Dragon by Dragon – April 1982 (60)

I don’t know about the rest of you, but things have sure been stressful lately. I’ve been working hard and praying for peace, and trying to relax with old TV shows, old movies and some podcasts about fun things. I will readily admit that my interests tend towards the old – movies from the 30’s and 40’s, TV from the 60’s through 80’s, “bronze age” comics, old games, etc. There’s something about the design and awkward charm that really get me, not to mention nostalgia for places and people I’ll never see again.

To that end, before I present the wonders of Dragon Magazine #60, I must say goodbye to an old family friend. When I went over to my dad’s house to help work on his patio this week, he let me know that the old Panasonic microwave had finally radiated its last cup of tea.

We bought the microwave back in 1980 (two years before this particular Dragon magazine was published), and I still remember where the shop was, though it’s long since been replaced. It was my parents’ first and only microwave oven. I don’t have any deep emotional attachment to the item, really, but I was rooting for it to stay operational forever. Still, 40 years is pretty damn good for an appliance.

So, farewell Panasonic – I learned to cook hot dogs in you, enjoyed chocolate candy my mother made in you, consumed waaay to many Tony’s microwave pizzas heated by you in my formative years (as in “forming a husky body”) and found about 20,000 cups of water placed in you for heating and subsequently forgotten by my dad. Salute!

Now – to Dragon Magazine. This baby was published in 1982 – so it is still prior to me discovering D&D, which would have been 1984. I don’t remember ever checking this one out from the library, so the contents are new to me – and as always, this is less a review than a “here’s what I dug about this issue”.

We start with an ad for a video game called Temple of Apshai. No memory of this one, but I do agree with their sentiment about slaying monsters. It came with a 56-page “book of lore”, which reminds me of the old Ultima and Might & Magic games that I had. Ultima had a cool cloth map (a tapestry, you know), and M&M had a book with all the spells and stuff in it. A little perusal of the interwebs reveals it was part of a trilogy, and that there are many places to download/play it, including the good old Internet Archive.

Nerd alert:

Dear editor:

There are a couple of problems with Robert Barrow’s article, “Aiming for Realism in Archery,” in issue #58 of DRAGON™ Magazine. From my standpoint, it seems that the good author spends too much time with modern archery and has read nothing of medieval history dealing with the subject.

I mean, the writer of that missive is probably correct … but jeez – can’t I just roll 1d20, maybe do some damage, and move on with my life. I’m not sure there’s any real value to re-creating an historical battle, but I’m positive that re-enacting a fictional fight with some orcs is positively goofy, to quote Jan Brady.

The first big piece in this issue is “All About Elves”. You get Roger E. Moore’s “The Elven Point of View”, with super cool Erol Otus art – the ultimate elven fighter/mage. I really dig the idea that only elves can be fighter/mages. There are, of course, lots of cool ideas in the article – Roger E. Moore is one of my favorites. Roger and Georgia Moore then present the Elven Gods – these are the additions to the pantheon beyond Corellon Larethian in Deities & Demigods. These days, I’m more apt to make up my own, but as a kid, articles like this were eye-openers to me. Notions I didn’t know that I didn’t know.

Speaking of elves – here’s a question from Sage Advice:

Why are elven thieves always children?

Anyone who has a relatively recent edition of the Dungeon Masters Guide will probably think this question doesn’t make sense. The latest edition of the DMG lists 100+5d6 as the starting age for player-character elven thieves (page 12). This puts them into the “young adult” range according to the Age Categories chart (page 13) for high elves — the only kind of elves who can be player characters. However, it wasn’t always so. Earlier editions of the DMG gave 50+5d6 as the starting age, which would indeed mean that all elven thieves would start their adventuring lives as “adolescents” of 55 to 80 years old. Fortunately, this inaccuracy was spotted and corrected in later editions; anyone with an old book can simply make the appropriate change in the text.

