Dragon by Dragon – March 1982 (59)

Well, a day late and a dollar short, but late is better than not at all.

It was in March of 1982 that thousands of people all over the world were unwrapping Dragon #59, with that groovy cover by James Holloway.

So, here’s ten cool things about this issue:

1. The More Things Change …

In “Out on a Limb” we get two arguments/laments/complaints that will feature heavily in RPG discussions for … well, forever probably. First, on over powered PC’s

Ugh! And as if that weren’t enough, when I related this to a friend of mine, he merely sneered derisively and began telling me about what his 50th-level ranger (D:30, S:35) would do to such a wimp. I began to feel dizzy.

And

… I have found that evil characters not only have the most fun, but they add spice and intrigue to the campaign, which helps the other players enjoy it more.

Overpowered characters and evil characters. If you’re dealing with them in your own game, know that you’re not the first, won’t be the last and no, there’s no answer to your problem. Just roll with and try to have a good time.

2. Cantrips

Ah, the introduction of cantrips, or 0-level spells, to AD&D. Now, in 1982 they were something different than they would be later. The 0-level spells were really very simple and not powerful at all, unless somebody knew how to be creative with them. They let you add salt to food or shine up a shield. The bee cantrip was probably the closest you were going to get to an offensive spell, and it’s not detailed in this issue. Still, I remember as a wide-eyed kid thinking that cantrips, like everything else the brain trust at TSR did, were awesome.

3. Giants in the Earth

I always love this feature – stats for literary characters, which also served as a way of introducing little squirts like myself to fantasy literature. This issue has Poul Anderson’s Sir Roger De Tourneville (NG 10th level fighter), a 14th century English warrior who took over an alien spaceship that planned on conquering the Earth. I’ve never read The High Crusade, but I must say I’m intrigued.

It also has stats for L. Sprague de Camp and Fletcher Pratt’s Harold Shea (CG 7th level fighter with special spell abilities). Depending on when you discovered fantasy literature, you might have heard that de Camp and Pratt were tantamount to devils for some of their pastiches of other authors’ works. Again, being an innocent at the time, I took such crimes for granted. Fortunately, I grew up, picked up some paper backs, and found I rather enjoyed some of their original works. Remember kids – don’t take anyone’s word for it when it comes to art – positive or negative – check it out and see what you think.

The article is rounded out with Alexei Panshin’s Anthony Villiers (NG 10th level ranger, 7th level thief) and Clifford D. Simak’s Mark Cornwall (LG 4th level fighter with full sage abilities) and Snively (LG 3rd level gnome fighter with special spell abilities).

Dig also the way things were defined back in the day. “X level something with special sauce”. I think they would have been better off statting up these characters as monsters – use class levels when you need a handy thumbnail sketch. If you have to color too far outside the lines, use freeform monster stats.

4. Gypsies

Even though by 1982 the game had been around for a while, there were still some archetypes left to explore. Gypsies have their place in fantasy stories for sure, but also in old school horror. What would Larry Talbot have done without them?

This article is pretty in-depth, and includes a gypsy fortune-telling chart, and a couple cool new spells. For the chart – read the magic. For one of the spells, look below:

The first is Summon Equine Beings, a “‘druid” spell which may be cast by nobles of third level (bard) or better, or by any of the magic viols. The spell is similar to call woodland beings but brings to the aid of the gypsies one type of the following equine or quasi-equine beings:

4-16 ponies, burros, or donkeys
4-16 horses or mules
4-8 centaurs
1-4 hippogriffs/pegasi/hippocampi
1-2 unicorns

The likelihood of attracting hippocampi is extremely rare, but if the spell is cast on the seashore or in a boat, they have as good a chance of being affected as any other equine being. The number of beings summoned is doubled when the spell is cast by the Great Viol of Pharaoh. All wild equine beings save at -5; domestic horses, mules, ponies, etc., at -4; warhorses and other trained steeds (pegasi, etc.) at -1. A paladin’s warhorse saves normally. Gypsies are always on good terms with any creatures summoned, so no loyalty check applies.

5. Monsters

This issue has Ed Greenwood’s bleeder, which looks like a beholder but has blood-sucking tentacles instead of eye stalks, Michael Parkinson’s Stymphalian birds and Roger Moore’s spriggan. I love spriggans, and have used Stymphalian birds in NOD, though not the version presented here.

6. Traveller

Full admission – never played it, but was always aware of it. I did mess around with character creation once, but that’s it. God knows that TRAVELLER has a big fan base out there, and this issue has two items for the game. The first are stats for a group of characters that appear in a short story in the magazine, “Skitterbuggers”. The second is a full fleshed out spaceport/adventure – “Exonidas Spaceport”. Now, not being a TRAVELLER aficionado, I can’t really review these items – but check them out if you love the system or just need some brain fuel for a sci-fi game. Heck, with all the Star Trek stuff I’ve been playing with lately, I’m sure I could make use of the space port plans if nothing else. The art is quite groovy as well.

7. Halflings

Dragon had a neat series of “Point of View” articles, which examined the different races (and I think maybe some monsters) in depth. Roger Moore writes here about the halflings. Now, of course, none of this has to be taken as gospel, but it’s surely one take on the subject, and useful for folks who were knew to fantasy gaming. It also includes a bunch of halfling deities which found their way into Legends & Lore. I can definitely remember when, as a kid, I did take this stuff for gospel … and loved it!

8. Poisons

Well, if you’ve decided to spice up a game with an evil PC, you’ll surely want some poison to play with. This issue has more poisons than you’ll know what to do with, and it’s a neat reminder of how the old game worked – everything hand-made, nothing standardized and simplified. Personally, I miss it … and don’t miss it. Depends. Here’s a sample poison:

GHOUL SWEAT: A scummy green gel, used like Chayapa. Smells like rotten meat. Its effect is to paralyze for 5-10 (d6 + 4) rounds. It acts immediately. Save for no effect, made at +1.

9. What’s New with Phil & Dixie

I mentioned Phil Foglio’s contribution to Star Trek fanzines a post or two ago, and now here he is as I was introduced to him, in Dragon. I always like the strip, and appreciated the humor … and yeah, had a total crush on Dixie.

