Dragon By Dragon – August 1979 (28)

It’s August 1979, and you’re standing in front of a magazine rack. Which magazine do you choose?

Well, too bad. I’m not reviewing Playboy (more’s the pity). You’re going to have to be happy with The Dragon #28.

We open this issue with this:

“It is fun to be unique. It is fun to be part of something unique. Sometimes, though, some of us forget just how strange all of this stuff is to the uninitiated. In the eyes of the mainstream of contemporary culture, what we do — play “games” — is decidedly different. Some would even
call it strange …”

Kask ain’t just whistlin’ Dixie. The funny thing is – as much as Gary and Dave’s little game has influence modern video games, those of us who still play the pen & paper varieties are still considered strange. People I work with are always a little surprised – not sure quite how to react – when I mention that I write role playing game books. Interesting to hear in the comments how many of us are “open gamers”.

Well, this issue opens up with a biggee – “The Politics of Hell” by Alexander Von Thorn. Van Thorn has an author page at Amazon.com, and (if it’s him) a Twitter account. If you have any questions about Hellish politics, feel free to contact the author directly.

The first line is: “Author’s note: The following article cannot be considered the official doctrine of either Advanced Dungeons and Dragons or the Roman Catholic Church. However, it is compatible with AD&D, and except for the parts about Asmodeus it is not in conflict with works on demonology as generally accepted by Catholic exorcists, thus enjoying tacit approval by the Church.” You know, just in case you were worried about your AD&D game rubbing the Catholic exorcists the wrong way.

The article pretty much sets up the political landscape of AD&D’s version of Hell, as we came to know it through the Monster Manuals, with Asmodeus on the top of the heap. It also includes stats for Satan, Belial, and Astaroth (with art).

Next, Jake Jaquet presents The Dungeon Master’s Guide – possibly the most useful RPG book ever made. The article is a collection of comments and reminiscences by people who were involved with the project, including Jeff Leason, Len Lakofka, Lawrence Schick, Jean Wells, Allan Hammack, Mike Carr, James Ward, Darlene Pekul and Gary Gygax, in an exclusive interview with The Dragon (I’m sure it was quite a coup to land that interview!)

Up next, Dan Bromberg writes “A Short Course in D&D. This is an interesting article about folks at Cranbrook Prep School setting up a 2 week course in D&D for incoming freshmen. They ended up charging $1.50, plus another $1.50 for low impact dice (the DM didn’t have to pay). The course books were a copy of Basic D&D and the Player’s Handbook. Given the fact that I still find rules in AD&D I didn’t know existed, a course like this might have been useful to me when I was a kid.

Time for some war gaming – “The Cavalry Plain at Austerlitz” by Bill Fawcett. This is a nice description of the battle that pitted the cavalry of Napoleon’s France against Austria and Russia. It is followed up by an article on “Simulating the Cavalry Plain”, also by Mr. Fawcett. He gives a nice overview of the order of battle on both sides, along with victory conditions for each side. Highly useful for folks playing Napoleonic war games.

I didn’t get interested in the Napoleonics until I started reading Military History magazine in college. Now I’m super excited to get GRIT & VIGOR published so I can write up a Napoleonic supplement to it.

Next up – alignment time! Gary Gygax opines on Evil: Law vs. Chaos in “From the Sorcerer’s Scroll”. In this, he defines the characteristics of Chaotic Evil and Lawful Evil … and then let’s Neutral Evil fall where it may. He defines “evil” as the desire to advance self over others by whatever means possible, and always by the foulest means possible (emphasis mine). I like this, because it makes no qualms about what evil characters are in AD&D – they’re villains. They’re not misunderstood, and they’re not necessarily realistic depictions of human beings. Just theatrical villains you can take some enjoyment in beating the crap out of (or in playing, if you’re in the mood to foreclose on orphans and tie maidens to railroads). The Law vs. Chaos element is the desire to create a world ruled by evil vs. evil for its own sake. Now you know.

Dig this ad:

Looks like Judge’s Guild got into computer games early. The only thing I can’t figure is whether or not this was a licensed game. Here’s the article on the game at Wikipedia … and here, apparently, is a clone …

Allen Hammack writes “Six Guns & Sorcery”. If this sounds familiar, you might remember it from the old DMG, where they provided guides for conversions between AD&D and Boot Hill and AD&D and Gamma World. If you need a quick bravery stat, you can use the following:

Subtract the following from 100 for each class:

Cleric: 2 x Wisdom
Fighter and Monk: 1 x Wisdom
Magic-User: 3 x Wisdom
Thief: 4 x Wisdom

Maybe more interesting are the damage dice for some Old West weapons – Derringers do 1d4 damage, other hand guns do 1d8, shotguns do 1d10 and dynamite sticks do 4d6 damage. With these values, I wonder why they were so worried about including firearms in D&D.

Phil Neuscheler now writes “Fantasy Smith’s Notebook”. This was intended as a series of articles concerning the modeling of miniatures for D&D.

“When you have small amounts of cash to start with, you may wish to get adventurer character figures first, and use a substitute for monsters in your miniature games. After all, you will continue to play your own character(s) no matter what kind of monsters you encounter, so you’ll use the character figure more often than any individual monster. Monsters are simply not cost effective.”

The article provides contact information for several miniature makers active at the time. I wondered how many were still in the business today:

U.S. Airfix – I remember these guys making airplane models – maybe snap-together models. They still produce figures, though I’m not sure they have any ancients or medievals anymore.

Archive Miniatures – These guys appear to be defunct.

Garrison (Greenwood & Ball) – Sadly closed for business. Name sounds more like a law firm.

Grenadier – These folks appear to now be owned by Mirliton. Free downloads at the link.

Hinchcliffe Models Ltd – Still alive, but owned by Hinds Figures Ltd.

Heritage Models Inc – now defunct.

Jack Scruby’s Miniatures – there’s a Jack Scruby line at HistoriFigs. Also found a catalog from 1972 at Amazon.

Martian Miniatures – couldn’t find them online.

Miniature Figurines Ltd (Minifigs) – alive and kickin’ with a Tripod site.

Ral Partha Enterprises – still around, and pushing the resurgence of Chaos Wars. I always wanted to get into these minis when I was a kid, but the money just wasn’t there.

Next up is “Armies of the Renaissance – Part IV The English” by Nick Nascati. This covers the Welsh longbow and its importance to the rise of English military power, as well as their deadly combination of bill, pike and musket. They wore less armor than other armies, but appear to have had a high level of discipline. Also notable is the adoption of the red coat in the late 1600’s.

You might remember Lance Harrop from last week’s installment of Dragon By Dragon – this week we’re looking at his “Elvish Tactics in Fantasy Miniatures”. Not surprisingly, elvish tactics are all about speed and maneuverability. Lance gives us the following order of battle:

The light archers, light horse archers and light cavalry are there to harass the enemy. The light archers are protected by the light infantry. The medium infantry are the main line of troops, with the medium archers behind them. The elite heavy infantry are the reserve, and the medium mounted infantry and heavy mounted infantry are fast deployment reserves. The medium cavalry are the shock troops, and the heavy infantry are the elite elvish knights.

As always, Mr. Harrop gives a few notes about elves:

* They use silver to denote rank, not gold
* They do not use red or black leather
* High elves wear blue and white, middle elves green and white, low elves dark green and tan, sea elves sea green and sky blue and dark elves browns and blacks
* Elves are concerned with having a unified front

Next, Gygax sounds off in Up On A Soap Box – in this edition, on manufacturer conventions. You can imagine how fascinating this article is 35 years after it was written.

In Out on a Limb, we present this week’s Great Moments in Nerd Rage:

“This brings me to a point that I didn’t want to write about when I started this letter: spell points. I HAVE HAD ENOUGH OF FORGETTING SPELLS!!!!!!!” – Mark Jacobs

And in response:

“Gee, it’s always so much fun getting letters from unproven critics who think they have some inner track on “the way of things.” As to what may or may not be absurd, let me say this; if you don’t like it, why give me all of this grief? D&D has always made a point of being nothing more than guidelines for structuring a game, and stating so.”

Oh wait – some more:

“Your argument that healing is too slow is specious, and naive. You obviously have never been in a combat situation yourself, nor have you apparently even participated in something such as the Society for Creative Anachronism’s mock battles.”

God, I love this hobby (and God – I hate this hobby).

We now have another installment of The Voyages of Exploration Ship Znutar. An excerpt:

We have next a full board game by Tom Wham – The Awful Green Things from Outer Space. I won’t go into much detail here – the rules look pretty simple, the game is tied in with Znutar above, and I love that they used to do things like this in The Dragon.