Who else likes the idea that only elven teenagers become professional thieves? Sometimes, the “mistakes” are more fun and more inspirational than the corrections.

We also get the “Half-Elven Point of View” by Roger E. Moore to round things out.

Gygax’s “From the Sorcerer’s Scroll” is a big load of cantrips. AD&D cantrips were 0-level spells before later editions pumped them up and made them more useful. I think it would be cool to make these available to non-magic-users on scrolls. Most of these cantrips require the player to really use their imagination and creativity to make them useful in a dungeon adventure – so naturally, I love them.

I’ve mentioned this before, but I absolutely love the illustrations some companies used to illustrate the miniatures they produced. They always look cooler than the actual miniatures, and I just think they’re little works of art.

Ed Greenwood has an article on firearms for D&D which is aptly named “Firearms”. A semi-controversial subject, since Gygax went the direction of “gunpowder doesn’t work in a fantasy world” and many adopted that idea. As with so many articles in these days, it’s pretty thorough, and looks to me like it would blend nicely into the game. Handguns, for example, do 2d3 damage, firing every other round, with a max range of 50 – so they aren’t going to dominate the game. It might be a cool idea to use orcs in the way Tolkien did, as harbingers of the soulless machine age, and arm them with gunpowder weapons, while the heroes use the “elegant weapons of a more civilized age.”

I often include the first paragraph of short stories in Dragon, so here’s a sample of “Wear Wolf” by an unknown author:

The head of the Cheetah seemed to smile mockingly at me. You’ve forgotten something, I could almost hear it say. I resisted the urge to answer back, But I always forget something when I’m late. There are enough aFnimate objects to talk to; talking to inanimate ones is a waste of time.

Dragon #60 includes a complete game – Flight of the Boodles – by Chuck Stoll of Louisville, KY. It recreates the epic journey of the boodles through the “Grumjug-infested passes of the Snagrock Mountains”. The art makes it look like a fun game to me. The map and counters are included – with a little work you could probably recreate them in a cleaner format and print them out to play the game. Each player takes the side of the Boodles or Grumjugs, purchases the pieces they are going to use in their force, and then goes at it, the Boodles trying to break through the mountains and the Grumjugs trying to stop them. Basically – a fun little wargame.

This is an April issue, so April Fools Day jokes was a requirement. In this issue we get one pseudo-joke – the Jester NPC class by Roger E. Moore – who had some thief abilities – climb walls, pick pockets, catch objects – and some jester spells (levels 1 to 8). The spell list is not extensive, but the spells are pretty darn good. I think you could do a great campaign where a hidden evil threatens a kingdom, and the evil in question is a high level jester who wants to sieze the throne for his own, or maybe who is trying to spread chaos for the chaos gods.

Roger Moore also does “Midgets in the Earth” – a comical version of the usual “Giants in the Earth” articles presenting D&D stats for literary characters. This one gives you the likes of Eubeen Hadd, 20th level halfling thief, and Morc the Orc, 12th level snaga orc idiot. The Dragon’s Bestiary follows up with monster stats for Donald Duck by Tom Moldvay (which could work well in RuneQuest-inspired games) or any game where you’d like your PC’s to get whooped by an angry duck, the Tasmanian Devil by Steven Sullivan, the Jolly Green Giant by Michael Nystul (name sounds familiar), Marvin the Martian by David Cook (which one could use as the basis for a whole planet of martians in a cosmic adventure), Baseball Bugbears by Karl Kesel and Tom Richmond (probably a reference to the Bad News Bears) and the Werebeaver by Jeff Goetz (which looks suspiciously like Jerry Mathers). They’re all joke monsters, but all usable as well.

To follow up on the April levity, you get an in-depth article on the Pooka by Michael Fountain. I’ve seen many takes on this monster, which would take some real skill to make work in a game, as there’s such a big emphasis on illusion.

You also get some background stuff for agents in Top Secret, some variant scenarios for Trojan War and a big article on Alignment (since it’s the 80’s and there were many articles on alignment).