Unfortunately, I can’t leave you with Wormy this time, because it didn’t appear. Drat the luck. All in all, a groovy issue with lots of good ideas.

Have fun boys and girls, and be kind to one another!

Dragon by Dragon – September 1981 (53)

Glory be – I finally have enough time this weekend to do another Dragon by Dragon, this one on issue #53 from September 1981.

The first thing I noticed about this issue was the cover. This was not an issue I had as a young nerd, but the cover painting by Clyde Cauldwell, which makes it seem very familiar.

I started playing D&D in 1984, introduced by a friend, Josh Tooley, in 6th grade. He watched his older brother play with some friends, and so with a hand-drawn map on notebook paper, a d6 and a vague recollection of what went on, he ran me through a dungeon during recess. I was hooked, and convinced my parents to get me the game – in this case Moldvay Basic purchased at Toys ‘r’ Us – for Christmas. Good times.

So, let’s see what TSR had to offer 35 years ago.

One of the best things about these magazines in the old days were the advertisements. All these games – and God knew what they were – with all this art. It was all so new to me when I was a kid. Take this ad from I.C.E.

I never had any of their games, but I always admired the art in the adverts – and can you have a cooler name for a company than Iron Crown Enterprises?

Jake Jaquet’s editorial this issue was just the tip of the iceberg …

“There is a bit of a new trend in gaming that I find a bit disturbing, and perhaps it should be food for thought for all of us. I refer to the recent interest in so-called “live” games, especially of the “assassin” or “killer” varieties.”

I remember back in 7th grade some kids running T.A.G. – The Assassinatiom Game. All who participated had to draw the name of another player and kill them – which meant pointing at them and saying “bang”. The victim would then hand his slip over to his assassin, and so it would go until the game was over. Alas, but 2nd period it was all over – a couple morons tried to assassinate their victims in class, and the administration called the game off. I suppose now we would have all been expelled.

Enough of this memory lane stuff, let’s get on to the offerings:

“Why Isn’t This Monk Smiling?” by Philip Meyers brings up the shortcomings of the monk class, and tries to improve on it. The point is actually well made – the idea of suffering through many very weak levels to be powerful at high levels may appear balanced, but it doesn’t work well in practice. To fix things, Philip introduces a new level advancement chart, plays with the rate at which the monk improves its abilities, and adds some new special abilities, some of them psychic. He also makes it easier for the monk to hit those higher levels, without always having to fight another monk.

The monk isn’t out of the fire yet. Steven D. Howard writes in “Defining and Realigning the Monk” a few questions and answers about the monk, mostly to cover why they can’t do some things (answer – I guess it wouldn’t be lawful) and how to once again handle the whole limited number of monks over 7th level. This issue’s Sage Advice keeps the hits coming, with more discussion of the good old monk.

Dude – I had those. Still have some of them, as a matter of fact. Love that packaging, and I always dug that logo.

Next up is Andrew Dewar’s “The Oracle”. This character class always seems like a obvious choice for gaming, but because it deals with the future (which turns out, it is not possible to predict), pulling it off is always tough, both in terms of the abilities, and making it a playable class. Of course, the oracle here is an “NPC class”, meaning not meant for players, but we all played them anyways.

The oracle can cast divination spells, and can use some other divination abilities. It must have an Int and Wis of 14 or higher. Oracles can be human, elf or half-elf. Advancing beyond 11th level requires the oracle to challenge a higher level oracle to a game of riddles (which makes no sense if this is an NPC class … and there is actually half a page spent discussing advancing in level over 11th level).

The innate abilities are various forms of divination – rhabdomancy, arithomancy, etc. – which the class has a percentage chance of using successfully at different levels.

Lewis Pulsipher has a nice introduction to heraldry in “Understanding Armory”. It’s a great primer for those interested in the subject.

Roger E. Moore has the lowdown on “Some Universal Rules – Making Your Own Campaign – and Making It Work”, which covers exactly what he says. He gives a step-by-step on how he designed an original campaign world, based on nothing but his imagination. He also gives a nice set of ways from getting from one universe to another:

1. Cross-universal caves – always go from one world to another.
2. Teleport chains – a length chain of a weird metal that, when surrounding a group and the ends joined pops them into another world.
3. Rings or amulets – like the fabled Ring of Gaxx
4. Rooms and corridors at the bottom of a dungeon
5. Cursed scrolls
6. Angry wizard with a new spell
7. Wish
8. Magical items causing etherealness
9. Psionic probability travel
10. Magic spells (astral spell, plane shift)
11. Mutational planar travel (i.e. Gamma World)
12. Artifacts
13. Advanced technology
14. Acts of the gods

He also notes Dorothy’s ruby slippers

Judith Sampson has a really interesting article called “Adventuring With Shaky Hands”, in which she describes playing the game with choreo-athetoid cerebral palsy. Worth a read.

In “Larger than Life”, David Nalle covers “The Bogatyrs of Old Kiev”. Here are a few highlights:

Prince Vladimir I, The Saint, is a LG 13th level fighter in +5 chainmail with a +3/+4 broad sword. Ilya Muromets is  a LG 20th level fighter – a Cossack with long blond hair – with a mace that scores 2d10 damage.

He also has stats for Baba Yaga, though I don’t know how they compare to the later version in the famous Dancing Hut adventure.

Speaking of adventures, this issue has “The Garden of Nefaron” by Howard de Wied. This adventure won first place in the Advanced Division IDDC II, so it has that going for it, which is nice. This puppy includes some wilderness and a dungeon, and is meant for a large group of relatively high level characters. It also includes some nice Jim Holloway art, one of my faves.

The dungeon has a ki-rin as its caretaker, there are corridors and rooms filled with magic mists, illusions and a really great map (with Dyson-esque cross-hatching).

 

#53 also has some Top Secret material by Merle M. Rasmussen, with scads of spy equipment.