Len Lakofka’s Bazaar of the Bizarre presents Potions of Forgetfulness, Rings of Silence, the Horn of Hadies (their spelling, not mine), the Chime of Warning, the Apparatus of Spiky Owns (a play on Spike Jones, God bless him), Leomund’s Plate and Cup, and a slick little guide for generating random magic-user spell books. To whit:

Jon Mattson now gives us “Level Progression for Players and Dungeon Masters”. This is actually a guide to how many XP players and Dungeon Master’s earn for playing different games. I kinda love this – would be a blast to introduce to the blogosphere. I have to reproduce the level charts:

“Giants in the Earth” time! Lawrence Schick and Tom Moldvay (my hero) give us the following literary giants given AD&D stats:

Leigh Brackett’s Eric John Stark (15th level fighter) – I have to admit, I was bored to tears by the one Eric John Stark book I read; they also include stats for Northhounds (4 HD)

Lord Dunsany’s Welleran (A Lawful Good ghost that possesses anyone who picks up his sword)

James M. Ward now gives us “Monty Strikes Back”. He was the original Monty Hall Dungeon Master, you might remember, who gave out tons of great treasure. This is another story of a game played with many of the early entrants into the hobby.

“We were on a winter level tonight and were far from pleased. It was Friday, one of our usual D&D nights and we were going down into a refrigerated level of Monty’s that we had found weeks before. We had all made fur coats for our figures and most of the group was going down. Robert, Jake, and Dave (I) (Tractics boys through and through) were going down as their 20th level fighters; Brian (a tractics lover too, but a fanatic on Western Gunfight) was going as his 21st level thief/fighter/cleric dwarf; Ernie, Dave (II), and I were going down as wizards of the 18th level (just little guys); Freddie was his stupid high level sword carried by a flesh golem from Jake’s golem squadron; Tom and Tim went as druids (probably because they liked all types of herbs).”

In “The Dragon’s Augury”, we have reviews of Divine Right by TSR, Sorcerer by SPI, and a book, America B.C.: Ancient Settlers in the New World by Barry Fell. Still for sale at Amazon, and four stars!

“The Dragon’s Bestiary” gives us Jake Jaquet’s Slinger. Here are the basic stats in B&T format:

Tiny Magical Beast, Low Intelligence, HD 3, AC 17, ATK 1 spine (1d4 + poison IV), MV 60, F15 R11 W15, AL N, XP 300.

These little buggers, which look like iguanas, can throw their tail spines about 20′. They are vulnerable to fire.

Fineous Fingers, Fred and Charly are stealing a Palantir in this issue.

And that wraps up issue #28. It’s always nice to leave with a song, and since Spike Jones was mentioned …

Dragon by Dragon – May 1979 (25)

May 1979 – the author of this post was 7 and about 5 years away from discovering Dungeons & Dragon. Let’s see what I was missing …

First and foremost – awesome cover. Well done!

A Part of Gamma World Revisited by James M. Ward

Not exactly a title one can conjure with, but the article itself is probably useful to most Gamma Worlders. It covers the history behind the Cryptic Alliances, and might be helpful for campaign play. What I found interesting was the geography of the alliances:

Brotherhood of Thought – started at the University of California, but spread up and down the west coast and into the Rockies.

Seekers – The Seekers are Texans

The Knights of Genetic Purity – don’t say

Friends of Entropy – headquartered in Lincoln, Nebraska

The Iron Society – they’re found in all bombed out areas – seems like Pittsburgh would have been a great headquarters

The Zoopremists – started in the mountain range near Torreon, Mexico

The Healers – Duluth, Minnesota

Restorationists – Boston and Providence

Followers of the Voice – their most successful group is in an underground base in the Appalachians south of Charleston and west of Raleigh – they’re led by a bunny-girl (i.e. female hoop)

Ranks of the Fit – began near Memphis, Tennessee by a circus bear who had its mental faculties increased a thousand fold; their civilization has spread as far north as Cincinnati and as far south as Baton Rouge, presumably along the Mississippi River and its tributaries.

The Archivists – mountains between Butte, MT and Billings, SD and Idaho Falls, MT

Radioactivists – based below Atlanta in the flattened peninsula that was Florida

The Created – have surrounded St. Louis with warbots

Judging and You! by James M. Ward

This is a collection of tricks of the game judging trade, especially for Gamma World and Dungeons & Dragons.

The Tug of the Machine by Allen Evans

A bit of fiction. One column’s worth. And I can’t copy paste it. Sorry.

The Armada Disasters

This is a nice history of naval operations and the clash of nations in the 16th century, and most particularly about the Spanish Armada and its disastrous clash with the English.

From the Sorcerer’s Scroll: The Proper Place of Character Social Class in D&D by Gary Gygax

This covers the introduction of social classes to characters in D&D. It mentions that the initial idea came from MAR Barker’s Empire of the Petal Throne. Gygax points out that Tekumel has a well-thought out culture and social structure, and the lack (or possible lack) of such a structure in D&D makes using social class problematic. He suggests a very simple table for determining social class:

01-75 – Common background
76-95 – Aristocratic background
96-00 – Upper class background

He then goes on to question the use of birth tables and social class, and I have to agree. I suppose if a campaign focuses on social class and the interaction within classes and between classes – something like you’d get in Flashing Blades – it makes sense. If you’re doing the whole Conan thing – plundering tombs and such – I don’t see much point to it.

Armies of the Renaissance by Nick Nascati

Part III of this series, this one covers the Condotierre and The Papacy. Great introduction:

“If Woody Allen would ever decide to turn his comedic talents to writing history, the result would very probably read like a history of Italy in the Age of the Condotierre. Few periods in history could possibly be as full of petty squabbles and pointless maneuvering, as this age when greedy, mercenary captains controlled the destiny of the Italian City-States. Warfare was formalized to the point where it almost became a life-size chess match, with few fatalities. However, their military system does assume a certain importance in our study of the period.”

Well worth the read for wargamers doing this period.

Would the Real Orc Please Step Forward? by Lance Harrop

Here’s an interesting article subtitled “Dealing with the Proliferation of Orcish Miniatures”. Interesting for two reasons.

One is that it covers “orc genealogy and taxonomy” – always fun to see somebody dissect make-believe like that. Lance draws a family tree of evil humanoids, putting orcs, ogres, kobolds, hobgoblins and goblins all on branches of that tree, with hobgoblins and goblins forking off from the same branch. Pretty standard idea these days, maybe kinda new in those days. He then lays out some ideas on how to take this system and use it when selecting miniatures, since back in the day miniatures were a bit more generic – i.e. an ugly humanoid miniature could just as easily be used as a kobold as it could for a goblin.

The other interesting thing about this article is that there was a need to deal with the proliferation of orcish miniatures. I’m guessing that nerds in the Middle Ages were worried about similarly silly things – it runs deep in our breed.

He also provides a picture of several of the miniatures of the day …

Finally, he provides this guide to wargaming with orcs:

1. All goblin races dislike the sunlight, so lower their morale in the daytime.

2. Kobolds and Gnomes will almost instantly attack each other, so have them make obedience checks when they are in charging distance. The same with goblins and dwarves and lesser orcs and elves. Great orcs, man orcs, ogres and hobgoblins will not generally disobey.

3. Orcs of different tribes will also attack each other, as will all goblin races, but powerful leaders can keep them in check, so adjust the die roll against the level of the leader.

4. Usually only great orcs and man orcs will fight in formations, the others will fight en masse.

The Traveller Navy Wants to Join You by R. D. Stuart

An article that covers new career opportunities in Traveller. I don’t play Traveller, so I don’t know that I can comment on how well these are written, but I bet it would come in handy if you were doing a Star Trek-esque Traveller campaign.

Gamma World Artifact Use Chart by Gay Jaquet

This article swaps out the artifact use charts in Gamma World for a more complex and abstract system. Personally – I’ll stick with the charts. I think they’re fun.

An Alien in a Strange Land by James M. Ward

Ward wrote quite a bit for this issue, huh?

This is a bit of Gamma World fiction that seems to be taken from actual play:

“Blern had left those mutated fools of Entropy with an organization that should last until the time it decided to return and take over again. Riding off, on a very reluctant Brutorz, had carried with the act a certain satisfaction in a finished job that was well done. The miles were quickly eaten up under the hooves of the Brutorz and soon Blern was in territory that it had never visited or heard about before. Days passed into a sort of boredom that was unusual for the mutant. It got so that it was wishing for an attack by anything, just to break the monotony, and almost with that thought, Blern spotted the group.”

