Dragon by Dragon – June 1982 (62)

Today we move into the Summer of 1982, in which from sheer boredom nerds everywhere looked forward to the new Dragon magazine. After all, it’s not like there were any good movies or shows in ’82 …

Of course I’m joking – Airplane II was released in 1982. It was nice to see Shatner in a movie – he was otherwise pretty quiet that year.

Still – summer is a great time to nestle under the air conditioning and read – what did Dragon have to offer other than a famous and fantastic cover image?

First things first – I just found out something about this ad

Apparently, among those D&D players are Alan Ruck and Jami Gertz. Just found this out from Old School FRP on Tumblr. Gertz was super nerd-cute back in the day, if that makes any sense at all. And Ruck … hey, you know Cameron and Ferris played D&D at some point.

First cool article in this issue is on Faerie Dragons. I don’t know why, but I always loved faerie dragons in D&D – it may have been the illustration in Monster Manual II. I think I owned MM2 before I had the original Monster Manual, and I know I had it before I owned the Fiend Folio, so the monsters there loomed large in my estimation of the game. I also remember an exact copy of the MM2 faerie dragon appeared in a video game that a buddy and I used to play at 7-Eleven. It was a fantasy game, very anime in its feel, and I wish I knew the name of it. Maybe a reader knows?

Anyhow -the faerie dragon was created by Brian Jaeger, and until reading the article, I forgot about how they changed color as they aged. I think its a fantastic monster – well doen Mr. Jaeger.

The special dragons section in the mag also presents Steel Dragons by Pat Reinken (with a really cool illustration) and Grey Dragons with another cool illustration. I’m not sure about the artist – I feel like I should know that symbol, but it’s not coming to me.

Roger Moore then presents “Evil Dragon Armors” in the “Bazaar of the Bizarre”. Plate armor made from dragon scales is as D&D as heck, and one of the things the game should highlight more than it does – you know, those things that tap right into the imagination, things that every 12 year old knows is cool whether they’ve heard of D&D or not.

For fans of standardization, Gary Gygax presents some info on spellbooks – the types (standard and traveling, the traveling spellbook containing a fourth of the spells of a standard book), the cost (standard spellbooks cost 1000 gp for materials + 100 gp per spell level of spells contained within, traveling spellbooks are 500 gp + the same), the size (standard are 16″ tall, 12″ wide and 6″ thick, traveling 12″ tall, 6″ wide, 1″ thick) and so on. Great article for those who like the details, completely unnecessary for those who like to keep it light and imaginative.

This is followed up by four long-lost magical manuals in Ed Greenwood’s “Pages from the Mages”. I’ve mentioned this before, but while Forgotten Realms did nothing for me as a setting, Greenwood’s articles about the Realms were massively inspirational for me. They are all worth reading.

But wait – there’s more … the NPC class “The Scribe”, by Ed Greenwood. I was always hooked on NPC classes as a kid, and it killed me that I could see the names of classes in the Dragon indexes they would publish, but had no access to the classes that came along before I was a reader/subscriber. The scribe could actually be a pretty awesome companion to an adventuring party. They can wear any armor and use any weapon, but always attack as a first level fighter. So – not useless in a fight. On top of that, they have some neat special abilities involving writing, and can cast some spells from scrolls.

Roger Moore has another article in this, on the point of view of half-orcs and on the gods of the orcs. Again – great for their inspirational value even if you don’t want to use Moore’s concepts in your particular game. Here’s a neat bit from the article on the gods of the orcs:

“The division of orcs into separate tribes (Evil Eye, Death Moon, Broken Bone, etc.) is usually made along cult lines. The tribal symbol is the holy symbol of the orcish god the tribe holds as its patron. Each patron god seeks to make his followers more powerful than those of the others, since their own power derives from the relative power and might of their worshipers.”

Orc tribes are pawns of their gods, who care little for their followers beyond what they can do for the god. Why are the orcs causing trouble? Their god or goddess told them to – that’s all they need to know.

The magazine contains a full adventure for Top Secret set in Chinatown written by Jerry Epperson. I know little about the game, so I can’t really review it.

Gordon Linzner has a bit of fiction in the issue, “The Feline Phantom”. As is usual for this review series, I present the first paragraph:

“The river of school children flowed past her hips, occasionally rising to her ribs, but Evelyn Slade was exceptionally tall and stood firm against the current. The stream engulfed the monorail she’d just stepped from, then split into a score of individuals motivated by only one thought: Grab the best seat. All viewing locations were, by design, equally good; but try telling that to a nine-year-old New Yorker! Fortunately,
one ride above the Wild Asia exhibit — where Bronx Zoo visitors watched from mobile “cages” as animals roamed in comparative freedom — had proved sufficient.”

Lenard Lakofka presents magic for merchants in “Leomund’s Tiny Hut”. The idea is that members of merchant guilds can gain access to some simple spells, mostly cantrips, but also a few “mysteries” like alarm, appreciate, bell, drowsiness, glue, grab, hound, lapse, lock, pacify, panic and spin. Master guild members can get some 1st and 2nd level magic-user spells. There’s a part of me that likes the idea of lots of spellcasters floating around a campaign world, and another part of me that likes to keep magic more rare. For the former part of me, this is a groovy article.