“Wormy” by Dave Trampier presents the secret handshake of trolls … which, of course, I cannot show in all good conscience.

“What’s New with Phil and Dixie” by Phil Foglio looks at minigames, including one called “Escape from Cthulhu” that just includes a short incantation …

And a tall order!

Fare well, lads and lasses, and find some love and happiness amid all the troubles of the world. Better yet – be the love and happiness in a troubled world!

Dragon by Dragon – January 1982 (57)

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

Save

Dragon by Dragon – May 1981 (49)

May of 1981 saw me turn 9. I hadn’t heard of D&D back then (and wouldn’t for another 3 years), but if I had heard of D&D, and subscribed to Dragon Magazine, this is what would have shown up in my mailbox that month.

Pretty cool cover, right? There’s more inside, in a 12-page section dedicated to the work of Tim Hildebrandt.

Of course there’s more than just my Hildebrandt in this issue … let’s check it out.

First up is a new ad by Ral Partha, this time featuring their new line-up of Adventurers miniatures. I got curious this time and decided to look up Ral Partha’s address – 5938 Carthage Ct, Cincinnati OH.

It came up with this impressive edifice:

I’ll show off a few more old RPG addresses in this post if I get a chance.

Now that we’ve looked at Ral Partha’s old digs, let’s get to the fun of complaining readers, in this case William G. Welsh, on the archer class in last issue:

“Second — “Kobolds, goblins, dwarves, gnomes and halflings cannot become archers.” In the last chapter of the third book of the Lord of the Rings trilogy, there are no less than three incidents where the effectiveness of hobbit archers is demonstrated. Also, refer to the AD&D Monster Manual, p. 50, under halflings, under special attacks, note “+3 with bow or sling.”

This stuff kills me. The answer from the editor was:

“None of the ideas presented in articles in DRAGON magazine are official rule changes or additions, unless the article specifically says so (and there haven’t been very many of those). The people who write articles that we publish aren’t trying to get everyone to play the way they do, and we certainly don’t hold that opinion ourselves. As is the case with many of the game rules themselves, the articles in DRAGON magazine are suggestions, ideas and alternatives.”

It amazes me when that has to be said, but if comment sections on the internet have done anything, it’s to prove that things like that still need to be said. Could various school systems around the globe please spend a few minutes explaining to people what “opinion” means?

The meat and drink of this issue, other than the special art section, is about tournaments. No, not knights trying to poke each other with lances and Robin Hood splitting an arrow, but D&D tournaments. If I’m honest … I have no interest at all in them, but I’ll try to give them a quick review.

The first article discusses fairness in scoring tournaments, giving a long list of actions that should go into scoring points, and explaining that DM’s need to make sure players know how they’ll be scored. Sounds logical to me.

The next bit discusses improving on the Slave Pits tournament adventure, followed by Mentzer’s reply that “It isn’t that easy”. I can remember getting the Slave Pits module as a kid (I guess about 4 years after this issue was published) and being confused about the whole tournament concept – how you didn’t use the full map, and scored things. As a kid, I wasn’t sure if I was supposed to care about this stuff or not.

Strangely enough, the article complaining about the adventure is really complaining about the size of the teams in the AD&D Open, specifically that nine-person teams are too large. Mentzer explains the problem – not enough Dungeon Masters at the tournaments. Can’t argue with that.

Dig this:

Old Horny indeed. Let’s hope those horns on his head were the source of his nickname. And here, keeping with the theme of this post, is Dragontooth Miniatures old location:

Or is it? A Hilton? I’m thinking perhaps the old building was torn down and replaced. That, or Conrad Hilton had a secret hobby.

The next few articles are a bit too timely to make sense to talk about here – GenCon is growing, , GenCon East fills the Origins ‘hole’ (I’m sure that’s not as filthy as it sounds) and there are nine ways to win the painting contest at GenCon.

Okay, enough of that convention stuff. Next up: Samurai!