The Dragon’s Bestiary covers Argas (by James Hopkins II), lawful good reptilian humanoids that gain powers from devouring magic, Oculons (by Roger E. Moore), which are enchanted monsters created by magic-users as guardians (and which look super cool) and Narra (by Jeff Goetz), which are lawful human-headed bulls.

Len Lakofka has some extensive info on doors in his Tiny Hut and Matt Thomas does some work on the AD&D disease rules in “Give Disease a Fighting Chance”.

If you like triffids, you’ll like “The Way of the Triffids” by Mark Nuiver. Let’s do a triffid in Blood & Treasure stats:

Triffid

Type: Small to Large
Size: Plant
Hit Dice: 6
Armor Class: 7
Attack: Stinger (10′/1d3 + poison)
Move: 10′
Save: 14
Intelligence: Low
Alignment: Neutral (N) with evil tendencies
No. Appearing: 1
XP/CL: 600/7

They can hide in foliage with 94% chance of success, and they attack with a stinger. The stinger requires two saves vs. poison. If the first is saved, it means instant death. If the second is failed it means blindness and 2d4 additional points of damage.

For the Traveller fans, Dennis Matheson presents “Merchants Deserve More, Too”, which covers character creation for merchants.

Another great ad. I’d dig one of these shirts.

Besides reviews and such, that’s it for September 1981 … except for the comics.Here’s a dandy from Will McLean …

And though no Wormy this month, here’s one of the nifty D&D comics by Willingham …

Khellek shouldn’t be confused with Kellek

“That’s the pepper – right down the middle!”

Or Kelek, Evil Sorcerer

Apparently a popular name among magic-users.

Have fun, guys and gals!

Dragon by Dragon – July 1981 (51)

If I hadn’t been so busy with writing 2nd editions, I could have done this review in the same month it was published, just 35 years later. Oh well – can’t always get things done as quickly as you would like. On with the review …

Let us begin with one of my favorite bits of old D&D lore – the definitive statement regarding make believe:

“First, an AD&D magic-user is not a fighting class. He or she resorts to a dagger, dart or quarter staff as a last resort. His or her main interest (read, only interest) is magic.”

And now you know!

In “Make Your Own Aliens” by Roger E. Moore we have a nice set of table for making random alien species for Traveller. You don’t see too many “modern” issues of Dragon kicking off with articles for a non-TSR game, and there are more to come. As to the article’s utility, let’s make a random alien:

Our new species lives primarily on land. They have bilateral symmetry and one brain, so they probably won’t be too alien to us. Their brain is in a head, they have no tail and they have 2 feet (I’m starting to think I’m randomly creating human beings). They have 2 arms … but only three fingers and toes on each hand/foot. They also have plantigrade feet which are more like paws than human feet. These aliens are omnivorous hunters, so they are communal, cooperative and aggressive. They weight 50 kg (or 110 lb.) on average. They have no natural weaponry or armor and are covered with feathers or down. They are warm-blooded creatures, give live birth and have two sexes. Their primary sense is auditory, and unlike humans they have light-enhancing vision and heat-tolerant tactile sense.Their auditory organs on on their body rather than head. The roll of the dice say they don’t have any special abilities, but I’m going to roll one anyways and come up with a chameleon-like body covering.

Not too bad – quite a few rolls, but not too many. I’m deciding they are mostly covered with down that can change color to blend in with woodland settings. They have a mane of longer feathers around their neck, and this is what they hear through. I’ll assume they are a primitive people – something like bad-ass barbarians – who are hired as mercenaries by criminal types as body guards.

This article is followed by four more Traveller articles, including one by Marc Miller. Since I’ve never played the game, I can’t really tell you if they’re great or not, but if you play the game, checking out this issue may be worth your while.

At this point, it’s worth noting a couple ads of interest. The first is a sign that the big boys were getting interested in this weird D&D thing that was all the rage … Mattel’s Dungeons & Dragons game! It looks like a real hoot – just a wee bit before I was aware of the game, so I don’t remember seeing any. Alas.

Our next ad of interest comes from Mr. Arneson and Mr. Snyder – Adventures in Fantasy, a complete and consistent system of fantasy rpgs (no shot intended there, I’m sure). This is the second edition of the game, produced after Arneson bought back the rights from Excalibur Games using his settlement money from TSR. Ah – the drama of the rpg industry!

Up next we get back into D&D territory with William Lenox‘s Winged Folk, a new monster. They look like humans with wings, and they are essentially humans with wings with slightly better Hit Dice and AC. Great art with the article, though, and I like the bit about females have 1d4+1 carvings made from wood, gems, etc. Of course, there will only ever be one group of winged folk for me.

Hell yeah! These guys also get some info on being used as playable race, and honestly, the art by Todd Lockwood is pretty great.

Lakofka has an article about what it takes for a character to become 1st level. It gives some XP requirements to become 1st level, after going through a couple pre-1st level stages. Fighters, for example, can begin as 0-level recruits, then move on to becoming 0-level men-at-arms before finally becoming 1st level veterans. I think I like the level titles best (of course I would). It has a bit more about running 0-level characters – good stuff.

If you’re into RuneQuest, or just dig their rules for cults you should check out Eric Robinson’s “The Worshippers of Ratar” for an example of one

I know nothing of Metagaming’s MicroGame #2: Chitin, so I can’t comment much on the article “A New Breed of Bug” by Ben Crowell, but I do like the art by Paul Jaquays.

Up next are two articles addressing the Lawful Good alignment, and specifically how it impact paladins. This was always a popular topic in the old days – much argued over, much lamented. The prolific Roger E. Moore wrote “It’s Not Easy Being Good” and Robert J. Bezold added “Thou Shalt Play This Way: Ten Commandments for Paladins”. I can only imagine how many letters in subsequent issues of Dragon will address these articles.

If you like mini-games, you’ll like this issue, for it includes “Search for the Emperor’s Treasure”. It has a map and counters and looks like it’s lots of fun.

How about this questionaire in this issue’s The Electronic Eye?

How many big disks do you have? Paddles?

Also, special mention for the most tortured spelling of “Basics” ever …

About the only reference I found was on the Internet Archive.

