Dragon by Dragon – September 1978 (18)

Another week, another Dragon magazine. The last one was chock-full of stuff, how about this issue.

Traveller: The Strategy of Survival by Edward C. Cooper

As I was thinking, “I don’t remember any Traveller articles showing up before in The Dragon” I hit this line in the article, “I took advantage of the opportunity to observe the TRAVELLER phenomenon first hand” – ah – so this is at the dawn of Traveller.

I’ve never played Traveller, but I did create a character once (I was creating one character for every game I had a PDF of … though I skipped Exalted because after the first few steps I realized I just didn’t care enough to bother with it). This article appears to be about – well – keeping a character alive in Traveller. My favorite bit:

“Several other similar occurrences proved to me then that the success or failure of a character in most cases cannot be traced to “dice or chance” as often as it can to poor handling on the part of a player. I was both surprised and disappointed that some players even blamed a character or given situation for their own bad decisions. But then again, I was extremely excited, awed, by the skill some showed in manipulating their character’s life.”

That hits the spot for an old schooler – though it also shows that there were plenty of people back in the old days who were waiting for the new days with baited breath. Different strokes for different folks!

Reviews – Traveller, The Emerald Tablet, Imperium …

Well, imagine that! The reviewer appreciates that Traveller is not just D&D in space, but rather has its own “unique flavor and style”. The review is quite extensively, and I highly recommend it (yeah, I’m reviewing a review) for folks who don’t really know what Traveller is all about.

The Emerald Tablet is a set of fantasy wargame rules. The reviewer likes them, but admits he doesn’t know much about wargames. He likes that the magic system is based on ritual magic, which I know some people dig, but I always think it’s overrated. On the other hand – dig this sheet of Astral Force cards (click to enlarge … trust me, click it – click it now) I found at Boardgamegeek.com …

I don’t know what Phul does, but, hmm – anyways.

Imperium is another Game Designer’s Workshop product, a board game written by people who really love sci-fi literature. Apparently, Imperium is a game about the Terrans bumping up against the Imperium and the two sides fighting.

Pellic Quest is a computer moderated RPG (apparently a good thing, because computers are jerks like Dungeon Masters – see, the seeds of the new school were always there). Another sci-fi game, you start controlling a small planet in one of six roles (emperor, crusader, brigand, trader, droyds (robotic destroyers) or the zente (insect alien warriors). Each role needs different “winning points” and then go about making it happen.

Oh, and those zente …

Pretty sweet.

Cosmic Encounter is a sci-fi variation on draw poker.  Apparently it is simple and easy to learn, and, most importantly, fun, although the hype that one really has to get into the head of the alien race they control is wrong. The game combines several elements of classic, abstract games, and I want people who think they’re game designers to embrace this notion. Don’t begin with setting, begin with rules and get to know all sorts of old card games, board games, etc. Then apply setting to the game rules. This is how D&D was born and manages to remain so popular – it works as a game. Well, it used to, anyways.

INSANITY, or Why is My Character Eating Leaves? by Keven Thompson

A worthwhile article – insanity is tough to handle in games. Kevin Thompson devises first a saving throw vs. insanity (which makes sense given the time period). The saving throw is based on a matrix between Intelligence and Wisdom – find the number, add character level to it, and then try to roll 1d20 beneath that number. Neat idea (and I’ll be using it in a post this week).

If you fail the save, you roll d12 (always nice to see the d12) on an insanity chart.

INSANITY CHART

1. Nutty
2. Kleptomaniac
3. Perverse
4. Psychotic Hatred
5. Childlike Trusting
6. Schizoid
7. Severe Paranoia
8. Acute Paranoia
9. Gibbering
10. Suicidal
11. Violent
12. Catatonic

The good thing about this list is that it is more behavior based than clinical. It’s pretty easy to see how these “insanities” could impact actual play in a game.

New Spells in D&D! by Paul Suliin

(Love the use of the exclamation point)

This article introduces new spells created by an actual play group using the rules for spell research in Dragon #5. The editor chimes in with the admonition that every spell needs to have a loophole via which it can negated somehow.