Excerpt from an Interview with an Iron Golem by Michael McCrery

Interview with a Vampire was written in 1976 – I’m wondering if this article was a play on that. Either way, this one reminds me of the skits that appear in the last 15 minutes of Saturday Night Live. Essentially, another piece of fiction drawn (I’m guessing) from actual play.

War of Flowers by William B. Fawcett

Another nice wargaming article, this one on the Aztecs. I like this bit …

“The Aztec “empire” was in fact a conglomeration of city states that formed rather fluid coalitions which were normally centered on the most powerful cities found in the area of present day Mexico City. In these coalitions there were normally one or two major powers who, by their size and military strength, were able to compel the lesser cities to join in their efforts. When a city was ‘conquered’ the result was the imposition of tribute and economic sanctions rather than social or political absorption, as occurred in Europe or China. This tribute was reluctantly paid to the victorious city only until some way to avoid it was found (such as an alliance to an even more powerful city). Any political or military alliance was then ruled entirely by expedience, and quickly and easily dissolved.”

This is pretty much how I envision all the city-states in NOD. Why? Better for game play in my opinion.

Xochiyaoyotl by Neal M. Dorst

This is a concise set of rules for Pre-Hispanic Mexican wargaming.

Varieties of Vampires by R. P. Smith

This article tackles all the various vampire legends from around the world. It suggests using the same basic game stats for all vampires, but then adds different move rates and environments for the different vampire legends, along with descriptions:

Asanbosam (Africa): Men (9 hit dice), women (8 hit dice), or children (7 hit dice) who look normal except for a pair of books instead of feet. They can charm at minus 3, (except against clerics, whom they avoid) and can throw a single sleep spell per night. They can call 3-18 leopards or 2-12 tigers. Only a cleric can kill the asanbosam.

Burcolakas (Greece): It has a swollen, tense, hard skin. It can scream once per night which deafens all in hearing range for 24 hours, no saving throw. It can also kill, not only by draining life levels, but by naming its victim by name and commanding the victim into a fatal action. It can imitate any voice it hears, with as much of a chance of being detected as an assassin has of being discovered in disguise. It controls 10-100 rats, but no wolves. To defeat: cut off and burn its head.

Great idea – wish I’d thought of it. My favorite bit from the article … “Hence, any body left unguarded without a Bless spell from a cleric will become a vampire within seven days.” Use that rule, and I promise the cleric will hold onto those bless spells. Nobody needs that stupid henchmen you used for cannon fodder coming back to haunt you as a vampire.

To Select a Mythos by Bob Bledsaw

This article covers creating a mythos for one’s campaign. I like that he pushes a “screw reality” concept and chooses fun over strict realism.

Arms and Armor of the Conquistadores by Michael H. Kluever

Another article about fighting on Old Mexico. This one gives a history of the Spanish conquest and then describes the weapons and armor of the different troops.

Not a bad issue. Like the vampire article quite a bit, could have done without so much fiction. The “helpful tips” stuff is helpful for folks new to gaming – not so much for an old fart like myself. If I was doing some Aztec vs. Spanish wargaming, this issue would have really been a boon.

Okay folks – see you tomorrow when I have a new goofy character class you might enjoy.

Dragon by Dragon – March 1979 (23)

I haven’t delved into an old Dragon for a while, so I thought tonight was as good a night as any to do a new “Dragon by Dragon”. What does March 1979 have in store for us?

I often like to start with an ad, and this one has a dandy for Fourth Dimension, the game of Time and Space. You get to play a Time Lord in this one, with an army of Guardians, Rangers and Warriors. No dice in this game – all about the strategy.

In terms of articles, the first one up is about playing EN GARDE! (love the days of capitalized game names) as a solitaire game. Folks might find a use in the Critical Hits table.

Die Roll. Result (Damage Points)
1-10. Light Leg Wound (Base 20 + 16-sided die roll)
11-20. Light Left Arm Wound (Base 20 + 16-sided die roll)
21-30. Light Right Arm Wound (Base 20 + 16-sided die roll)
31-40. Light Head Wound (Base 20 + 16-sided die roll)
41-50. Light Body Wound (Base 25 + 16-sided die roll)
51-60. Serious Leg Wound (Base 50 + 120-sided die roll)
61-70. Serious Left Arm Wound (Base 50 + 120-sided die roll)
71-80. Serious Right Arm Wound (Base 50 + 120-sided die roll)
81-90. Serious Head Wound (Base 50 + 120-sided die roll)
91-99. Serious Body Wound (Base 100 + 120-sided die roll)
00. DEAD

Love the 16-sided dice and 120-sided dice – not sure how that was accomplished, though I’m sure a dice whiz can inform us in the comments. If modifying for use in “traditional fantasy games”, you could maybe replace “Base 20 + 16-sided die roll” with 6 + 1d6 or something like that.

Next is some fantasy fiction by Gardner F. Fox – “The Thing from the Tomb”. The first paragraph goes thus …

“Niall of the Far Travels reined in his big grey stallion, lifting his right hand to halt the long column of riders who followed him across this corner of the Baklakanian Desert. In front of him, and far away, he could make out a dark blotch on the golden sands toward which he was
moving.”

Jeff P. Swycaffer presents “Mind Wrestling”, a variation on psionic combat. To be honest, I still regret not throwing in a psionics appendix into Blood & Treasure. The idea here is that two people are attempting to push a cloud of power suspended between them into their opponent’s mind. The system uses a double track to represent the “field” of combat. Attackers secretly declare an outside or center attack, defenders secretly divide their Psionic Strength between outside and center defense, and then the attacker’s Psionic Strength (+40 or doubled, whichever is less) is compared to the defender’s strength. If a ratio of 2:1 is achieved, the marker is moved one space. If a ratio of 3:1 is achieved, it is moved two spaces. The attacker then has his psionic strength returned to normal and loses 3 points, and the defender loses twice as many points as his marker was pushed back. Simple system, and would probably be a fun game-within-a-game, especially for psionics-heavy campaigns.

Carl Hursh has rules and guidelines for water adventures on the Starship Warden. Lots of monster stats, including craboids and gupoids.

Michael Mornard presents notes on armor for fantasy games, maybe the first article to talk about how D&D armor and weapons is heavier than real armor and weapons.

Gygax’s Sorcerer’s Scroll presents the random generation of creatures from the lower planes – always a fun one, and I highly suggest people use it when sicing demons of various types on their players. You can either use it to generate additional “types” of demons, or use it to alter the appearance of existing types.

James M. Ward presents an article I’m excited about – Damage Permanency (or How Hrothgar One-Ear Got His Name). This system is used when a person is reduced to 1 or 2 hit points. When this happens, there is a 50% chance of no permanent damage, a 20% chance of needing magical healing to heal properly, and a 10% chance of being maimed unless wish or a 5th level or better clerical healing spell or device is used.

What follows are a number of tables – one to determine the area of the body damaged, and tables for each body location to determine what happens. Head damage, for example, is as follows:

1-12 Hearing Loss
13-24 Sight Loss
25-36 Speech Impaired
37-48 Charisma Impaired
49-60 Intelligence Impaired
61-72 Wisdom Impaired
73-88 Fighting Ability Impaired
89-100 Spell Ability Impaired

Of course, more detail follows. “Spell Ability Impaired” mean that the person loses one level of spell ability – i.e. a 3rd level magic-user would have the spells of a 2nd level magic-user.

The Design Forum features “Dungeons and Prisons” by Mark S. Day. Essentially, it covers the idea that dungeons should have some prison cells, and gives a few notions about how one might use them.

And that does it for Dragon in March 1979 – a useful little issue. One parting shot …

Ah – the good old days were just getting started in 1979!

Soon, I’ll review the latest adventure offering from Tim Shorts – Knowledge Illuminates!

Dragon by Dragon – December 1978 (21)

Just imagine all the spiffy Ronco products people were unwrapping on Christmas day in 1978! A few folks might have also been perusing the December 1978 Dragon magazine while they were waiting for Christmas lunch or dinner. Let’s see what it included …

First up, we have a groovy little advert from Ral Partha that would make a good elven army list or encounter list. Let’s make it random …

01-05. Wood Elf Archers (Longbow and Shortsword)
06-25. Wood Elf Infantry (Longbow and Longsword)
26-30. Woof Elf Cavalry (Lance)
31-50. Sea Elf Pikeman
51-60. High Elf Swordsmen
61-75. High Elf Spearmen
76-95. High Elf Cavalry (Two-Handed Swords)
96-100. Elfin Command Group – Elf Commander (5th level fighter/magic-user), Elf Lieutenant (3rd level fighter/magic-user)

First article this issue is a revisit of the Search for the Nile game. This is basically a response to the article in the last issue of The Dragon by the games creator.

