Wow – 1982. I was ten years old (well, nine in January) and still a couple years away from learning about Dungeons & Dragons. Thirty-six years ago – much as changed, and much has not. I guess all these years later, we can be happy that people are still playing D&D and AD&D and other “old school” games. Let’s start the new year by looking at the new year in 1982 in gaming …
Let’s start with the cover, because it’s pretty different from the traditional fantasy fare. We have a woman, maybe modern, knitting dragons (or something like them) onto a blanket and the dragons are becoming real and flying into the fireplace, all while a strange painting of a man or woman looks on. The tragedy is that I can’t quite make out the signature, and I didn’t see the artist’s name in the magazine.
Update: Nathan Irving writes me to let me know the artist is Dean Morrissey, who provided covers for 16, 18, 28, 60, 84 and 91.
The first big article is “Modern Monsters” by Ed Greenwood. It’s a great article, giving modern (in 1982) vehicles and firearms stats for D&D. The article also goes into some of the pitfalls of pitting “medieval” characters against modern characters. It really all goes to the point that jumping from one reality into another was assumed to be a regular feature by our elders in the hobby. Here’s one insight you might enjoy:
Magic will ultimately determine the fate of an AD&D party in a modern setting. It is the party’s “heavy artillery,” and must be expended with caution, for it is not wholly renewable. Magic users without spell books will be unable to regain their spells.
Lenard Lakofka presents some useful ideas and tables in “Shield and Weapon Skills”, including this insight about shields after he watched some folks from the SCA put on a demonstration of medieval fighting:
Fully 60% of the blows are caught by the shield. Second, a trained fighter who normally uses a broadsword is a much poorer fighter when using a battle axe for the first time. To place these facts in terms of AD&D™ rules, some minor rule changes are proposed. A shield will now give +2 to armor class instead of just +1.
He also presents some rules for determining how long shields last in combat. My favorite scheme is for shields to have to make an item save whenever an attack roll is a natural ’20’.
The tables I mentioned are for determining an NPC’s weapon proficiencies, but they could also be used to determine an NPC’s armaments.
In the “Sorcerer’s Scroll”, one E. Gary Gygax presents some more details about the Greyhawk setting – a good read for those who use that campaign setting.
In “In Search of a James Bond”, Mark Mulkins covers how in a TOP SECRET game one could work for three different operational bureaus at the same time without sacrificing experience points. What Mark covers in three pages I would just hand wave.
Up next is an article I kinda dig called “Random Magic Items” by Pete Mohney. It’s a collection of some groovy little random tables for generating magic items. I’ll generate three of them now:
1) A magic girdle, not cursed, that gives a +1 bonus to all saving throws.
2) An amulet shaped like a double-headed axe that allows the wearer to control animals once per week.
3) A hat that provides a +1 bonus to intelligence – we’ll call it a thinking cap.
If you’re a player of DragonQuest, this issue has an article about magicians by Jon Mattson. Since I’ve never played the game, I can’t comment on the merits of the article.
This issue’s Giants in the Earth covers a couple characters I don’t know – C. J. Cherryh’s Morgaine and Vanye (with art by Jim Holloway) from the books Gate of Ivrel, Well of Shiuan and Fires of Azeroth, Lynn Abbey’s Rifkind from Daughter of the Bright Moon and The Black Flame, and two characters created by Robert E. Howard – Belit and Dark Agnes. Howard. Belit is a Chaotic Evil 10th level fighter in this write-up, though I would probably go Neutral Evil given her devotion to Conan since I conceive of Chaotic Evil as being utterly self-interested.
The special feature of this issue is an AD&D adventure called “The Wandering Trees” by Michael Malone. It is intended for characters level 6th to 9th. The adventure begins thus:
Long ago, so far back that even the elves are not sure when, Termlane Forest was the home of a tribe of tree-worshipping men. These men built a great temple at the heart of The Forest, where they worshipped their mysterious tree-gods.
The adventure concerns a forest of moving trees with only two safe ways through, and a lost temple somewhere in between. It’s a hell of a dangerous forest, so beware. The adventure also includes stakes for the Phooka.
In “Up on a Soapbox”, there are two essays – one by Brian Blume on the problems with playing evil characters in games, and another by Roger E. Moore on the benefits of playing rpg’s with women.
Michael Kluever has an interesting look at “The History of the Shield”. It’s a good primer for those who like to get crunchy. It’s not a short article, and it is well researched with a useful bibliography.
There’s a great insight into 1982 geekdom in “The Electric Eye”, namely the results of a survey regarding to what high tech goodies readers of the magazine had to play with. The results:
- 46% have an Apple II or Apple II+
- 38% have a TRS-80
- 20% have an Atari 400 or 800
- 9% have a CBM
- 6% have no computer
- 6% have a S-100
- 3% have a North Star
- 3% have a VIC
- and 20% have some other computer
The bottom line, apparently was:
Who is the average Electric Eye reader? He’s a 17-year-old male high school student. He has owned a 48K Apple-l I+ with a disk drive, a printer, and a joystick or a paddle set for about a year. He has spent a little over $100 on software, but he mainly either copies out of magazines or does it himself. He reads The Electric Eye for the program listings and reviews, but he is also interested in other facets of computer gaming.
As always, I leave you with Wormy