The winged folk were a bonus in this issue, because we still get a “Dragon’s Bestiary” by Mark Cummings. He created a fun monster called the Dark Dweller, close kin to trolls, but 1000 times better because of this …

Yep, they ride the Antrodemus dinosaur! Underground!! This issue also has stats for Pirahna Bats!!! Good for the DM, bad for the players.

All in all, I declare this a groovy issue, mostly for the monsters, all of which would have a place in my campaigns.

As always, I leave you with Tramp.

That Wormy will never be a theatrical animated film is really sad. Sometimes, stories don’t have happy endings.

Dragon by Dragon – May 1981 (49)

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

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

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

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

It came up with this impressive edifice:

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

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

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

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

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

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

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

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

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

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

Dig this:

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

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

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

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

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

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

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

Apparently Dragon Magazine got there first. Source

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

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

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

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

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

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

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

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

And now you know.

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

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

Lots of wisdom in those words.

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

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

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

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

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

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

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

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

Side note – I love this Grenadier miniature …

Great sculpt

Side note II – A bit of Wormy

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

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

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

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

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

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

Andy Slack has Vacc Suits in Traveller.

Dream Demon!

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

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

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

Dragon by Dragon – February 1981 (46)

Happy Easter boys and girls. I hope you have a good one – family, friends, fun and a little time for relaxation and meditation. Hopefully, you also have some time to read this review of Dragon 46 (and White Dwarf 23).

I’ll level with you here. The first time I saw this cover, I didn’t quite know what to make of it. There are a few other “cute” Dragon covers, but this one sorta took the cake. It’s not a bad cover, though, and actually relates to a new comic in this issue – Pinsom by Steve Swenston. It’s a style of fantasy I always digged, and one which I wish had had more coverage in Dragon. Check the end of the article for another glimpse of Swenston’s work.

Moving on …

First up – an advertisement (no, not for anything I did)

Yes, for those of us who lived through the transition, there was home entertainment BEFORE Dungeon!, and home entertainment AFTER Dungeon!. You young whippersnappers have no idea.

In all seriousness, if you’ve never played the game, I highly recommend it (at least, the old version that I used to have – I don’t know if they done any crappy re-imaginings lately). It just occurred to me that it might be cool to combine Dungeon! with Talisman – at least, with the “classes” in Talisman.

The first bit of content in this issue is a short story by J. Eric Holmes, “The Sorcerer’s Jewel” – so always worth a read. Great art by Roslof to go with it! Here’s a sample (of art and text) …

“When Tarkan departed from The Green Dragon, only minutes later, Zereth pushed Boinger off the end of the wooden bench on which they both sat. “Follow him,” he ordered, “and be secretive about it.” It was midnight when the little thief returned. His elven companion had left the tavern common room and gone upstairs to the rented room the two shared, but when Boinger roused him he dressed and came down. The noisy crowd at the bar and fire served their secret purpose better than whispering in their room, where ears might be pressed to the adjoining wall.”

That image to the right just screams D&D to me, and the story does as well. I’ll admit I’m not much of a reader of the fiction in The Dragon, which I should probably remedy at some point, given that I dig Gardner Fox, Homes and Gygax. More importantly, It would be interesting to glean some bits of useful lore from the stories that ostensibly come from actual gameplay.

Here’s another Roslof from that issue:

Love the halfling.

This issue goes pretty heavy into variants on Divine Right (which I don’t have) and touches on The Tribes of Crane (which I never played). I mention this in case people have do have or have played those games want to check out the issue.

The “Dragon’s Bestiary” features the Gaund by Ed Greenwood. Greenwood’s monsters are always well thought out, and seem to point to the direction in which games were moving at the time, which I guess you could call fantasy realism.

I’m more enthused about Roger E. Moore‘s “This Here’s Tyrannosaurus Tex”, a Boot Hill Scenario based on The Valley of the Gwangi.

For those who do not know of The Valley of the Gwangi

I haven’t seen it in a long time – I need to put it on the list.

Among other things, the article includes a hit location chart for the t-rex …

01-20  Tail
21-50  Rear leg
51-55  Forearm
56-75  Abdomen (1% chance of mortal wound)
76-85  Chest (5% chance of mortal wound)
86-00  Head and neck (2% chance of mortal wound)

Also this handy guide to killing a t-rex with dynamite

“For every two sticks of dynamite used against a Tyrannosaur in one attack, there is a cumulative 50% chance of stunning it for one turn (10 seconds), a 25% chance of inflicting a wound or wounds (d10: 1-2 = one wound, 3-5 = two wounds, 6-8 = three wounds, 9-0 = four wounds), and a cumulative 10% chance of killing it outright. This percentage is reduced by 20% (for stunning, wounding, and killing) for each 2” (12’) that the monster is distant from the explosion. For example, 20 sticks of dynamite exploded 4” (24’) from a Tyrannosaur has a 460% chance of stunning it (500-40=460), a 210% chance of wounding it (250-40=210) and a 60% chance of killing it (100-40=60). Treat any amount of dynamite greater than 40 sticks as 40 sticks.”

Paul Montgomery Crabaugh follows up with another Boot Hill article, “How to ease the Boot Hill identity crisis”. I love the first paragraph …

“Everyone seems to have a place in Boot Hill except the player-characters, who have to be content with a place on Boot Hill. They wander in out of nowhere, invariably causing much havoc and then moving on.”

I have to admit, that sounds pretty good to me – not sure I want to remedy that situation. However, if you do, you’ll find a random table of identities for a Boot Hill character. I dig the fact that female characters have a 2% chance to be nuns. I’d love to play a gunslinging nun.

The feature of this issue is “The Temple of Poseidon” by Paul Reiche III. The intro has nothing to do with the adventure, but it does delve into TSR history …

“I wrote The Temple of Poseidon early in the spring of 1980 as part of an application for employment at TSR Hobbies, Inc. Having grown tired of fourteen straight years of school, I decided to take some time off from college and work full-time for a change. The problem was where to find a job. I had already had several, all of which were boring or (as was with the case with piano moving) physically undesirable.