Okay – have to share this next ad with everybody …

Next up, we have a neat little table of titles for powerful NPCs by Brian Blume. This one works like the old menus at Chinese restaurants – choose one bit from column 1, one from column 2, etc. Here are a couple examples:

The Lord Protector, His Most Distinguished Illustriousness, The Crown Prince Bob, the Incomparable Slaughterer of Dragons

The Guildmaster, Her All Triumphant Laduyship, Lady Cassandra, The Terrible Scythe of Honor

Kinda groovy – worth checking out. I’ll probably turn it into a random table and use it for Nod now and again.

Willie Callison now presents a Cure for the “Same-Old-Monster” Blues. Every long-time DM has gone through this. Mr. Callison’s suggestion is to look at the world around you and draw inspiration from nature. The giant snake, for example, can be described as any real species of snake – different types of attacks, different color patterns, etc. You get the idea.

Callison also provides the next article – Inflation in D&D. In 1978, inflation would have been foremost on people’s minds, and Willie complains about the lack of realism inherent in the D&D economy – i.e. too many gold pieces floating around. Unfortunately, he doesn’t really give any solutions to the problem. So, kind of a pointless article.

Prophet Proofing (or how to counter foretelling spells) by David Schroeder attempts to throw a monkey wrench into spells like clairvoyance, clairaudience, wizard eye, ESP and x-ray vision. I’m generally not a fan of ideas on how to screw up powers that players should rightly be able to exercise with the characters. I mean, a fighter with a high strength and two-handed sword sure does kill lots of orcs – shouldn’t there be a way to screw that up? Sneaky tricks are a good thing in D&D – keeps the players on their toes – but at the same time, the clever use of spells to overcome obstacles is one of the points of the game.

Sensible Sorcery is an article by Ronald Pehr that explores ways to make researching spells more difficult for magic-users. I think I’m detecting a theme in this article.

Robert Wagner (no, probably not him) now delivers a Boot Hill Encounter Chart. The chart is for town encounters, and is divided into two parts – Town till 8 p.m. and Town after 8 p.m. The early chart gives a 1 in 6 chance of an encounter, while the late chart gives a 2 in 6 chance. Early encounters include pickpockets, various job offers (a very good idea!), being shot at by 1 or 2 people, being mugged by 1 or 2 people, being falsely arrested or have 1 or 2 deputies after you. The late encounters include jealous husbands, being challenged to a gun fight, seeing a bank robbery, more job offers and being arrested by a U. S. Marshall (maybe this guy!). It’s a very good chart, and easily adaptable to a fantasy game or one set later than the Old West period.

Rod Stevens delivers Encounters with Personality. Here, he provides a few ideas on giving monsters and NPCs a bit of history and personality for encounters. Did DM’s actually not do this back in the day? Perhaps – old D&D had a few elements of wargame/boardgame to it back in the day, but articles like this show the progression to a more story-based game. A couple examples:

1. BLARG: Ftr. Cha/Evil. Hobgoblin. Blarg hates everything but ogres. These he emulates but they hate him.
 

3rd 20 5 16 7 7 6 8 6 +1 +1 shrt. sd.

8. CLARENCE LINDIR: Ftr. Law/Good. Human. He is a constable who is always accompanied by 11 other constables. He will do anything to make an arrest including arresting jaywalkers, people with water in wine skins, or anything else he can think of. He often makes up absurd charges. When in court he will then charge resisting arrest if the party didn’t come peacefully. Of the hundreds of arrests he has made, he has only gotten 2 convictions. The townspeople pointedly ignore him and call him “Clarence the Clown” behind his back.
 

1st 9 7 1 7 9 1 0 9 7 8 + 2 + 2 mace & spear

Next come the game reviews. Olympica is set in 2206, where a human colony on Mars is being conquered by a group mind called “The Web” (prescient in a way, huh?). One player controls the assault group being sent by the U. N., while the other player defends the Web generator from the assault.

Don Turnbull of Cambridge, England presents a section of his Greenlands Dungeon – The Hall of Mystery. It’s quite a long description, but it involves riddles (sort of), mirrors (one a mirror of opposition, the other of life trapping containing a succubus) and a host of monsters in rooms. I will share the map …

Gary Gygax pops in next with a strategy guide for Rail Baron. I’ve heard good things about this game (one wonders if it could have been used in concert with Boot Hill), but I’ve never played it. Since I haven’t played it, I won’t chime in on how good a guide it is, but it does look as though it’s quite thorough. In fact, I think it might be the longest article in the magazine.

A couple more game reviews follow. King Arthur’s Knights, which reviewer S. List describes as being similar to TSR’s DUNGEON. Players choose to be a knight errant, knight at arms or great knight, which increasing levels of power and obligations, as well as tougher victory conditions. The map was apparently gorgeous, the rules book 16 pages long and there were 11 decks of small cards. There are several Magic Places on the board, and on each one places a magic treasure and magic guardian.

Timothy Jones now presents some optional rules for DUNGEON. There are new characters (halfling, dwarf, cleric, thief and paladin), new prizes (including a bag of dung!) and new monsters (red dragons, blue or white dragons, witches, evil wizards and evil priests).

T. Watson then has a review of Tolkien’s Silmarillon. Watson describes it as the bible of Middle Earth, with the Valar as the angels, Melkor/Morgoth as Lucifer and the elves as the chosen people. Watson seems to like it, despite it being long and dry, but also seems to indicate that it’s for folks who really want to know more about the imaginary Middle Earth.

In James Ward’s Monty Strikes Back, we get another installment of gonzo dungeoneering done right. Here’s a sample:

“The three ancient white dragons guarding the door were no problem. It was just a matter of running in the chamber hasted and invisible and throwing three hold monsters at things. They didn’t have any treasure, they were just there to slow us down a bit. As we walked through the door ‘Monty gave his “evil” chuckle (which always meant we were in big trouble) and we were told that we were sliding down a sheet of glare ice. We wound up pinioned against a mass of ice spears and everybody but Freddie had taken damage. He then thought it would be a great idea to use his flaming power to melt the spears away. Ernie and I, knowing the horrors Monty could think up, tried to stop him but it was too late. We were hit from above by partially melted ice stalactites and again Freddie was the only one unhurt.”

This was my point about D&D once being something like a wargame/boardgame. The fun was in moving around the pieces, not telling their life stories.

And that’s it for December. The reviews were interesting, a few of the articles useful, but honestly not among the best issues I’ve read.

Enjoy your Saturday gang!

Dragon by Dragon – August 1978 (17)

No, I didn’t stop doing Dragon by Dragon, just got busy last week. Now that I’m back, let’s see what the August 1978 issue (number 17) has to offer.

First and foremost, we have a cover that reminds me of some of the pinball machines of the era, or perhaps the side of the bitchin’est van to ever ply the byways of Lake Geneva, Wisconsin.

Article #1: Vampires in the Dungeon by Clayton J. Miner

The article seems to work off the notion that vampires are total party killers, which may be true, depending on the level of the party. The article goes on to explain why, taking into account their different abilities and how to use them to best effect – including charming multiple party members and having them wait to be drained of blood later, using the dungeon rodents as a spy network, etc. Some of the article seems to assume things about vampires that I don’t think were addressed in the rules – i.e. the older a vampire is, the more resistant it is to holy symbols (which may be true, if you’re considering the vampire’s Hit Dice correspond with age). It also posits the best ways to destroy a vampire. Not a bad article, but to be frank, the monster description and a little imagination from referees and players would be just as good.

Article #2: Chainmail Revisited – Jousting in D&D by Jon Pickens

Ah – anyone who has tilted in the FLAILSNAILS Jousting Tournaments run by the excellent Mike Davison is already aware of these rules. This article works on addressing a few perceived shortcomings of the rules, i.e. “I’m a Lord, and he’s a lowly Level 1. IT ISN’T FAIR!”

There is also a cartoon from Will McLean, who will go on to be, in my opinion, one of the shining lights of Dragon’s humor department for many years to come.

Article #3: Dragonlord review by Glenn Williams

If I’m honest, I never spent much time reading reviews in Dragon Magazine. Reading reviews to old games is even less interesting to me, but I’m going to do it anyways. Williams finds the art, by Morno, to be top drawer. The game concerns battles between dragon riders. Williams points out that the map, while pretty, is screwed up because it shows everything from the side, when it really should be top-down. In addition, the map sections do not align correctly, and the grid is a set of Cartesian squares – a hex grid would have been better. The rules, Williams says, are also too complex. Still, he likes the concept, and thinks the game can be improved, such as playing it with the Warriors of the Green Planet map.

I couldn’t find the game online for sale, but there are some other Wee Warriors products at EBay.