The new spells include Nature Call, Magic Missile II, Moon Runes, Flamebolt, Mystic Rope, Pit of Flame, Word of Warding, Force Field, Extend I, Shatterray, Wall of Water, Extend II, Beam of Blasting, Conjure Djinn/Efreet, Density Control, Extend III, Combine I, Call Spirit, Rust Monster Touch and more.

Let’s convert a couple to Blood & Treasure

Magic Missile II
Level: Magic-User 2
Range: Medium (150 ft.)
Duration: Instantaneous

As magic missile, but this spell conjures either one +2 arrow or two +1 arrows, with a like amount added for every fifth level advanced beyond 3rd (i.e. two +2 arrows or four +1 arrows at 8th level, three +2 arrows or six +1 arrows at 13th level, etc.)

Density Control (which would also make a great power for Mystery Men!)
Level: Magic-User 6
Range: Personal
Duration: 3 minutes

The spellcaster can alter the density of his body from a gas to steel. Such changes alter the spellcaster’s Armor Class, so that at minimum density he is immune to physical weapons, and at maximum density he is AC 18 and his hands strike as swords (1d6 damage). Density may be altered throughout the duration of the spell, and items in contact with the spellcaster’s body when the spell is cast are altered along with him.

Magic: Governed by Laws of Theory by Thomas A. McCloud

Man, I used to roll my eyes at these when I was a kid – theory? dude, I want a new class, new race, new spells, new adventures, etc. But I’m an adult now, so … naw, I still think the same way.

This one attempts to draw inspiration on the how’s and why’s of magic in D&D by examining such sage tomes as the 1960 Encylcopedia Britannica and Frazer’s The Golden Bough. Dude – it’s a game. Of course magic is treated casually. Real estate is treated pretty casually in Monopoly because it’s also a game – move and countermove, risk taking, a random element. Don’t overthink it!

Let Your Town Have A Purpose, or, How To Design A Town In Boot Hill by Mike Crane

Sometimes I think Jay Ward wrote the titles of these articles (bonus Nod points to anyone who gets that reference). Mike covers the best scale (1″ = 20′) to draw the map, the need to think about why the town is there in terms of who settled it and what they do (dude, it’s there to give gunslingers a place to have gun fights), etc. To be completely honest, articles like this are a waste. A bunch of random tables for generating an Old West town would have been much more helpful, or just a suggestion of watching some old episodes of Bonanza. Sorry – guess I’m in a salty mood at the moment.

Reviews Continued … Alpha Omega

Okay, apparently we’re not done with reviews yet. Alpha Omega was Battleline’s first stab at a sci-fi game. The reviewer thinks it reminds him of Buck Rogers or Star Wars … and that’s not an endorsement, according to the reviewer. After all, if we can’t beat all the fun out of sci-fi and make it boring and cerebral, then what’s the f-ing point? (I am in a mood). Here’s a sample of the review …

Alpha Omega is billed as “A game of tactical combat in space,” a claim supported by the rules.

Okay then. Apparently, the art is superb on the counters, but they’re hard to read, and the scale (one hex equals one light second) and turn time (6 seconds) are weird for space fights. The game is also two-dimensional, rather than three-dimensional, although the reviewer doesn’t think three dimensions would have any bearing on the game, and thus might as well not be there. The game is really just naval combat on a board that looks like space. The weapons are not realistic (just names, really), so the game also lacks believability (a bugaboo that has never bothered me personally) – hell, they named a couple alien ships Akroid and Balushi – the bastards. Uggh – life’s too short for this. Game looks fun to me, and the cover is pretty cool.

The Chamber of the Godgame by Mick McAllister

The what of the what? It’s a short article describing a dungeon chamber based on a scene in John Fowles’ “grand metaphysical dungeon novel” The Magus. I won’t go into it – find the article or find the book.

Gamma World: Fire Report; Setting Up The Campaign by James M. Ward and Gary Jaquet

Neat little behind the scenes look at the why’s and wherefore’s of turning Metamorphosis Alpha into Gamma World.