Phil Meyers and Steve Bill present “Zadron’s Pouch of Wonders”. If you are familiar with AD&D, you’ll get the idea. Reach into the pouch and pull out a randomly determined something. I actually love that kind of stuff – spices up a game and creates wonderful surprises.

After the reviews, we get some Wormy – the cyclops and his cyclops dog are playing D&D …

… plus some ideas on strength by Phil and Dixie, and a few cartoons in Dragon Mirth.

But before we leave – check out this beauty …

Only $40 on Ebay for the Atari 400!

Take a Hard Ride

As I am currently in the middle of writing a GRIT & VIGOR supplement for adventures in the “Old West”, I’ve been reviewing some favorite westerns. Today, the subject of Take a Hard Ride came up, and it occurred to me that working up some character stats for the film’s three heroes and main villain would make for a good post.

Take a Hard Ride was released in 1975, and starred Jim Brown, Fred Williamson, Jim Kelly and Lee Van Cleef. A “spaghetti western”, it was filmed on location in the Canary Islands, and had as its three heroes some names made well known in the “blaxploitation” films of the 70’s. The movie does not come off as a gimick to me, though – Jim Brown plays Pike, a classic western hero, Fred Williamson is awesome as a Maverick-esque anti-hero Tyree, and Jim Kelly brings something akin to Kung-Fu into the picture as Kashtok, a man raised by Native Americans.

The story involves Pike transporting $86,000 to his boss’ ranch – he made a promise on his boss’ deathbed to do it, and he aims to get it done. Hunting down Pike, his allies and the money is Lee Van Cleef as Keifer, a bounty hunter and Kane, a corrupt sheriff, played by Barry Sullivan.

It’s well worth a watch … and if you want to put those characters into action in a game of G&V, here’s my take on their stats:

(For those wondering how I determined levels – I just used the actor’s ages at the time the movie was made, minus 16 years as a guide)

Pike (Jim Brown)
Lawful Good Cowboy, 8th level

S 16 I 12 W 11 D 15 Cn 13 Ch 11
HP 40
AC 11
ATK +5
F8 R8 W11

Knacks: Handle Animal, Ride Mount

Skills: Appraise Value (Livestock), Endure, Gamble, Handle Animal*, Jump, Ride Mount*, Survive Outdoors, Track

Feats: Bum Rush, Exploit Weakness, Mounted Combat, Power Attack, Pugilist

Weapon Proficiency: Club, knife (large), knife (small), lasso, revolver, rifle, shotgun

Special: +2 save vs. fear and anxiety, temporarily increase two physical ability scores, delay damage (8 rd), rope and ride, choose exceptional horse, surprised (1 on 1d8, or normal while sleeping), no penalty grappling creatures one size larger than cowboy

Tyree (Fred Williamson)
Neutral Gunfighter, 7th level

S 13 I 10 W 11 D 16 Cn 12 Ch 13
HP 35
AC 11
ATK +6
F10 R10 W13

Knacks: Bend Bars, Gamble, Move Silently

Skills: Bend Bars, Break Down Doors, Endure, Gamble*, Lift Gates, Sleight of Hand

Feats: Ace Shot, Point Blank Shot, Precise Shot

Weapon Proficiency: Brass knuckles, club, dagger, knife (large), knife (small), lasso, revolver, rifle, shotgun

Special: Extra attack, specialist firearm (revolver), +4 AC fighting defensively, +2 initiative with firearm

Kashtok (Jim Kelly)
Chaotic Good Boxer, 6th level

S 15 I 12 W 13 D 16 Cn 14 Ch 9
HP 42
ATK +5
AC 16
F9 R8 W12

Knacks: Survive Outdoors, Track

Skills: Acrobatics, Bend Bars, Break Down Doors, Endure, Hide in Shadows, Jump, Lift Gates, Listen at Doors, Move Silently

Feats: Dodge, Elusive Target, Far Shot, Lightning Reflexes

Weapon Proficiency: Bo staff, club, compound bow, jo staff, knife (large), knife (small), lasso, spear, tomahawk

Special: Extra attack, unarmed damage 1d6+2, 70’ movement, stunning attack (5/fight), deflect arrows

Kiefer (Lee Van Cleef)
Neutral Evil Ranger, 9th level

S 11 I 12 W 13 D 16 Cn 14 Ch 10
HP 54
ATK +8
AC 12
F7 R11 W12

Knacks: Track

Skills: Bend Bars, Break Down Doors, Hide in Shadows, Lift Gates, Move Silently, Ride Mount, Survive Outdoors, Track*

Feats: Blind Fight, Brawler, Great Fortitude, Improvise, Intuition, Mounted Combat, Pugilist, Rough & Tumble

Weapon Proficiency: Club, dagger, knife (large), knife (small), lasso, revolver, rifle, shotgun +1

Special: Avoid surprise, specialist terrain (desert Southwest)

 

Looking Back – Space Princess

Do you know I’ve been doing this blogging / game writing nonsense for about 10 years? Wow. That was never the intent. In fact, there was no intent – just me goofing around. I certainly never intended to write and publish books when I started.