A year earlier, TSR had hired my good friend Erol Otus as a staff artist. After visiting Erol out in the chilly wastes of Wisconsin, and learning that—contrary to what I had heard—the men and women of TSR were not evil, hateful creatures, I decided that perhaps a job with TSR was the kind of change I was looking for. So with several years of playing experience and authorship of two fantasy roleplaying supplements under my belt (Booty and The Beasts and The Necromican co-authored with Mathias Genser and Erol Otus) I started work on the Temple of Poseidon.”

He goes on to say the adventure was inspired by Lovecraft and CAS – and it’s a great dungeon crawl. Well worth reading and running.

Another dandy by Roslof – casting a spell from a scroll

Here’s a cool bit:

“Time and the way the party spends it plays an integral part in this adventure. Exactly 10 turns after the characters descend the spiral staircase and enter the alien base, the evil priests of Ythog Nthlei will succeed in freeing their master. The only way to prevent them from attaining their goal is to kill them before the end of 10 turns. If they succeed, Ythog Nthlei will instantly move to Room 31 with his treasure: The priests will remain in their room.”

“Giants in the Earth“, by Tom Moldvay, opens things up for contributions. So, no giants this time. Dang.

Time for some sage advice …

Question: What happens when a cornered (as in a deep pit) undead creature is turned?

Answer: The act of turning undead (by a good Cleric) compels the victim to turn directly away from the Cleric and move as fast and as far away as possible for 3-12 rounds. When it is physically impossible for the creature to keep moving away, it will retreat to the most remote (from the Cleric) location in the area and continually face away from the Cleric and his/her holy symbol. — J. Ward, W. Niebling

So basically, it’s like the cleric telling the undead to go stand in the corner and think about what they’re done.

And now we come to the comics, and Steve Swenston‘s Pinsom.

Cool stuff.

And so ends the chronicle of February 1981’s Dragon Magazine. But what were those knuckleheads in the UK up to?

At a minimum, the White Dwarf cover for Feb/Mar 1981 (that would be #23) was putting off a very different vibe than The Dragon. It’s definitely an image with which to conjure.

This issue of WD starts a series by Lewis Pulsipher, “An Introduction to Dungeons & Dragons”. Good series, and worth the read for the newcomers to the hobby – although I’ve always thought learning to play these games is much better done by joining an existing group and playing. In the early days of the hobby, though, this wasn’t always possible and many groups were learning as they went.

Next up is an interview with Marc Miller, covering his origins and the origins of Traveller. If you’re a fan, you might want to give it a look.

You might also enjoy a look at the Marc Miller of 1981 …

The “Fiend Factory” this issue has the Flymen by Daniel Collerton, with art by Russ Nicholson – great monsters, though they’re only a half-inch tall. However, with a handy shrink ray, they could give a party of adventurers plenty of trouble as they look for a way to return to normal size.

Here are the Blood & Treasure stats, first for the tiny-sized fly men in a swarm, and then for the fly men as they would appear to shrunken adventurers:

Flyman, Tiny Humanoid: HD 0 (1 hp), AC 14 (20 when flying), ATK special, MV 5′ (Fly 30′), SV F16 R16 W16, AL Neutral (LN), Special-Swarm surrounds a person’s head blinding them (-4 to hit, 1d4 automatic hits per round), tiny weapons are poisoned and people have a 1 in 20 chance of being allergic and suffering ill effect; roll 1d8; 1-7 renders the area stung swollen and useless, taking 1d4 turns to set in and then lasting for 1d20+24 turns. An 8 means the character falls into a coma in 1d4 rounds and dies in 1d20+24 turns unless the venom is neutralized.

Drone, “Medium” Humanoid: HD 0 (3 hp), AC 12, ATK nil, MV 20′ (Fly 50′), SV F13 R16 W17, AL Neutral (LN), Special-Strength of 17, semi-intelligent, 1d10+10 appearing.

Artisan, “Medium” Humanoid: HD 1, AC 12, ATK 1 weapon, MV 20′ (Fly 50′), SV F 13 R15 W15, AL Neutral (LN), Special-Usually armed with unpoisoned daggers, their skill in metalwork surpasses the dwarves.

Warrior, “Medium” Humanoid: HD 3, AC 14 (carapace, shield), ATK 1 weapon + poison, MV 20′ (Fly 50′), SV F12 R14 W14, AL Neutral (LN), Special-Carry shields, carapace like studded leather, armed with short bow, short sword, dagger, poisoned weapons (save vs. poison, if save suffer 1d6+4 damage, if fail die instantly), allergic people suffer -4 penalty to save, weapons have enough venom for 5 strikes.

Flyguard, “Medium” Humanoid: HD 9, AC 16 (chain, shield), ATK 2 weapon + poison, MV 30′, SV F9 R10 W11, AL Neutral (LN), Special-Carry composite bow, longsword and dagger (poisoned as above), can size-change and have size rods, ride wasps.

Flymage, “Medium” Humanoid: HD 6, AC 16, ATK 1 weapon + poison, MV 30′, SV as 12th level magic-users, AL Neutral (LN), Special-Can size-change and have size rods, has innate powers (locate insects, summon insects, insect plague, creeping doom, size change to medium size for 30 rounds) and powers granted by their god, Ssrrpt’ck (must pray for 5 rounds).

There are five fly mages per hive, and each has extra powers depending on his role. There is the Master Attack, Master Defense, Master Healer, Master Knowledge, Master Worshiper.

The article also includes info on other types of flymen, the Northflies and Sandflies. Awesome stuff – seek it out and use it, for crying out loud. The flymen would make an incredible side trek in a dungeon or wilderness. In fact, the issue includes “The Hive of the Hrrr’l”, also by Daniel Collerton, so you’re all set.

Also: The flymen’s heads can be hollowed out and used as masks.

In addition:

Size-Change
Magic-User 4, Cleric 3

Range: Touch
Duration: 30 rounds

Spell causes a creature to shrink by a factor of 144 (human down to 1/2″ in height).

Spell Focus: A telescoping rod (costs 1,000 gp) that must be pushed in while the spell is being cast.