This is an interesting take on the character class. The editor’s note mentions that the author, Anthony Salva, holds a first degree black belt in Hapkido. The class that follows is heavily influenced by this, and it’s really a bit more like an alternate monk than the samurai most people would expect.

That said, it’s a pretty groovy class. It’s tough to make it in – you need Str 15, Dex 17 and Int 15 to qualify, but the class is open to gnomes, halflings, elves, half-elves and humans.

This version of the samurai cannot use armor, but his AC improved by 1 per 4 levels. They can use two-handed swords, short swords, bows and staffs, and a samurai of 4th level or higher can obtain his “personal weapons”, which are sacred to him. It mentions the weapons of honor – “Katana, Wakizashi and Nunchakos” are described later in the article.

Apparently Dragon Magazine got there first. Source

The samurai’s special abilities are as follows: Jump front kick (-3 to hit, 2d6 damage), judo throw, ceremony of fealty-weapons of honor (4th level; and here it mentions that katana do 1d12 or 1d10 damage, wakizashi 2d4 or 1d8 and nunchako 1d8 damage), sweep and double chop (5th level), crescent kick/side kick combination, back roundhouse kick, illusionist spell ability (8th level), “360” and downward kick, the slaying hand (10th level), flying side kick (requires movement, -3 to hit, 1d20 damage) and a samurai who becomes a shogun (13th level) has a 25% chance to obtain 30 psionic power points. They go on a bit later to mention they can reduce falling damage, hide in shadows and move silently as a thief, and can dive and roll over obstacles.

This class would probably be a blast to play, especially as a gnome. I’ve often thought that the monk would make a pretty good “cartoon hero” class, and this version of the samurai has me thinking of Samurai Champloo and other anime samurai. If anyone has experience with this class, please drop a note down below and let us know how it went.

Merle Rasmussen now brings us a nice Top Secret article about special ammunition – armor-piercing, dumdum, gyrojet, duplex, etc. Lots of stats (and I mean lots with a capital “L”), but probably useful info for other games as well.

Karl Horak has an article called “Getting a world into shape”, which gets into different shapes for campaign worlds, as in cylinders, polygons, etc.If you want a campaign world in the shape of a 20-sided die, this is the article for you.

Giants in the Earth in this issue presents some Poul Anderson characters – Holder Carlsen (14th level paladin) and Hugi (5th level gnome fighter). The art by Roger Raupp is great:

He’s always fantastic with knights and warriors. The article also has stats for T. J. Morgan‘s Ellide (6th level fighter)

G. Arthur Rahman has an article on historical names – Anglo-Saxon, Byzantine, etc. Very useful then, less so now with the resources of the internet at one’s disposal.

Jon Mattson‘s article “Monster mixing – AD&D creatures adapted to a C&S campaign” show that Dragon was not yet the house organ for TSR that it would become (though it always had more outside content than White Dwarf once it became GW’s house organ). While the article is quite useful for players of Chivalry & Sorcery, it also has an interesting piece at the end – a flowchart of AD&D monster predation:

And now you know.

Up next in the magazine is the section on Tim Hildebrandt‘s art. I’d post some images (aside from the cover above), but a Google search (or clicking on the artist’s name up above) will do you more good these days. Take a look – I think you’ll like what you see. I will post this quote from the interview with the artist:

“One thing leads to another thing leads to another thing and you start growing and growing. Things keep expanding, and the more I do myself, the more I see that there is to learn.”

Lots of wisdom in those words.

