Ho ho ho – Merry Christmas 1981!
Let’s be honest, Christmas and the 1980’s were made for each other … or at least it sure seemed that way when I was growing up in the 80’s. Christmas had a certain magic in those days that was lost by the 1990’s. I’m sure it had nothing at all to do with me growing up, getting a job, getting married and having a child.
Enough of that – let’s see what the Dragon brought us for Christmas …
First, a bit of opinionating from Kevin Morgan
“There is no need to change the monk character class of ADVANCED DUNGEONS & DRAGONS.”
So there you go. If you were planning on changing the class, you can stop.
For what it’s worth, I agree with Mr. Morgan in some respects – too often a class is considered “broken” or underpowered because it doesn’t do what somebody wants it to do. Doesn’t mean the class is wrong, just means its the wrong class for the player. In AD&D days, of course, things had to be official, which is why the wrong monk for you meant the wrong monk for everyone, because we couldn’t just have a bunch of different monks running around making people happy. That would be (small “c”) chaos!
Speaking of redesigning classes, the first big article of the mag is “Singing a new tune – a different bard, not quite so hard” by Jeff Goelz. For those new to the old school, bards were once very powerful folks, far more than in modern games. It was a tough class to qualify for and as is mentioned in the article, the revised bard class of the Player’s Handbook took forever to enter – one had to go through a succession of other classes first. The article here tries to make a slightly less powerful bard that can be played right from first level like any other character.
A couple takeaways: First, the opening vignette has two of the greatest character names ever: Jake Armageddon, half-orc fighter/assassin and Alphonse Armageddon, half-orc cleric/assassin. I salute you Mr. Goelz.
Second, the bard in this article is a great class that is very playable. It won’t be a stranger to many players of modern iterations of D&D – d6 for Hit Dice, some skills, some fighting ability, some spellcasting (illusionist and druid). Good stuff, especially if you’re running first edition and a weird-o like me comes along wanting to play a bard.
Bill Howell follows up the first article with “Songs instead of spells”. Here, Mr. Howell introduces “songs of power” sung by the bard in place of spells, with a complete song list and some details of songs not already covered as existing spells. Here’s one, done up as a spell for Blood & Treasure:
Level: Bard 5 Range: Special Duration: Special
This song is used against a prominent public figure who behaves incorrectly. The target of the spell has his or her charisma score halved until they atone for their misdeeds … unless their deeds are not really misdeeds. If the target’s actions are not truly objectionable in the moral climate of the region, the bard’s charisma is halved instead until they move at least 50 leagues away, and they may not return to the region for one full year.
This spell is actually right up my alley.
“Map hazard, not haphazard” by William Hamblin is one of those articles that has slightly lost its efficacy with time. It concerns using topographic maps in fantasy games – a good idea and a good discussion – but also includes addresses one can use to order sample maps. The internet has made finding maps like these much easier.
Gary Gygax’s “From the Sorcerer’s Scroll” in this issue covers protection circles (and the like) plus news from the northern Flanaess. It includes some illustrations and descriptions of magic circles and pentagrams, and God knows this article would have run afoul of the “D&D is Satanic” crowd back in the day. I can remember it being included in the old Greyhawk box set. He also describes the Wolf Nomads, Bandit Kingdoms, Duchy of Tenh and Rovers of the Barrens, all of which shows up in the box set as well. Brings back good memories of a wide-eyed kid reading this stuff and realizing that making up a whole world was something you could actually do.
The big feature this issue is a Top Secret scenario called “Mad Merc” – a mission set on a tropical island. It is written by Merle M Rasmussen and James Thompson, and whether you play TS or not, the materials here are super useful and there is a metric ton of it – maps, descriptions of complexes, etc. There’s a nuclear-powered drydock, native peoples caught in the crossfire and a “mad merc” named Strikewell.
The Dragon’s Bestiary this issue features Lewis Pulsipher‘s shroom, which isn’t a mushroom man, but rather a creature that looks something like a thin bear with a dog-like head that can dimension door and prefers capturing foes and holding them for ransom rather than outright killing them.
Shroom, Medium Monster: HD 4+3, AC 14, ATK 2 paws (1d6), MV 30′, AL Neutral (CN), INT low, CL/XP 5/500, NA 1d8, SA-Dimension door, subdue, surprise (4 in 6), hug.
Richard Lucas’ colfel is a big, fearsome beetle from the Negative Energy Plane, which means level drain ladies and gentlemen. Michael C. Reed’s gem vars are humanoid creatures composed of precious stones and created by magic-users. I like all of these monsters, any one of which could be a great addition to a game filled with players who have read the existing monster manuals cover to cover. I think surprises are what makes playing these rpgs fun.
Dragon 56 also has reviews of Task Force Games’ Survival/The Barbarian (positive, but the reviewer thinks they’re too simple for some gamers), Dawn of the Dead (“The game is fast-paced and a fair amount of fun, despite its decidedly macabre nature”) and GDW’s The Argon Gambit/Death Station (very positive) and Fighting Ships: Traveller Supplement 9, which the reviewer found interesting reading, but maybe not super useful for the rpg itself.
There are also book reviews, a holiday gift-giving section focused on books and the continuation of a series that looks at game design.
All in all, not an exciting issue, but I liked the bard class and the bestiary was good.
As always, I leave you with Wormy – have fun and be kind to one another.