Birth Tables – Boot Hill by Stephen Blair

This one’s a collection of random tables. Let’s roll on them and see what we get …

Social Class: Ranch Related (didn’t know that was a social class, but okay)

Profession of Father: Homesteader (ah, now I get it)

Birth Order: Bastard (makes sense)

Skills: Facility with numbers (this bastard can multiply!)

Initial Purse: $75

Size of Spread: 5,120 acres

Guidelines for Mixing Campaigns: Androids, Wizards, Several Mutants, and Liberal Doses of Imagination, Well Blended by James M. Ward

This article is a quick guide to converting D&D characters to MA characters. D&D characters get a radiation resistance of 3, and MA creatures get no save vs. magic. Magic armor completely disrupts protein and disruptor blasts (good to know). The shielding, metal and energy fields of the Warden stop crystal balls and helms of teleportation from working (it’s science, dude, deal with it). Good article – reminiscent of the treatment in the old DM’s Guide.

Monkish Weapons and Monk vs. Monk Combat by Garry Eckert

Apparently, Garry read a book about Japanese weapons and decided to apply what he learned to monks (who are drawn from Chinese fact and folklore, not Japanese – oi!). Skip it.

Effective Use of Poison by Bill Coburn

Quick article that defines poison as Class A, B or C.

Type A is in potion form, and includes Arsenic and Hemlock. It kills 80% of the time in 2d4 minutes and if it doesn’t kill, leaves a person stricken for 1 week (meaning half strength, dexterity, constitution and movement).

Type B is in the form of gas, darts, cobras and needles. A neurotoxin, it brings death 50% of the time in 4d4 days and leaves people stricken for 1d3 days after being unconscious 30 minutes after poisoning for 1d4 days.

Type C comes from monsters. A hemotoxin, is has a 10% chance of killing a character in 1d4 days, and leaves people stricken for 1d10 days after being unconscious 1 hour after poisoning for 2d4 days.

Armor in this scheme provides a bonus to save vs. poison (-2 penalty for no armor, no adjustment for leather, +1 for chainmail and +2 for platemail).

Not a bad little system, really.

Comics!

Finieous Fingers and his pals meet the evil wizard, and discover that a good initiative roll and a magic wand go a long way towards evening the score between fighters and magic-users.

In Wormy, the trolls make the mistake of breaking one of Wormy’s pool balls. Jeez I miss this comic. Who has the next Wormy in them?

The Childhood and Youth of the Gray Mouser by Harry O. Fischer

This is Harry’s version of the Gray Mouser’s youth, Harry having been a major help in creating all of the major characters of Nehwon back in the day. It begins …

“Mokker was the Prince of Pimps in the Street of Whores in Lankhmar. He could just as easily have been King. He was tastefully and expensively dressed, with massive gold and jeweled rings one or more to a finger. He was exceedingly complex; calculating, sometimes ruthless, vulnerable to fits of whimsy, possessing an almost perpetual erection (as it behooves a whore-master to have), and more. He was generous, and delighted in both the giving and getting of surprises. His whores loved him for this, in addition to the fact that he felt not the slightest hesitation about correcting or revenging a wrong to one of his, no matter how slight the transgression. Mokker was a thorough and practical rogue given to sudden impulses, possessing large eyes, a sensual mouth and plump cheeks; a merry companion and a deadly enemy. He was clever, aware of it, and arrogant.”

No, D&D wasn’t for kids just yet.

Next we have this …

Okay then.

Non-Player Character Statistics by ???

This is another quickie – random tables for determining NPC stats based on their personality. Kinda cool. I’ll roll one up – we’ll say a madame from Tremayne named Durla …

Pride (Ego): Little – =1-% greed, -1% work quality

Greed: Loans things, sells items for normal* prices

Quality of Work: Normal

Okay, well, now I know. I think I’ll stick to my method in Blood & Treasure (on sale now!)

And there you have it, along with some nice little comic panels from McLean. Lots of stuff packed into 34 pages, and not a bad read overall. The spells were fun, and I like the poison rules. The reviews got me to look up some old games I’d never heard of, and the insanity rules put an idea in my head I’ll explore more this week.