Article #4: Faceless Men and Clockwork Monsters

Why wasn’t that the name of an actual game? This article presents a Dungeons & Dragons adventure aboard the Starship Warden (from Metamorphosis Alpha). I’m pretty familiar with this story, but if you haven’t read of this genre-bending excursion, you should try to find it.

Next comes a great add from Dragon Tooth Fantasy Figures, proclaiming the war between the Saurian Empire and Amphibian Confederacy. Love the art …

 I think I get more inspiration from the ads of Dragon Magazine than the articles – quick, dynamic ideas with catchy art.

Article #5: A Wizard with a Difference by James M. Ward

Love the editor’s note …

“ED. Note: The following is recommended as a source of bedevilment to be used by DM on their NPC’s. Some of the possibilities here will drive the average group of PC’s wild when trying to deal with running NPC‘s.”

Prepare for a piece of pure opinion by yours truly – D&D is more fun when the DM is trying to kill the characters. I don’t mean by cheating, but by being a clever, inventive bastard.

The article presents the idea of specialist wizards, using the following types: “Wizard of Aggression”, “Wizard of Defense”, “Wizard of All Things Rustic”, “Wizard of Control”, “Wizard of Tenaciousness” (yeah, I’m picturing Jack Black), “Wizard of Detection”, “Wizard of Fire” and “Wizard of Movement”. One can see some overlap with the later specialists – Conjurer, Necromancer, etc., but these do sound more fun.

The concept is that these wizards get two spells of their specialty per level (I think, the rules could be a bit clearer) and have a percentage chance of casting them based on the level of the spell and the level of the magic-user. Ward suggests these wizards are best used as NPC’s, which is a good point. The average NPC has a short lifespan in combat, so doesn’t necessarily need a vast list of spells, many of which are designed for exploration, which the NPC doesn’t need.

There are plenty of new spells or modified spells – a really fun article to read.

Article #6: Sights & Sounds in Dungeons & Dragons

Another one of those darned useful sets of random tables, this one for random sounds and random sights in a dungeon. Both use a d20, though the sounds table actually runs to 21, with 21 being a bit of a joke (rattling dice/dungeon master’s scream of anguish/garbage disposal/etc.)

Article #7: Variant Monster Dept.

This article gathers a few monsters, including the Magic Munchkin by Michael Kolakowski, the Scholar by Patricia LaPointe, and the Crs’tchen by Dennis Chapman. I love the fact that none of them share the same statistical arrangement – heck, the Munchkin has no stats to speak of. Just for fun, I’ll convert the Scholar for Blood & Treasure:

SCHOLAR
Medium humanoid, Neutral (N), High Intelligence; Symposium (1d10+10)

HD: 1 to 3
AC: 10
ATK: By weapon
MV: 30
SV: 1 HD = F15 R15 W12 / 2 HD = F14 R15 W12 / HD 3 = F12 R14 W11
XP: 1 HD = 100 (CL 2) / 2 HD = 200 (CL 3) / 3 HD = 300 (CL 4)

Scholars are short, bearded men in tweed robes with leather patches on the elbows. They smoke foul-smelling pipes than can produce enough smoke to provide an obscuring mist. There are three levels of scholars.

Instrictors (1 HD) know two spells, confusion and read obscure languages. Confusion is cast by answering a simple question, the answer being in an obscure language.

Associate Profussors (2 HD) know three more spells: Fear, time stop and book missiles. Fear takes effect after muttering about term papers being due. Book missiles works as magic missile, save the books inflict 1d8 points of damage.

Fool Profussors (3 HD) have three ultimate spells. The first is power word stun (the incantation being “Surprise Quiz Today”). Academic dust does 3d6 points of damage and can paralyze the mind for 2-4 turns.  The final spell is cause boredom, which works as a sleep spell that affects any level/HD of creature.

One powerful incantation causes scholars to be seized by instant cardiac arrest – “Tenure denied”.

Article #8: The Monk and Bard in ‘DUNGEON!’ by Jon Pickens

Always love Pickens’ stuff. This one introduces the bard and monk into games of DUNGEON!. I love that game – so sorry that I got rid of my copy years ago. I need to find a copy online (and yeah, I know Hasbro is going to do a reprint – I’d rather have an old game – I’m weird that way).

Article #9: Tesseracts by Gary Jordan

These have been covered nicely at Aeons & Auguries. Jordan covers putting cubic tesseracts into a dungeon do drive map makers nuts. A worthy goal!

Article #10: Ogre Piece by Piece by Jerry Epperson

I’ll admit it. I played it years ago, and found it somewhat boring. If you do love the game and want some variations from 1978, find this article.

Article #11: Design Journal – Boredom and the Average D&D Dungeon by James Ward

If you know James Ward, you know “average” probably ain’t happening in any dungeon he’s written. In this article, he described the idea of filling new dungeon levels with “areas of history” – i.e. themed sections based on history, like an Ancient Egypt area with minions of Set, evil high priests of Set, an 11th level grave robber thief, etc. He also covers Ancient India, The Far East and The Future Machine Age. Good advice, of course, especially for fun-house dungeons.

Article #12: A Short History of Adamantite by Charles Sagui

Short indeed. He labels adamantite as an alloy of Mithril, Carbon, Iron and a few secret ingredients – technically known as Mithriferral Carbide. It is 4/5 the weight of steel, and provides a +2 on AC and hit probability for weapons. It is much more expensive to work and much more difficult to enchant. Sagui gives some prices for different armors (plate armor is 20,000 gp, chainmail 14,000 gp, daggers 1,500 gp) as well.

Article #13: Messengers of God: Angels in Dungeons & Dragons by Stephen H. Dorneman

Dorneman introduces the idea (new at the time, of course) of some non-omnipotent Lawful beings to counter all those devils and demons. He describes four types of angels – Type I (Angel of Wrath), Type II (Angel of Healing), Type III (Archangel of Mercy) and Type IV (Seraphim). Honestly, it never occurred to me to use “types” of angels to counter the “types” of demons. Neat article.

Article #14: Natural Armor for Monsters in Monsters, Monsters by Doug Miller

This one is just what it sounds like. If you don’t have Monsters, Monsters, it won’t do much for you.

Comics

Fineous Fingers is saved from the Antipaladin by the evil wizard, because he needs a thief – not a bad way to handle an encounter in your next game, especially if the needed character is a major pain in the ass to the rest of the party.

Wormy plays a nasty trick on some goblins and tree trolls.

Article #15: Warp War review by Tony Watson

Warp War was a mini-game by Metagaming (click here for Warp War on Boardgame Geek).

From the description, it almost sounds like Car Wars in space – you have to build your ships and then use them to fight over star systems. Watson likes it, and I must admit it sounds fun.

And that brings us to the end. This one is pretty packed, with lots of great articles. Definitely one to look out for!

Dragon by Dragon – July 1978 (16)

Dragon #16 holds great promise based on the cover alone – a bad-ass barbarian and the word “ninja” …

To begin with, a gentle commentary from Kask regarding the amount of fiction in the magazine:

“Due to the length of the conclusion of THE GREEN MAGICIAN, we found it necessary to add an additional four pages this issue. Contrary to what some Philistines might think, this is not a fiction magazine. The Philistines I refer to are the ones that don’t want to see any fiction at all in these pages. To forestall the howls, the extra four pages were added to compensate, not that the story NEEDS compensating for.”

Gerald Guinn kicks this issue off with a rebuttal to a letter criticizing The Cthulhu Mythos Revisited. An entertaining exchange one would now expect to see … well, on every message board and blog frequented by geeks.

Jerome Arkenberg brings us the Near Eastern Mythos. Like the other articles in this series, it keeps it short and sweet and covers quite a bit of ground – everyone from An(s) to Ziusudra(s). The heroes in this article would be especially useful for swords and sandals campaigns – heck, this article, a map of the Near East and a few dungeon maps would be all you need to run a great campaign. The scorpion men are worth a look …

Scorpion Man: HP 240 (holy crap!), AC 1, MV 20″, Magic as 15th level wizard, fighter ability as 15th level lord and Class I psionic ability.

Okay, gonzo stats, but a sweet piece of art. I also love the fact that the “artifacts” presented would, in modern D&D circles, be considered fairly weak magic items.

After the Near Eastern mythos, we have the big article of the issue – The Ultimate NPC: Ninja – The DM’s Hit Man by Sheldon Price. I can hear the audible gasps of the “dick DM” crowd and the clicking of their teeth. To be honest, they have a point, but I think the article also needs to be seen in the context of the time. With characters bouncing around from game to game, there was the real danger of a ridiculously powerful character (probably played by a cheater) showing up to ruin everyone’s fun.