So here I am, all these years into whatever the heck I’m doing, and I figure maybe it would be fun to look back. Today, I decided to jot down a few thoughts about an early publication of mine, and probably a mostly forgotten one, called Tales of the Space Princess.

Space Princess started out as my response on a message board thread that asked why science-fiction rpg’s had not become as popular as fantasy rpg’s, specifically Dungeons & Dragons. I don’t remember the other responses to the thread, but they were all genre-specific. My theory was that it had nothing to do with sci-fi vs. fantasy. D&D worked because it was a game above all else. Players controlled characters who wandered around a maze in search of treasure. Monsters and traps hindered them. Simple. Anything could be grafted onto D&D, and with each fun thing you added to the mix, D&D became itself more popular. It just so happened that the game was born out of a fantasy supplement to a medieval wargame.

The problem with early sci-fi games, I figured, was that they set out to replicate sci-fi movies and stories. RPG’s aren’t very good at that. Stories have plots, with characters under the writer’s control. They have pre-determined outcomes, which is anathema to games. Checkers works because you don’t know who will win – black or red. Dungeons & Dragons, early on, was the same way. If the characters died delving for treasure, you made new characters. Their death didn’t disrupt a plot – the characters were not central to a story, they were just “avatars” of the players. As a game, this works beautifully. In a novel, it would suck.

I went on to surmise that a sci-fi D&D could have been as popular as the fantasy D&D with the same focus on being a game that borrowed the trappings of science fiction. I took Star Wars as an example. In Star Wars, Luke, Ben, Chewie, Threepio and Artoo venture into the Death Star to rescue Princess Leia from Darth Vader. If we make this more generic, we get a party of adventurers go into a space fortress to rescue the space princess from the dark lord.

Of course, this got my brain popping, so I decided to actually write the game I was describing. I had published a few NODs and Pars Fortuna (more on that in another post), so I figured why not try something else new. I didn’t exactly base the rules entirely on the SRD because I wanted to try some new things. The characters, for example, didn’t have levels. You could start them out as novices, veterans or old-timers – their skills improved with age, but they got fewer luck points to get you through scrapes. This was designed to deal with the fact that, in the source material, you had young Luke Skywalker, old Ben Kenobi and Han Solo somewhere in the middle. How do you make a game work so that different “levels” of characters could adventure together? I had a similar challenge in Mystery Men – the Superman/Batman conundrum. Did my idea work? I decided to use “luck” as a balancing mechanism. Did it work? Heck – that’s for others to decide.

Beyond the rules, I tried to pack the game with all sorts of sci-fi stuff just the way D&D packed in the fantasy tropes. The playable species included humans, of course … which included anything that was basically humanoid and didn’t have special powers … androids and gynoids and “aliens”. The alien species had rules to allow all sorts of alien species to be created, either in imitation of species from existing sci-fi properties – such as vulcan and wookies – or something completely invented by the player.

The classes in the game are psychic, scientist, scoundrel, space ranger and star warrior. Looking through the book for the first time in years, I realize that I had forgotten about my sample characters in the game – Athena Laserwolf, the human star warrior (and an obvious homage to Morgan Ironwolf), Scrimshaw McGurk, the human scoundrel, and Zazzix, the alien psychic. The original art in the project was done by Jason Sholtis, and it was fantastic. It’s fun to rediscover things you wrote long enough ago to have forgotten!

For monsters, I tried to hit the highlights of sci-fi. Space brothers from UFOlogy rub shoulders with the ro-man from Robot Monster and martians from Santa Claus Conquers the Martians. The olvugai from Pars Fortuna made it into the game – I love sticking things from one of my games into others, to keep them all in the same “universe” – as did H.G. Well’s martians as zarks, the vulcans and klingons as red and blue voltans and the vampire from TV’s Buck Rogers made it in as the space vampire. I stuck girallons in the game because they were inspired by the white apes of Burrough’s Mars, and flail snails because I love flail snails. The point was to mix and match all sorts of nonsense to build gonzo space fortresses (i.e. dungeons), and that was what I did. I also included a way to build random (or non-random) alien animals.

I kept the equipment pretty simple, with some basic gear like weapons and spaceships, and then super-science gear – essentially the same as magic items.

Gameplay was designed to be divided into two phases. The first was the exploration of the space fortress to find and rescue the “space princess”, which can be an actual captive princess or a captive prince, or super weapon, or space station plans, or whatever you want it to be. The second phase is where the adventurers escape in their spaceship. They need a few turns before they can jump into hyperspace, and in the meantime have to battle some enemy fighters, a la Star Wars. Just as old D&D didn’t really deal with life outside of dungeon delving and stronghold-building, Space Princess kept it simple.

Space Princess … it originated in a message board discussion, turned into a chance to try new things in a game, It was a fun little experiment for a new author. Looking through the game, I’m actually pretty impressed with how much stuff I packed into a 44 page game! I guess maybe I should pull Tales of the Space Princess back out and give it another go. My daughter had a blast testing it when she was 14, and I think we have the old character sheets tucked away somewhere …