I'll limit my comments about this magazine to the designer's work, outside of my contributions. With that comment, the reader might tell I'm already biased for the game's success.
The addition of the Delver class completes the core classes. This hybrid of rake/mystic does a lot more than the hunter of defender ever did. Without playtesting the class yet, I feel that it might take s few levels to truely come to its own as a class, due to the needed ranks in skills. I think this was the single-best move for the game- a single class, over a lot of other character options. In the future, I'd like to see more perks offered to characters.
I liked the feature article on critical hits, making the game a bit more dynamic. It reminds me of the old ICE/RoleMaster critical hits table. I was impressed to see some much stuff about the different magic examples. In the future, I would like to see something similar with a fumble, like tripping over an imaginary deceased turtle.
The verdict is still out about the new magic system proposed, but keep in mind that it's an option, not the new standard. I expect to playtest these rules within the month (on/before Father's Day).
The adventure continues to keep good pace with appropriate challenges. I especially liked how the author presented his formula for making the adventure (and as a reminder template to make your own). I'm interested to see how long this adventure goes...
Finally, the last article was my attempt to help remind good gamers of some simple tricks to make their gaming experience more rewarding. I hope it helps!
I fully expected the magazine to be jam-packed of contributions from the community! I think the author feeds off of our excitement, and I fully encourage players to write!