Have fun boys and girls, and don’t be the last geek on your block to get Blood & Treasure

Cover of the Day

So tell me, dear readers. Is this fantasy or science-fantasy? Or science-fiction? I don’t know, but I do know that I love everything about this cover. Let’s break it down, along with some quick stats for Space Princess and Blood & Treasure.

We have to start with our heroine. Who sez the ladies were always helpless victims on old pulp and comic book covers? Okay, maybe 99% of the time, but still. From the cover blurb, we can assume this is one of Flint Baker’s amazon sky-troops. AMAZON SKY-TROOPS. Please tell me that phrase makes you smile. Tastefully dressed amazons equipped with morningstars flying about on the surprisingly strong necks of mutant vultures. If you look at the background closely, you’ll see that some of the amazons are riding on flat platforms being pulled by the birds – maybe the sci-fi equivalent of floating discs.

Amazon Sky-Trooper (B&T): Medium Humanoid, Neutral, Average Intelligence; HD 3; AC 14 [5]; Atk 1 morningstar (1d6+1); Move 30; Save F 14/R 12/W 14; XP 150; Special: No penalty to attack while mounted.

Amazon Sky-Trooper (SP): HD 3; DEF 16; FIGHT 8 (1d6+1); SHOOT 9; MOVE N; STR 5; DEX 6; MEN 4; KNO 4; DL 3; Special: No penalty to attack while mounted.

Vulturoid (B&T): Medium Animal, Neutral, Animal Intelligence; HD 6; AC 13 [6]; Atk 2 claws (1d6) and bite (1d6); Move 20 (Fly 90); Save F 10/R 9/W 15; XP 300; Special: None.

Vulturoid (SP): HD 6; DEF 17; FIGHT 14 (1d6); SHOOT 10; MOVE F; STR 8; DEX 4; MEN 3; KNO 0; DL 6; Special: None.

 

Moving downward, we come across a furry gent who is apparently a raider from the Red Moon. Perhaps we could also call him a Red Moonman. He’s not only furry, he also has cute little ears and demonic talons for feet. And check out the fork he’s holding that guy down with.

Raider of the Red Moon (B&T): Medium Humanoid, Chaotic, Low Intelligence; HD 2; AC 15 [4]; Atk 1 war-fork (1d4), dagger (1d4) or 2 talons (1d4); Move 20; Save F 12/R 15/W 16; XP 200; Special: Resistance to cold, can make two attacks per round with weapons, or, if has initiative, pounce and make four attacks with weapons and talons.

Raider of the Red Moon (SP): HD 2; DEF 16; FIGHT 6 (1d4); SHOOT 6; MOVE S; STR 4; DEX 4; MEN 4; KNO 2; DL 2; Special: Resistance to cold, can make two attacks per round with weapons, or, if has initiative, pounce and make four attacks with weapons and talons.

If we continue down, we meet, I assume, Flint Baker, and frankly, he’s the least interesting thing on this cover. No pixels will be wasted on Flint.

Other stories include Auro, Lord of Jupiter, Mars, God of War and Hunt Bowman in the Lost World. If you don’t name your next ranger Hunt Bowman, you might be taking your gaming just a tad too serious.

The Space Princess Has Arrived!

Available in E-Book for $5.00 and in print for $10.00.

The old Space Princess came in at 48 pages with the table of contents, OGL and a page of character sheets (they fit four on a sheet, so I’m not sure character sheet is the right term). The back page is a map you can use for your first space fortress – I’m posting it below as well.

Lots of Space Princess ideas bubbling in my head today, so the next few weeks will see a few posts dedicated to it here. I already want to do an expansion called Space Patrol that will get a little more into a setting, but also throw in some classes, monsters and rules that will make it more useful for depicting characters in a fleet that travels between stars, a “star fleet” one might call it, wearing technicolor uniforms, exploring strange, new worlds (maybe even THE Strange New World), etc. etc. etc. You get the idea.

If you buy it, I hope you like it and get some use out of it – and if you come up with your own ideas and additions and post them, please let me know!

Okay – back to writing the Hellcrawl. Next big projects are Blood and Treasure and 1800 – American Empires. Tomorrow – some pre-modern mutants for Mystery Men!