Here’s the rundown – Ninjas are limited to 16th level and must be neutral; they cannot use psionics. Their special abilities include seeing in the dark, tracking (as ranger with 20% penalty), simulate death, poison use (lots of rules here), far travel (2nd to 5th level 50 miles a day, 6th to 9th level 75 miles per day, 10th level or higher 100 miles per day – a unique ability), they prefer no armor but will wear leather or chainmail and they have a special shield called a neru-kuwa, they attack as a fighter, can attack open-handed as a monk and use judo as a samurai (originally in … uh, some other issue), they get a save vs. all damage, save as magic-users of one level higher against spells and can attack with any weapon at a -3 penalty, save ninja weapons they have mastered and weapons associated with a disguise class they have learned. Otherwise they save as a fighter. Their disguises are learned randomly. The article goes on a bit … go read it. It’s actually not too shabby in terms of being overpowered, especially since it’s assumed that one or two ninjas will be taking on an entire party and their retinues.

James Ward does another The Adventures of Monty Haul #3. This involves Freddie and his love of the weird. A sample:

“We appeared on a frosty plain of ice and snow with four Storm Giants swinging their weapons and Monty chuckling something about “minor guards”. We heard the sound of three clubs and a magic sword going smash, smash, smash, and chop. Mike’s gargoyle was a grease smear on one of the clubs, Tom’s Monk was down to one hit point, Dave’s cleric was really hurting, and Jake’s golem had one of its arms cut off by the vorpal sword. Robert clove one in two with his sword while Ernie’s and my cold rays took care of two more (and the sword, we found out a bit later). The last one was missed by the rest of the group, but it didn’t miss me for thirty-six points of bruises and nicks. With the next round, we were able to finish the giants off before the last one did any more damage. They didn’t have a copper coin’s worth of treasure on them, and we weren’t pleased. After a bunch of cure spells and a raise dead on the gargoyle, we still hadn’t figured out what to do about the golem’s arm. We just let it go and traveled on. Tim and Brian put on some of the dead guard’s clothes (which everyone thought was a good idea) and we were on our way towards a batch of caves.”

E. Gary Gygax covers a bit of ground in the Sorcerer’s Scroll with Role-Playing: Realism vs. Game Logic; Spell Points, Vanity Press and Rip-offs.  The essence is – some people are morons when they propose fixes to D&D, and they are an irritation to Gygax not because of vanity, but because they don’t understand game logic. Two quotes:

“The uniform element amongst these individuals is a complete failure to grasp the simple fact that D&D is a game. Its rules are designed and published so as to assure a balanced and cohesive whole.”

“D&D encourages inventiveness and originality within the framework of its rules. Those who insist on altering the framework should design their own game. Who can say that such an effort might not produce a product superior to D&D? Certainly not I.”

The bit about Weapon Expertise being stupid considering that any fighting-man worth his salt would practice with all arms all the time is funny, considering he had just published the AD&D Player’s Handbook with the weapon proficiency rules.

In a Design Variant article, Charles Sagui explains Why Magic Users & Clerics Cannot Use Swords. In essence: For balance in the game, and Tolkien didn’t write D&D, so I don’t care if Gandalf could use a sword. Sagui works out a system where clerics can use edged weapons, but whatever damage they score with those weapons must be paid with by losing spells or, if they’re out of spells, losing their own hit points. Weird, but kinda fun.

A. Mark Ratner presents Metamorphosis Alpha Modifications. This one covers the lack of mutants having a leadership potential, and thus being unable to use devices and weapons they find. I’m not sure that wasn’t the intention in the rules, but Ratner proposes a mechanical aptitude ability for mutants. More importantly, he presents a great big chart of mutated animals, including pigmy elephants, so you know it’s legit.

Next up is the second part of The Green Magician by L. Sprague deCamp.

“Shea’s intention was to jerk the blade loose with a twist to one side to avoid the downcoming slash. But the point stuck between his enemy’s ribs, and, in the instant it failed to yield, Nera’s blade, weakened and wavering, came down on Shea’s left shoulder. He felt the sting of steel and in the same moment the sword came loose as Nera folded up wordlessly.”

Hard not to fall in love with Belphebe.

Wormy involves Irving the imp selling dwarf burgers to a hungry crowd that includes a wereboar. Frank the tree troll takes him out with a club. Almost forgot Dudly and Frank – excellent characters. The gaming world really lost out when Wormy ceased.

Fineous Fingers, meanwhile, turns back to help his pals against the evil knight.

We finish up with a Design Forum article by James Ward on Game Balance. This involves the rate at which magic item treasure is given out – Gygax, Kask and Kuntz all want it restricted – Ward, on the other hand, loves it. He introduces the idea of Game Equilibrium. In this concept, the DM doesn’t care how much magic the players have. He uses plenty of it in his hordes … but he lets the defenders of those hordes use the magic items. In essence, Ward embraces the DM vs. players concept wholeheartedly, like a great big game of Spy vs. Spy. Not a bad style of play, in my opinion, if everybody involved is a good sport.

Well – I got steaks to grill. Have fun on the internet folks, and make sure you buy a copy of Blood & Treasure!

Dragon by Dragon – June 1978 (15)

First page of the magazine … Fantasy Air Cavalry from Ral Partha. It’s a good start, let’s see how they finish.

Best line in Kask’s editorial this time …

“In the past year, we have met and overcome all obstacles in our path save one: the U.S. Post Offal.”

The more things change …

First article is Dragon Magic by Michael Benveniste. This is in the D&D Variant series (God, I love seeing that in an official TSR publication).

“The magic used by dragons is tempered by their nature. Dragons
are creatures of rock and wind, having little use for plants and water.
They feel little need for offensive spells, believing that their own body
and deadly breath fulfill this need.”

What follows is a spell list for dragons, and this idea: All dragons have a secret name they will reveal to nobody, under no circumstances. A legend lore or wish reveals a clue, but not the name, nor does commune or similar spells. A limited wish just confirms or denies a guess. Speaking the dragon’s name dispels all of his spells, and allows the speaker to demand one – just one – service from that dragon. Nice concept for driving a game: “We can’t get to the top of the Godmountain without the help of the Dragon of Peaks, and to do that we need to learn its true name.”

The spell list has all sorts of new dragon spells, including 1st level – Breath Charm, Charm Avians, Evaluate Item, Locate Lair, Magic Pointer, Werelight; 2nd level – See Other Planes, Wall of Gloom, Weave Barrier, Weight Control (boy, could you make money selling this one, as long as no phen phen is involved); 3rd level – Binding Spell, Hold Mammal, Mesh, Negate Enchantment I, Revelation, Servant Summoning I, Water to Wine, Wood to Sand; 4th level – Attack Other Planes, Rock to Sand, Seek, Turn Magic, Work Weather. There are some great, evocative names in there, and the more I read, the more I liked the idea. One sample …

“Water to Wine: A dragon loves good wine. This spell allows the dragon to convert any water (including salt or tainted) to wine valued even by Elves. Amount: 20 gallons per age class.”

Up next are a couple more D&D Variants. First, we have Pits by Richard Morenoff. It’s a pretty neat set of random tables to determine the contents or type of a pit. One possibility is a “citizen”, which consists of the following: Pipeweed grower, shipbuilder, hatmaker, beer merchant, sculptor, fisherman, locksmith, tool merchant, weapon merchant, teacher, loan shark and trapper. Old D&D means that 1 in 1000 pits found in a dungeon holds a pipeweed grower.

N. Robin Crossby of Australia next presents Random Events Table for Settlements and/or Settled Areas. This one is based on the current season (word to the wise, Spring and Winter are safer than Summer and Autumn). There can never be enough tables like this.

James Ward is up next with Monty and the German High Command, another expose of the gaming goings-on within TSR in 1978. The accompanying illustration brings me joy …

This one involves some WW2 Germans facing off against orcs, storm giants, manticores, an EHP (if you don’t know, you need to study your D&D history a little more closely), a warlock, heroes and superheroes, and trolls, all in an attempt to take a castle.

Jim Ward also presents some thoughts on Wandering Monsters, providing a list of Fourth Level wandering monsters. Takes me back to the game’s origin as a, well, game.

Jeff Swycaffer now presents Notes From Another Barely Successful D&D Player, a follow-up to Ward’s article in issue II/7. He tells of playing a “Maladroit”, who can’t cast spells, fight for a damn, pick locks or lead men. Instead, he lies like a rug. Some good ideas here – worth a read.

Jerome Arkenberg writes The Gospel of Benwa (is he referring to … hmmm) in Dragon Mirth, in which he extoles the Benwanite Heresy, that holds that all the problems in the world are due to the struggle between the Gods of Law and Chaos, and that only victory by the Gods of Neutrality can end misery on earth.

