at the local cinema to consider your options, including short films, newsreels, and even cartoons. Then, with the rise of suburbia came the rise of television which provided entertainment for the majority of families. For a long time, TV was the only way to introduce new series, meaning all audiences of certain programs had to make sure they were near their sets to stay updated with what was going on and would lose a lot if they missed it. Things got better with the rise of physical media such as DVDs which would allow people to view all shows at their own pace, not just favorite recent ones, but also old shows they had never seen before. Now, we’re in the age of digital streaming where one subscription could make all sorts of shows readily available without the need to put in a disc. As someone who’s grown up with physical media, I’m not really used to digital streaming, but now that I got a subscription to the popular video site, Netflix, possibilities for more animated series reviews are endless. Sites like Netflix even have a number of shows made specifically for there, including animated ones. One of these Netflix-original series is going to be the subject of the coming series of posts; Voltron: Legendary Defender.
For example, adherents of the Path of the Singing Sparrows greatly value nature, and sparrows and songbirds in particular. Their bamboo flutes are capable of inflicting damage when played, and each day, will grant a listener extra Hit Points. The items are themselves well done and nicely supported with plenty of background. For anyone with a penchant for pyrotechnics, Jonathan McAnulty offers up “Magical Squibs, Crackers, and Fireworks” for the Pathfinder Roleplaying Game. Often just as dangerous for the user as they are for the target, these offer something a little more than just bangs and bedazzlements. For example, a Blinding-Goblin Cracker explodes in a blinding flash, whilst the sparkles from a Guiding Rocket always drift to the North. Anyway, these can add pleasing bang to your game, and would be sure to fascinate any overly curious Halfling. Completely ignoring the Edition Wars, Quinn Murphy’s “On the Streets and In the Books,” which details two new sets of rules for Dragon Age: Dark Fantasy Roleplaying, both of which come with their own Stunt Tables for when the players roll well. As the title suggests the second of these sets covers research, whilst the former handles chases and fights in chases.

Both new rule sets are useful, but there is an imbalance between the two, the rules for chases being more detailed, but have fewer options on the Stunt Table, whilst the opposite is the case for the research rules. It is the concept behind the Stunt Tables in Dragon Age: Dark Fantasy Roleplaying that Jeff Tidball discusses in “Feats of Stunning Might and Brilliance,” looking at how they work and why they are fun before suggesting how concept might be applied to Dungeons & Dragons. As a bolt on feature this does not add much in the way of complexity to earlier iterations of the game, but to later versions that have Feats, it does and in part, would it actually being doing that existing aspects of the Dungeons & Dragons rules are meant to be doing already? Tom Allman’s “Lackeys, Hirelings, and Henchmen” and “Group Concepts” by Mario Podeschi all but complement each other.

Both are generic articles, although the latter is written for the Midgard Campaign Setting suggesting as it does ways, means, and reasons as to why the player characters come together. It gives several campaign frameworks under which they can do so, from all playing members of the same race or species, profession or organisation to being from the same family or on the same quest. Accompanying Top 10 Products is a number of examples particular to Midgard, though there is nothing to stop a DM adapting them to his campaign setting, each of which shows how a framework can give a campaign direction. Once a group concept and its particulars has been decided upon, the player characters are going to want some hired help and the DM some interesting NPCs, to which Allman’s “Lackeys, Hirelings, and Henchmen” provides a serviceable introduction. “Getting Ahead” is about as bad a title you could get for an article devoted to the power of the severed head, but fortunately, there is a deliciously evil streak to relish in Ben McFarland’s article for the Pathfinder Roleplaying Game.

The Craft Shrunken Head Feat is one that every tribal shaman or necromancer should consider taking. Lastly, should an adventure result in character death, then “It’s Not Supposed to End This Way” by Scott A. Murray describes six ways to avoid it, though not without consequences, which should be entertaining to play. As we have come to expect, this issue of Kobold Quarterly is rounded out with its usual supporting features. There are the cartoons, the letters page, the book reviews, and the regular column that ends every issue, Free City of Zobeck. This is in addition to Monte Cook’s already mentioned theories about monsters, but there is also another interview with “If You're Having Fun,” this time with Jeff Tidball, author of supplements for RPGs as diverse as Ars Magica, All Flesh Must Be Eaten, and The Edge, and co-publisher of the excellent Things We Think About Games. 17 is as a whole, not as interesting an edition. 16 had more of focus and more of a reason for that focus in the announcement about the Midgard Campaign Setting, but it also had more energy to it. This is not suggest that there is any one bad article in this issue or that it being an odd numbered issue that it is suffering from Star Trek movie curse, but rather as a whole this issue is not quite as satisfying. 17 another solid issue.
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