The Dragon’s Bestiary in this issue features the Loren Kruse’s Nogra (“a small creature with long, sharp claws which somewhat resembles a hairless lynx”). The basic stats for Blood & Treasure are below:

Nogra, Small Magical Beast: HD 2, AC 15, ATK 1 bite (1d4), MV 20′, SV F12 R11 W15, INT Low, AL Neutral (N), XP 200 (CL 3), Special-Body secretes a substance which absorbs all light (including into the infrared and ultraviolet spectrums), liquid is also a contact poison (save or blinded for 2d4 rounds), light sensitivity

Leonard Lakofka has a new class for this issue (which hopefully doesn’t do halflings wrong) called the Alchemist. Another old Dragon classic. It seems like such an obvious class for D&D, but it’s tricky. My version was essentially Dr. Jekyll, to give it a twist and make more than a guy who isn’t remotely as useful as a magic-user. Lakofka’s is, in fact, not an adventurer.

Lakofka’s alchemist has to have Str 9, Int 10, Wis 6, Dex 9, Con 14 and Cha 16 to qualify, and they must be human, elf or half-elf, with only the humans hitting the highest levels. They only earn XP by “plying their trade”, not adventuring. They can make pottery, blow glass, identify potions, manufacture poisons and manufacture magic potions. It’s a useful class, and could be adjusted to be an adventurer, but as a non-adventuring NPC I’m not sure why one needs to go to the trouble of having levels. It seems like a “novice-veteran-master” approach would work just as well, or even just “the alchemist can do what the DM to needs her do” concept. That being said, Lakofka always puts a lot of work into these things, and his alchemist is no different and thus is worth the read.

Gary Snyder now gets into the weeds on the issue of wishes and how to adjudicate them. This brings up a great point about fantasy gaming and gamers. I’ll often be watching some TV show or movie and think, “That plot element would never work in a game – the players would kill that guy in a heartbeat / or they would never touch that statue, ’cause statues are always trouble in a dungeon.” The idea of wishes probably seemed so simple when the game was first written, and then creative players got hold of the concept and made DM heads explode. Snyder gives ten rules to keep wishes in check which have largely been adopted into the game.

It’s followed up by a short article/story about wishing by Roger E. Moore.

Paul Montgomery Crabaugh has an artcle about travel and clothing in DragonQuest.

If you need a time keeper program in BASIC, Mark Herro has you covered in this month’s The Electric Eye. Blast from the past to see those IF … THEN statements and GOTO commands. I learned BASIC on a VIC-20, which is actually still sitting in my closet.

Side note – I love this Grenadier miniature …

Great sculpt

Side note II – A bit of Wormy

And now on to White Dwarf 25, the June/July 1981 issue. I’ll keep this one brief, and just cover the bases:

Lewis Pulsipher has the third part of the Introduction to D&D series, covering spellcasters. Great art in this one.

Trevor Graver has Optional Skill Acquisition for Travellers. This one ditches the random tables (which are pretty cool) for a skill point system. Control vs. Chaos, the eternal struggle in game design.

Roger Musson has a nice article on The Interesting Dungeon – worth the read.

Tony Chamberlain & Paul Skidmore have an interesting “clerical AD&D skirmish for a large number of players” called Lower Canon Court. This is another one that would probably be fun to play with a big group on Google+.

This issue has some clever magic items – the bowl of everlasting porridge, the bell of watchfulness – a notion on determining handedness in games by Lew Pulsipher (left-handed males 8%, females 4%), and Roger E. Moore has a bit on fake torture items.

Andy Slack has Vacc Suits in Traveller.

Dream Demon!

The Fiend Factory this issue is themed The Black Manse, and has stats for Dream Demons (which are really cool) by Phil Masters, the Incubus by Roger E. Moore, Brain Suckers by John R. Gordon and the Guardian by Simon Tilbrook. As always, the art is top notch. It’s a shame there was never a Fiend Folio II – so many great monsters were left behind.

Lewis Pulsipher‘s second article this issue is on “What Makes a Good AD&D Character Class”. I would answer – people want to play it and it doesn’t screw up the game. This is pretty much what he says, focusing especially on the class not being overpowering. His example of an overpowering class makes me actually want to create it – The Guardian class he posits can listen at doors, use x-ray vision, become ethereal and has a psionic boomerang defense that kills some mind flayers. I dig it.

And that’s that … Have fun on the internet!