Gygax‘s From the Sorcerer’s Scroll covers D&D Ground Area and Spell Area Scale. Herein, he claims the confusion of 1″ = 10 feet indoors and 1″ = 10 yards outdoors will be cleared up in ADVANCED DUNGEON & DRAGONS. He explains how this originally came to pass – namely that the original scale was 1″ = 10 yards in CHAINMAIL, and that the 1/3 scale was devised by Arneson when he turned the tunneling and mining rules of CHAINMAIL into the dungeon rules of what would become DUNGEONS & DRAGONS. He also explains here that one turn = one scale minute in CHAINMAIL, but that for dungeon movement it was altered to one turn = ten minutes, since mapping and and exploring in an underground dungeon is slow work. The key here is that area of effect is always 1″ = 10 feet, even outdoors. So, there you go.

David Tillery is next with Weather in the Wilderness. This always seems to be such an obvious thing to do, but it has rarely paid off for me in a game. I usually just roll for inclement weather conditions when there’s to be an outdoor fight, to make the fight more interesting. Tillery has a pretty solid system, it seems – reminds me of the World of Greyhawk system.

Next, we have an ad announcing “TWO IMPORTANT NEW RELEASES FROM TSR”, those releases being GAMMA WORLD (love the original font) and the AD&D Player’s Handbook.

Next, we have Stellar Conquest: Examining Movement Tactics by Edward C. Cooper. Since I don’t know the game, I won’t go into it much, but I did enjoy the art:

Not enough space ships have giant pincers, in my opinion.

Next we have some fiction by L. Sprague deCampThe Green Magician.

“In that suspended gray mists began to whirl around them, Harold moment when the Shea realized that, although the pattern was perfectly clear, the details often didn’t work out right.

It was all very well to realize that, as Doc Chalmers once said, “The world we live in is composed of impressions received through the senses, and if the senses can be attuned to receive a different series of impressions, we should infallibly find ourselves living in another of the infinite number of possible worlds.” It was a scientific and personal triumph to have proved that, by the use of the sorites of symbolic logic, the gap to one of those possible worlds could be bridged.”

Funny – I just read this bit recently.

Next up … Fineous Fingers runs away from Grond the Anti-Paladin.

After that, a full page pic of Wormy counting his gold over a backgammon board.

The next article is Random Encounters for BOOT HILL, by Michael E. Crane. This should be useful for folks who play Old West games. It includes such things as mounted bandits, homesteaders in wagons, unarmed clergy, soldiers, indians, etc.

And so ends the June 1978 issue of The Dragon!

Dragon by Dragon – May 1978 (14)

I would have been 6 years old for this one, and 6 years away from discovery D&D. Let’s see what it has to offer …

First up, winners on that “Name the Monster” contest. Conrad Froelich of Wyoming, OH was the winner with “The Creature Some Call Jarnkung”. Runner’s up were Cursed Crimson Crawler by Thomas & Edward McCloud and The Ulik by Ann Corlon (who sez women didn’t play D&D back in the day). The winning stats were as follows:

Jarnkung, Large Magical Beast, Chaotic (NE), High Intelligent: HD 5; AC 3; Atk 1 tail (2d6) and 1 or 2 weapons; Move 20 (or 9 for S&W); Save F10 R11 W12 (or 12 for S&W); XP 500 (CL 6); Special: +1 or better weapon to hit, magic resistance 20%, detect thoughts (ESP) at will, may have psionic powers.

A. Mark Ratner now gives a review of Space Marines (not the later effort by Games Workshop), a game which he designed. Apparently it is a modified Tractics which owes something to Starguard. I wish that meant something to me. What did I learn about Space Marines from this article? Well, it has things like Nuclear Damper Fields, Mekpurrs (inspired by the killer herbivores from Satan’s World by Anderson), canineoid, rauwoofs, hissss*st (based on The Time Mercenaries by Philip High) and Klackons. The article has many rules ideas and additions for the game – mostly involving air combat and underwater combat. Makes it sound like a cool game.

J. Ward offers up a review of Nomad Gods. Unfortunately, this is another game I haven’t played or read, so I can’t comment much about it. Likewise with Tony Watson’s review of Cosmic Encounter.

Barton Stano and Jim Ward present Robots as Players in Metamorphosis Alpha. This one gets down into it, giving players structure points (115) and power points (100) to spend on propulsion, computer units, armor and various physical devices like quills, lead shielding and grasping claws. While this seems like a logical way to handle robots, it also stands as a preview of where RPG’s were going in terms of character building.

Michael McCrery now presents Excerpt From an Interview With a Rust Monster. Apparently this hinges on an NPC who was polymorphed into a rust monster, and now sometimes shows up as a wandering monster in McCrery’s dungeon.

Cool miniatures ad for spaceships …

Five sizes for each, which brings to my mind the ship sizes I used in Space Princess – starfighter, shuttle, corvette, star cruiser and dreadnaught. For their part, the ships are Galactic Dreadnaughts, Galactic Attack Carriers, Galactic Battlecruisers, Stellar Cruisers and Stellar Destroyers. OK – their names are better – I’ll give them that.

Gygax writes From the Sorcerer’s Scroll on D&D Relationships, the Parts and the Whole. This one gets into the edition mess that was forthcoming for TSR – i.e. what is the “Basic Set”, will the Original game be around much longer and what is Advanced D&D.

James Ward pops in now with Monty Haul and His Friends at Play. This appears to be a satirical piece about the folks at TSR. I dug the accompanying art:

And now, a peeved letter to the editor about the Cthulhu Mythos from the February issue. This is classic geek one-ups-manship at its finest, for example:

“First, the Elder Gods, after they defeated the Great Old Ones, stripped Azathoth of a lot of his power, so his hits should be lowered to 200 to 225.”

“If you’re wondering who is number one — YOG-SHOTHOTH his hits should be raised to 400. You can say that is rather powerful; you’re damn right. The Great Old Ones are so powerful, that the total power of the Elder Gods could not destroy them; only imprison them.”

“These may seem trivial, but if Howard Phillips Lovecraft, Augest Derleth, or Robert Howard saw your use, they’d roll over in their graves not once but at least ten times.”

Another one from James WardThe Total Person in Metamorphosis Alpha. This is a set of random tables for determining a character’s background. I always think these are most useful for Referees working out NPC’s.

Next we have an ogre fight in Wormy and Fineous Fingers being offered up as a sacrifice for a dark knight.

Gregory Rihn writes Lycanthropy – The Progress of the Disease. You can tell D&D is getting more advanced now and a little less free-wheeling for some folks in 1978. I dig this paragraph:

“A low-level werebear who takes six rounds to change fully would fight as follows: round one, normal level; round two, level minus two; round three, level minus four; round four, bear minus four; (claws and teeth have reached minimal offensive effectiveness) round five, bear minus two; round six, normal bear ability. Of course somewhere in here he has to shed his clothes.”

I like the idea of a lycanthrope changing during the course of a battle. The article includes a level table, which I would think was for adjudicating lycanthropes with class levels in the game – it has columns for “Changes Per Day”, “Chance of Involuntary Changes”, “Time Required for Change” and such – except it also has XP for each level. I guess it makes sense – XP determine one’s “lycanthrope level” separately from one’s normal class level.

And that’s it for #14. A few good bits in this one, but not my favorite issue. Even though I don’t always get much use for the articles in these issues, I still find the environment of gaming inspiration in these magazines. Well worth reading, especially for folks who have no grounding in the history of the game.

Dragon by Dragon – April 1978 (13)

Niall armors up like a barbarian!

Dragon #13 is a mixed bag. Mostly good, a little wasted space (in my opinion of course, one man’s waste is another man’s … hmmm, that’s not going to sound right … skip it). Let’s take a look, shall we …

Tim Kask starts off with his editorial spiel, noting that this is the first of the monthly Dragons. It is also the April Fool’s edition, which we’ll regret a little later on. Gencon moves this year from the Playboy Resort in Lake Geneva (the what in where?) to the campus of the University of Wisconsin-Parkside in Kenosha – they needed more room. TSR Periodicals is also planning a move to a bigger building.

Shlump Da Orc (I’m guessing that’s a nom de plume) produces a surprisingly long article on figuring out how heavy giants are and how much they can lift. In fact, it is multiple efforts to answer this pressing question (one of the ones that suggests to me D&D was already beginning the process of moving from practice to theory with some folks). One formula explains that a 30-ft. tall giant should weigh 11.75 tons, have a 16′ 9″ chest and an 8′ long torso. Would you care for the semi-official weight formula?