The White Dwarf isn’t done yet – you also get a new class, The Elementalist by Stephen Bland, the Khazad-class Seeker Starship for Traveller by Roger E. Moore, and A Spellcaster’s Guide to Arcane Power by Bill Milne. That last article involves a spell point system for spellcasting. There are also some keen magic items.

All in all, a really good issue of White Dwarf … in fact, I give it the nod over The Dragon this time around.

Happy Easter folks!

Dragon by Dragon – March 1980 (35)

This week (or month, depending on how you look at it), The Dragon greets us with a very 1980’s bit of Cold War schtick – a couple commies about to get whooped by either a bunch of heavily armed and magical snowmen, or some U.S. Marines in disguise. Either way, not a good day for the Russkis. Luckily, we’ll never have to worry about Russia actively trying to conquer its neighbors … never mind.

Let’s dive in!

#1. From Avant-Garde to Mainstream

From the Dragon Rumbles column:

“Judging from the 43rd Hobby Industry of America trade show, held Jan. 27-30 in Anaheim, Calif., our once lonely pastime has arrived with a vengeance. According to what the buyers and store owners were saying, adventure gaming (for want of another term) is booming, with the heavy emphasis on fantasy. Sales of Advanced D&D DMG bear this out; it is the best-selling game/gamebook of all time.”

I wonder if that still holds. From what I understand, sales back in the old days were much higher than they are now.

#2. Oops

I did a thing a while back about type-o spells. In an article on errata in the AD&D books, Allen Hammack introduces a few screwed up magic items:

RING OF THREE WITCHES— Rather self-explanatory. It looks like any other magic ring and will radiate a dweomer if detected for. If summoned or commanded to function or if a wish is made upon it, the three witches (each a 20th level chaotic evil Magic-User) will issue forth and wreak havoc.

CUBE OF FARCE —Upon pressing this cube, a field of force will spring up just as in the Cube of Force, but on the interior of the cubic field the operator of the Cube is subjected to 6 different “comedies” at the same time, and must save vs. spell or he will be insane for 1-10 rounds. The “comedies” are “Gilligan’s Island”, “Hee Haw”, “Hello, Larry” , “I Love Lucy”, “Good Times”, and “The White House Press Conference.”

CARPET OF FRYING— When this magic carpet is sat upon and commanded to do anything, it will paralyze the person(s) on the carpet (save applicable), causing the person(s) to stretch out along its length. It will then begin to radiate a temperature of 375° F. and continue until the victim is well-done. Needless to say, the smell of frying human (or halfling or elf or dwarf or gnome or half-orc) will attract any monsters in the area who are fond of such delicacies.

WAND OF LIGHTENING —This wand, whether directed at an opponent or oneself, will cause the operator to gradually become weightless. Once the wand is activated it cannot be stopped until the process is complete (5 rounds). Treat as gaseous form to see if the victim is blown by air currents, although the victim will obviously not be able to pass through cracks or holes. See what messing up one little letter in a spell can do?

#3. Black Holes!

In an article on Traveller variants by James Hopkins, we get a neat little table on random black holes:

AD BREAK

Finally a new one from Ral Parth – The Clerics

The one on the left look a little dramatic, huh? The one on the right is calling his shot before he knocks a goblin head over the fence. You can buy them here.

#4. Experience Points

Len Lakofka does an alternative way to hand out XP. Here’s the quick rundown:

1. A character amasses at least one half of the experience points he or she needs to gain a promotion (level) (an option allows this percentage to be as low as 30% for a 20th level figure).

2. He or she seeks a person (preferably) two or more levels higher but of the same race and alignment, to train him or her in the skills needed to fully gain the new level.

3. The cost of this training varies from as little as 10 s.p. for 1 x. p. to as much as 2 g.p. for 1 x.p.

4. The training time is computed in days or fractions of days, and during that period the figures are bound in what amounts to a sworn oath in the name of their Gods to be honorable, faithful
and loyal to one another.

Why are experience points given to a character? The methods are:

1. For killing opponents (“monsters”), as per AD&D.

2. For defeating, subduing, enspelling opponents (“monsters”), a one-half award. (Note: killing an enspelled monster still only gains the half award unless the killing is done immediately and not after questioning or having the figure perform some act )

3. For learning the use of magic items (per the awards in the Dungeon Masters Guide for magic items) by experiment and experience, NEVER from the use of a spell or through magic in a
device.

4. From protracted use of an item (weapons and armor, etc. )

5. For certain one-time uses of an item in an “adventure situation.”

6. For acts directly related to a character’s profession.

I’ve admitted in the past that I was a terrible AD&D player, because I never really read the books. I was a Moldvay/Cook punk who grabbed classes, spells, monsters and magic items from AD&D, but I never really used the rules. So the bit about XP for learning to use magic items is interesting – I always figured you just got fat XP for finding a magic item. Maybe you did in AD&D, or maybe I missed the actual rule. I have no idea. Guess I’ll break out the DMG and find out later today.

#5. Same Crap, Different Decade

“Unfortunately, not all particular wargame enthusiasts are able to “minimize losses and maximize gains.” Frequently, wargames allow individual players to display some extreme prodigality, giving bystanders the impression that wargamers are nothing but impassive warmongers who are bent upon destruction, with all its violent emotions, whatever the cost may be. These “war-moralizers” feel that a new race of fascists and communists will be born, with the instinctive impressions that war and its wastefulness is the way of life. Moreover, other groups of “war-moralizers” say that wargaming is an act of practicing the willful murder of mankind condemned by God. And all of this moralizing comes from just playing a game!”

Sound familiar. These days, the emotionally immature are playing the “disagreement = violence” argument, but it all boils down to the same damn thing – tyranny. One person or group gets to direct the lives of all others – what they may say, may do, how they do it, etc.

I want to make sure folks know that Theron Kuntz, in this article, is lamenting and arguing against the bullshit moralizers of the period.

If you love freedom – yours as well as the freedom of others to piss you off – Fight On!

#6. Touched (Really Hard) by an Angel

William Fawcett has a nice article on angels (which of course first has to assure the religious that this is make-believe, so get that pissy look off your face). The article gives you a look at the history of angels (or of lesser divine beings, if you prefer), the hierarchy of Heaven, and then stats for the different angels.