 

Saturday Grab Bag

Just some random nonsense. I have some leaf raking and bagging to do today, along with other household chores to prepare for the family coming over tomorrow for all the traditional festivities. Whatever you do tomorrow, do it with a little love in your heart and find a way to be happy.

From the Old Fashioned Geek-mas Dept.

When I was a young lad, maybe 12, I remember borrowing a friend’s copy of B1 – In Search of the Unknown and transcribing it on my parent’s typewriter. Not as fancy a model as this (and they still have it!), but until I finally got an Apple IIE, the typewriter was one of my most important RPG tools. Image comes from James Lilek’s Merry Kitchmas site.

From the Zeppelin Christmas Mash-Up Dept.

Fleming & John – Winter Wonderland to the tune of Misty Mountain Hop. Image and link from one of my favorite daily reads, NEVVER.

From the My Hero Dept.

I officially declare that the rest of my life will be dedicated to trying to match the greatness of this man.

From the Heart’s Desire Dept.

I’m back on the weight loss trail again. I lost 50 pounds about a year ago, and then hit a long plateau. I’m now back on the trail, trying to finally get back to my college weight of 180. Images like this are both a balm and a torment.

From the Sci-Fi RPG Challenge Dept.

Okay, so we have a couple new planets to play with. Who wants to do a non-denominational sci-fi hex crawl with one of these planets? Maybe I could set up a blog called Kepler 20-F, post a map and people could all throw their 2 credits in. No game stats, no over-arching theme other than – “Recently discovered by ‘Man’, largely unexplored, holds secrets and ruins of the ancient Keplons”. Just anything that grabs your fancy that other Referees could then use with their groups to explore. Whaddya think?

From the Thank God for Frank Cho Dept.

Yeah – just … yeah.

From the Super Short Story Dept.

I wrote a very short story for some Lulu contest. You can download it for free from HERE if you have an e-reader thingee. If not, I’ll probably post it in the near future. It’s set in the Beyond the Black Water hex crawl I did with Frog God Games, and I might look at expanding it into a proper short story.

From the Blood and Treasure Art Dept.

I leave you with an elf paladin and a dwarf cleric from Blood and Treasure, both illustrations by Jon Kaufman (Pachycrocuta). Not a bad way to end a pre-Christmas post. Maybe a post tomorrow, maybe not, definitely normal posting next week. Enjoy the day, even if it has no spiritual meaning for you.

Deviant Friday – Leinilyu Edition

Playing some Space Princess with the daughter tonight. Had a brief skirmish between her crew of 6 and a sapphire space dragon. She lost her gynoid star warrior, but they finally finished off the dragon. Now I’m looking at the next artist in line for a Deviant Friday spotlight, and I see that it is Leinilyu, who happens to have some nice sci-fi art. Leinilyu brings Travis Charest to mind – very nice lines, understated and beautiful, but some great action work as well. Enjoy.

Spider-Woman

 

 

Digital Girl

 

 

Nike bot

 

 

Keeping Up With the Joneses

 

 

Sketch

 

 

Saucers

 

 

Serenity Cover

 

 

Sworn Sword Cover

 

 

The Star Warrior

My conception of Space Princess is as a very focused, rules-lite, beer & pretzels game that you and a few friends can break out one day and play without too much prep. For all intents and purposes, it is about dungeon crawls with a pulp sci-fi motif inspired by the original game. I wanted to make a very simple, focused set of rules that worked, and allow others to add on to those rules if they wanted to expand the game into different realms.

With that in mind, and as a way to show the simplicity in the rules, I present the Star Warrior class for the game, along with a sample illustration by Jason Sholtis.

STAR WARRIOR
Star warriors are the rocket-powered heroes of the game, leaping to the fore when things turn ugly. The star warrior is usually a soldier or professional adventurer with marginally more ethics than the scoundrel. They are not as skilled as the scoundrel and scientist and do not have the powers of the psychic, but nobody is more valuable in a fight than a star warrior.

HIT DICE: Star warriors roll 1d10 for hit points.

REQUIREMENT: Strength and Dexterity of 4 or higher.