Anyhow … the bit on how much a giant could pick up is a bit more interesting, if for no other reason than because of the following assumptions they use about the average human:

The average person can:

1) Carry his full weight on his back
2) Hold in his arms 3/4 of his weight – dead weight that is balanceable
3) With difficulty pick up half his body weight in dead weight
4) With difficulty pick up half his body weight in a struggling animal
5) With mild difficulty pick up 1/4 of his body weight a struggling animal with two hands
6) Fairly easily pick up 1/4 of his body weight in one hand of dead weight, balanced and somewhat symmetrical

Maybe these guidelines will prove useful to you one day.

The other useful bit is the weight (pounds per cubic foot) of various substances, such as:

Aluminum: 170 pounds
Brass, Forging: 525 pounds
Copper: 560 pounds
Iron, Malleable: 450 pounds
Gold: 1,205 pounds
Platinum: 1,340 pounds
Silver: 655 pounds
Steel, Cold Rolled: 500 pounds

Agate: 160 pounds
Beeswax: 60 pounds
Bone: 110 pounds
Diamond: 200 pounds

etc.

This one actually came in quite handy for something I was just writing for NOD, and definitely will be transcribed into an Excel document for future use in my writing. Thanks 30-year old Dragon!

Rob Kuntz now treads into dangerous territory with Tolkien in Dungeons & Dragons. I’m not sure if this was pre- or post-lawsuit. This one is an official pronouncement on the “position on D&D in conjunction with other worlds of fantasy which influenced it conception and specifically to clear up the fallacious beliefs regarding Tolkien’s fantasy as the only fantasy which inspired D&D”

The article mostly boils down to “D&D does not simulate Middle Earth, nor is it intended to, so please stop your nerd-whining”. This continues to be a problem in gaming, primarily in that many people forget that these are games, which by design are about allocating scarce resources to achieve victory (which, actually, is also what life is about), and not make-believe sessions in which whatever you want to happen does.

More interesting than this article is the inset by Brian Blume The Bionic Supplement for Metamorphosis Alpha. Bonzer! Random dice roll to replace your parts with bionic bits, and what those bits do. Totally worth reproducing in its entirety:

Jon Pickens is in next with an equally awesome article – D&D Option: Demon Generation. We begin with a kick-ass piece of art …

The article gives a way to generate additional “Types” of demons, with the following assumptions – all demons have Hit Dice and Gate ability appropriate to their level, all of Level III or less are vulnerable to normal weapons, the rest being vulnerable only to magical weapons, Magic Resistance 50% at Level I, increasing by 5% per level thereafter and special abilities based on the demon’s level. The powers are divided into 6 levels, and frankly, this looks like a blueprint for a demon class. I won’t reproduce it all, but worth checking out.

Jerome Arkenberg now presents the Japanese Mythos for D&D – again, very extensive article on the gods, goddesses, monsters and heroes of Japanese myth and legend, though the info on each god/demon/hero is pretty light. If you want a super rules-lite version of D&D, imagine if all you knew about a character was his Armor Class, Hit Points, Movement Rate, Magic Ability (i.e. level of magic-user or cleric), Fighter Ability and Psionic Ability.

Up next is the April Fool’s bit – a couple pages of song parodies. The less said the better.

Tim Kask now presents WARLORD: Correcting a Few Flaws. Since I know nothing about the game, I won’t comment on the article. Sounds like a fun game, though.

Gardner F. Fox now presents The Stolen Sacrifice, another adventure of Niall of the Far Travels (not to be confused with Niall of the Just Running to the Corner for Ice).

“The man moved silently through the shadows, keeping always to the darkest places. He moved as an animal might, his body poised for instant action, a big hand on the hilt of the longsword by his side. His eyes darted from a doorway to the far corner, where the wind blew a length of scarlet silk hanging from the wall. Caution was in his great body, for he knew that should he be seen this night, death would be his reward.”

Fineous Fingers finds out that just walking up to an evil wizard’s stronghold is stupid …

Yeah, you hate him, but DM’s love him. Meanwhile, Wormy introduces barbecued dwarf burgers.

We round it out with James Ward explaining a few tricks for adventurers – the kind of things that remind you that, at least back in the day, it really was a game, meant to be played and the rules exploited.

That’s it for #13. All in all a pretty useful issue, and especially good if you enjoy Gardner Fox.

Dragon by Dragon – February 1978 (12)

The cover of this baby trumpets an exclusive preview of Andre Norton’s D&D novel, Quag Keep! Let’s see what else this issue has to offer …

The first article is Leon Wheeler‘s The More Humorous Side of D&D, which, if I’m honest, is the literary equivalent of “Let me tell you about my character”. My preference was for the little illustration …

Simple but effective line art … something missing from the more modern products, I think. But maybe I’m just an old fart.

Up next is a “D&D Variant” – A New Look at Illusionists by Rafael Ovalle. Rafael’s illusionist has a 7% chance per level of discerning an illusion created by a creature (i.e. rakshasa, succubus, leprechaun) and, if I’m reading this correctly, always can tell another illusionist’s handiwork. Their spells can affect astral and ethereal creatures because they involve light. A few new spells are added as well, including improved displacement, sensory displacement, discord, gaze of umber hulk, create spectres and basilisk gaze.

Jerome Arkenberg now provides us with The Persian Mythos. This is a quick list, and provides an Armor Class, Move, Hit Points, Magic Ability, Fighter Ability and Psionic Ability for each of the deities. Vohu Manah, “Good Mind”, for example, has the following stats:

Armor Class: 2

Move: 18″

Hit Points: 250

Magic Ability: Wizard – 20th

Fighter Ability: Lord – 15th

Psionic Ability: Class 1

Short and sweet, and probably enough to run a combat, if a combat was actually needed.  I’m sure more modern players will scoff at the AC, which would be 17 or 18 in modern games, but with 250 hit points and all that magical and fighting ability, it’s probably sufficient to clean a few old school clocks. More importantly, a combat encounter with this guy in old school rules would last about as long as it would with new school rules, just without a page of stats that will largely turn out to be useless.

It’s actually a pretty thorough list, and includes several heroes and archdemons.

Hey, check out the ad for this game …

Breaking new ground, those fellas.

In the Design Forum, James Ward lends us Some Thoughts on the Speed of a Lightning Bolt. In the article, he sings the praises of the new rule (or variant rule) on melee rounds in Eldritch Wizardry. It’s an odd article that, these days, would just be a post on a forum discussing the new TSR book.

James Endersby and John Carroll now offer another “forum comment” describing a Ship’s Cargo from some game they played involving a voyage to Japan.

James Bruner now has an article about The Druids. Probably a good synopsis of the current knowledge on druids, but much of what people thought of the druids in the 1970’s has turned out to be faulty. Still, some of it appears to be dead on, and I’m sure it was a useful article in its day, if only to veer people away from the “Druid = Fantasy Hippy” syndrome that sadly persists to this day.

Another neat ad …

If the Persian gods weren’t enough for you, Rob Kuntz now presents The Lovecraftian Mythos in Dungeons & Dragons. Apparently, J. Eric Holmes was primarily responsible. So, here’s what you all want to know …

Cthulhu

Armor Class: 2

Move: 12″

Hit Points: 200

Magic Ability: (see below) [when you see below, you see nothing about magical ability]

Fighter Ability: 15th level

Psionic Ability: Class 1

Those who see him must save vs. fear, and if released from his sleep, all within 100 miles must save or go insane. He regenerates 10 hit points per round, can teleport 1/2 mile, is resistant to water, cold and vacuum and can call 10d10 deep ones up from the sea bottom. He retreats from the Elder Sign. He can attack physically and psionically each round – meaning, I suppose, that he can make an attack and use a psionic power each round.

A later issue has stats for Conan. When I come across it, I’ll have to pit Conan vs. Cthulhu and see how it turns out.

Another great ad, this time for All the World’s Monsters vol. 2.

It is followed by a quick, unbiased review for the new AD&D Monster Manual. The review calls it “An absolute must for every D&D enthusiast everywhere”.

The preview of Norton’s Quag Keep is next …

Milo Fagon, swordsman, and Naile Fangtooth, were-boar berserker, have met in an inn in the Thieves’ Quarter of Greyhawk. They have one thing in common, each wears on his wrist a wide copper bracelet in which are set a number of unusually shaped dice. Puzzling over this strange bond, they are also uneasily aware that something momentous is about to happen to them both, though they cannot see that any of the other people in the inn are paying any attention to them. 

Well, not a terrible issue – the pantheons might have come in handy, but much of the rest seems like the equivalent of chit chat. We finish with the following …