You get seraphim, cherubim, thrones, dominations, virtues, powers, principalities, archangels and angels of the ninth order. All the classics. Makes me want to write an overpowered angel PC class using those as the level titles … maybe next week.

Here’s a sample, using Blood and Treasure stats.

Angel of the Ninth Order

Size/Type: Large Outsider
Hit Dice: 8
Armor Class: 21 [+1]
Attack: 1 strike (4d6)
Movement: 30 (Fly 60)
Saves: F8 R8 W8
Immunities:
Resistance: Magic 50%
Alignment: Lawful (LG)
Intelligence: High
No. Appearing: 1 or 1d4
XP: 2,000

Spells: At will–cure light wounds, purify food & drink, hold person, tongues, plane shift (others), speak with dead, blade barrier, cure disease; 1/day–control weather.

#7. Giants in the Earth

I always enjoy Lawrence Schick and Tom Moldvay’s GitE articles. This issue features:

Cecelia Holland‘s MUIRTAGH THE BOWMAN (16th level bard, 7th level fighter, 5th level thief) – with a great piece by Erol Otus. And, it turns out she was born right here in Southern Nevada, in Henderson, back when it was a factory town producing magnesium for the war effort.

H. Rider Haggard‘s UMSLOPOGAAS (15th level fighter)

Henry Kuttner‘s EDWARD BOND (9th level fighter)

Henry Kuttner’s GANELON (25th level fighter) – with some very early Jeff Dee artwork

They also detail the Sword of Llyr from Kuttner. The sword doubles Ganelon’s psionic strength and ability, and gives him some extra psionic disciplines: Invisibility, ESP, Body Equilibrium, Expansion, Mass Domination and Teleportation.

#8. Quickfloor

You’ve heard of quicksand (especially if you’re my age), but Stephen Zagieboylo invented magical “quickfloor” for dungeons. People sink in 1d4+3 rounds (or 1d4+2 if in chainmail, 1d4+1 in platemail). The first person in the marching order has a 40% chance of noticing it, halflings have a 60% chance. Characters have a chance to cross safely based on their dexterity – For 3-5 a 10% chance, for 6-9 a 25% chance, for 10-13 a 50% chance, for 14-16 a 80% chance and for 17-18 a 90% chance. If you tie a rope between two wooden posts that flank the quickfloor, you create a magic bridge that allows people to cross safely, but kills anyone already in the quickfloor (I guess by solidifying it).

QUICK ASIDE

Q: Who was the top ranked AD&D player in the U.S.A. in 1980?

A. Bob Blake

Now you know.

#9. Citadel Miniatures

Great ad from Citadel, with their characteristically great mini illustrations.

 

Now, what can we do with this ad?

Idea 1 – Make a game. Pick a miniature, or do a die drop and see what you land on – that’s your character. Use Risus or something to get some stats, equipment, etc and then invade the Tomb of Horrors.

Idea 2 – The spacefarer miniatures look like a rough draft for Rogue Trader and Warhammer 40,000. Reimagine what the game would have looked like with these illustrations as your guide. Imperial Marines with puffy sleeves instead of bulky armor.

AD BREAK

Yeah, the last bit was an ad as well, but check these out …

We have an OSR for tabletop games … is there also an OSR for old-style computer rpgs? Honestly don’t know – but I bet they’d make great apps for smart phones.

Coming soon to these reviews …

No wormy in this issue, so I’ll leave you with this image from the “Oasis” short story by Cynthia Frazer

So, I need to write an Angel PC class, and a Beastrider class this week.

Dragon by Dragon – December 1979 (32)

Depending where you are when you read this, good morning, good afternoon, good evening or good night. It’s Sunday, which means it’s time to crack open the vault and review another issue of The Dragon. Technically not the last of the 1970’s (that would be December 1980), but for most folks, the end of the decade.

Let’s take a look at the Top 10 Cool Things in The Dragon #32

Side note – cover by Phil Foglio, which means his contributions to the magazine’s comics section shouldn’t be too far away. Always a highlight for me back in the day.

Yes, because of Dixie. I’m a red-blooded American male, and I make no apologies for it.

ONE | GOOD ADVICE

When question about super high level characters (as in, “no freaking way they got there fairly), ED gives the following sage advice …

“Cheating, yes, but who? If you refuse to play with these sorry individuals, they are only cheating
themselves of the feeling of accomplishment that comes from having honestly earned a level advancement. To each his own . . .”

Good advice then, and good now. Learn to enjoy losing spectacularly at games, and you will find them twice as enjoyable as you used to.

TWO | POISON

Charles Sagui has an article on “Poisons from AA to XX” that I enjoyed. I always like articles written from a position of authority concerning make-believe stuff, and this one has several firm rules for poisons that you might not have known:

1) Poison is restricted to Neutral and Evil characters when used against human or humanoid types … against dungeon monsters, anyone can use poison.

2) Alchemists alone distill and manufacture poisons – magic-users, thieves and assassins who are caught making poisons are told immediately to “cease and desist” – imagine, slapping a cease and desist order from the Alchemist’s Guild on a PC! Apparently, if the order is ignore, the PC “will receive a visitor who will see to it that he stops permanently.” – Sounds like a fun encounter to run.

3) Alchemists learn to make poison at one strength per level of experience up to the 5th, beginning with level 0, strength “AA”. At 6th, the alchemist can make strength “S” sleep poison. After 6th, he learns to make one strength per two levels, through strength “J” at 16th level. Type “X” can be made by 20th level alchemists, type “XX” by 25th level alchemists. Alchemists through 4th level make only ingested poisons. From 5th to 8th level, they make ingested plus water-soluble poisons. From 9th to 16th they learn to make contact and gaseous poisons.

4) Assassins are the main customers, and they dictate to the alchemists who can buy poison. Locksmiths are granted permission by the assassins to put poison needles and gases in locks and chests so the rich can keep their possessions safe. – This suggests that the thieves and assassins are not on the best of terms.