SKILLS: Star warriors may choose one of the following skills as a skill to which they can add their skill bonus during a test: Avoid Notice (Dexterity), Leap & Swing (Strength), Pilot Ship (Mentality) or Swim (Strength).

STARTING GEAR: Ray gun and hand weapon.

Hit Dice in this game determine one’s attack bonus, much as monster Hit Dice determine attack bonus in other old school games. They also determine hit points and are the basis for one’s DEFENSE (i.e. AC).
The ability scores in Space Princess are really just the ability bonuses, which run from 0 to 8. To roll abilities, you still start with 3d6, so we get the bell curve, and then translate those into the ability scores. An ability score of “4” in Space Princess corresponds to an ability score of “9-12” in most old school games. The game uses four abilities – Strength, Dexterity, Mentality and Knowledge.
The skills work off of the skill bonuses in the chart. If your character has a skill (scientists and scoundrels have more skills than the star warrior and psychic) and is attempting a test, they add the skill bonus to the attempt. Otherwise, they add nothing. Tests are also modified by one’s ability score.
Example: Athena Laserwolf, a veteran, is attempting to out-pilot some space pirates. She has chosen “Pilot Ship” as her skill, and thus adds her skill bonus (6) to her Mentality score (we’ll say it is 5) to get her total Pilot Rating of 11. The space pirate pilot has a total Pilot Rating of 9. Comparing the two ratings, we see that Athena Laserwolf will get a +2 bonus to her roll to keep her distance from the space pirates. She will then roll 1d20, add 2, and try to roll a 10 or higher.
Combat works the same way, except you figure out your combat rating by adding your Hit Dice to either Strength (for melee attacks) or Dexterity (for missile attacks) and compare it to your opponent’s Defense (HD + Dex + Armor). Compare the two to determine the bonus or penalty, roll the dice and try to get a “10” or higher to hit.

Starting gear seems pretty light, but consider the source material – old movies. Once a group is in a space fortress prowling around, they can pick up additional gear and find (or build) pieces of super science (i.e. the sci-fi version of magic items). Naturally, the Referee can provide additional bits of equipment if he or she likes.

Luck points balance the different levels, allowing games that include both old veterans of clone wars and eager young space cadets. A luck point can be spent for an automatic success on a roll – any roll. At character creation, aliens can spend a luck point to gain a new special ability, and any character can spend a luck point to gain a super science item.

So, creating a character means rolling four ability scores, picking a species, class and level, rolling hit points, calculating a few basic ratings (so you don’t have to do it later) and writing down your starting gear. Theoretically, a group can be ready to delve into a space fortress and rescue a space princess in about 10 minutes.

Deviant Friday – Laemeur Edition

Happy Veteran’s Day, folks – especially to any genuine veterans reading this blog. Thank You!

Today’s delve into DeviantArt takes up to Laemeur, a hipster with beautiful line work and lovely colors. Much of his work that would interest gamers concerns ’80s pop culture, but there’s all sorts of goodness on his DeviantArt page. I can’t think of any project – comic book or gaming – that couldn’t benefit from his illustration skills. Go take a look.

BUCK ROGERS, SOLAR SCOUT

 

 

THUNDER POWER RUMBLE

 

 

PRINCESS POWER POPS

 

 

CAP. LAEMEUR ET LA FLEUR

 

 

INVEX THE INVISIBLE MAN

 

 

AMAZING FRIENDS

 

 

EARTH ASTRIDE MARS

 

 

TRAPPED

 

 

STRANGE ENCOUNTERS

 

 

LILLA VS. MAGNUS

 

 

Deviant Friday – Eric Canete Edition

KAH-reload seems to mostly work in comic book images these days, though I remember some really nice fantasy stuff once upon a time. His style is maze-like – it draws in the eye and then gives it a roller coaster ride. They contain so much energy they make me feel like the paper is straining to hold them.

LADY SIF

 

 

RED SONJA

 

 

CONAN

 

 

ODINSON

 

 

SHANNA SHE DEVIL

 

 

MAJIK

 

I recently had another reason to look at some New Mutants material. It was really a fine piece of work back in the day.

 

THE AVENGERS

 

 

TYGRA

 

 

WONDER WOMAN

 

 

BELLE