5) Any character is permitted to buy strength “S” sleep poison. Thieves, by paying the assassins 500 gp per level, are permitted to buy strengths “AA”, “A” and “B” poison. They may buy up to 60 vials of “AA” per year, up to 30 vials of “A” and up to 15 vials of “B”. Magic-users can pay 1,000 gp per level to get the right to coat darts and daggers with “AA” and “A” poison. The same buying restrictions for thieves apply.

6) A small vial of poison is enough to coat 6 arrowheads, 8 darts, 12 needles or 1 dagger or spear point. Two vials will coat a short sword. Three will coat a long or broadsword, four a bastard sword and five a two-handed sword. Each coating lasts for 2 successful hits, and up to 5 coats can be applied to a blade at a time. One vial is equal to one dose when swallowed.

7) Evil humanoids should never use more than “AA” poison. If they are employed by a powerful evil NPC, they may use up to “D”.

8) Poisons found in dungeons are:

0-50% – ingested
51-80% – water-soluble
81-90% – contact
91-100% – poison gas

9) Damage from poison is taken at a rate of the minimum hit point damage for the poison per melee round (which would have been a minute, back in the old days) until max damage rolled is met. So, a poison that deals 1-10 damage would do 1 point of damage per round. If you rolled “6” damage, it would deal 1 point of damage per round for 6 rounds. A poison that did 5-100 damage would deal 5 points of damage per round.

10) When you save vs. sleep poison, you act as though slowed for 3 rounds.

11) When using poison-coated weapons, each time you draw the weapon or return it to its scabbard, you have to save by rolling your Dex or less (on 1d20, I assume), minus 1 for water-soluble and -3 for contact, or you suffer max poison damage. You also have to make a Dex save every other round for water soluble and every round for contact poison that the weapon is used in combat to avoid poisoning yourself. This applies until the weapon is washed, even if the weapon does not have enough poison left to poison opponents in combat.

12) Silver weapons will not hold poison, not will magic weapons. Normal weapons that are poison-coated gives them a dark discoloration, so everyone will know the weapon is poisoned.

Lots of rules, but actually pretty useful ones. The article then goes on to detail the different poison strengths – I won’t reproduce those here.

THREE | WEAPONS OF ASIA

This is a companion article to the armor article from last issue, also by Michael Kluever. Here’s a bit on the Chu-ko-nu, or repeating crossbow.

“An interesting variation was the repeating crossbow (Chu-ko-nu). It propelled two bolts simultaneously from its wooden magazine, which held a total of 24 featherless quarrels, each approximately 8.25 inches long. The bolts were contained in a box sliding on top of the stock and moved into firing position by a lever pivoted to both. The throwing of the lever forward and back drew the bowstring, placed the bolt in position and fired the weapon. Chinese annals relate that 100 crossbowmen could project 2,000 quarrels in fifteen seconds. The repeater crossbow was used as late as the Chinese Japanese War of 1894-95.”

Apparently I need to include it in Grit & Vigor.

FOUR | SINISTER SEAWEED

You got some interesting articles back in the day. This one, by George Laking, is about aquatic megaflora, and its danger to adventurers. The info in the article was designed by the Mid-Columbia Wargaming Society of Richland, Washington. With a little searching, I found a picture of Mr. Laking and some society members from a 1978 newspaper. The internet!

So, you’re first thought it – screw seaweed, bring me dragons!

You fool!

Apparently, megaflora stands capture oxygen in vast bubble domes within their branches. Within this bubble dome, there is a bunch of dry limbs and twigs from this megaflora. The interior of the dome resembles a quiet, dry forest surrounded by thick trunks. Bubble dome heights range from 4 to 40 feet, depending on the size of the stand.

Where’s the danger. Well, the stands can capture ships for 1-12 hours, making them vulnerable to aquatic monster attacks.

The bigger danger is bubble dome “blows”! The domes are temporary structures. In some cases, the gas cannot escape and pressure builds up until it explodes, throwing dry branches and limbs 2d10 x 10 feet into the air in a huge fountain of water and foam! Ships will fall into the void left, and then be slammed by the walls of water rushing back in, possibly destroying the ship. A blown stand looks like a peaceful lagoon with walls of megaflora around it, quickly growing in to fill the clearing. This will be the lair of aquatic monsters, guarding the treasure left by ships destroyed in past blows.

A third danger is that pure oxygen is poisonous to people. Divide the height of the dome by 10 and take this as a percentage chance per hour that a character absorbs too much oxygen into her bloodstream. A character who reaches this threshold, upon leaving the dome, must make a save vs. poison or immediately die.

Also – pure oxygen is extremely flammable. Let’s say you light a torch inside the dome …

“(1) The initial explosion of gas would create a 6-20 die fireball of incandescent oxygen, depending on the size and depth of the bubble dome (depth of dome divided by ten equals hit dice). The size of the fireball would be half as large as the initial dome after the explosion of the gas. Saving throws would be applicable.

(2) Following the initial explosion, the fireball would immediately rise to the surface with a subsequent catastrophic inrush of ocean water onto the previously dry dome interior. Each character would have to undergo a check for system shock as the walls of water met with implosive fury. A character saving vs. system shock would only take 3-10 (d6) of damage. Failing to save means immediate death!

(3) Finally—should the character survive—an immediate check vs. oxygen poisoning would be necessary to determine if he/she had exceeded the critical threshold at that point. If so, that character would have to make an additional save vs. poison per oxygen poisoning (above).”

Frankly, a weird bubble dome dungeon would be awesome, and a great challenge. A ship gets stuck and attacked by aquatic ogres. Adventurers follow them down to retrieve something important, find a massive bubble dome with a dead, maze-like forest within it. They have to work fast to avoid being killed by too much oxygen, and there is a chance that it explodes and the ship is drawn down into sea and crushed.

FIVE | THE BEST LAID PLANS

From Gygax’s “Sorcerer’s Scroll”:

“In a previous column I mentioned that I would set up an adventure where the players would end up in the city streets of the 20th century. Well, I knocked together some rules, put the scenario together, stocked the place with “treasures” of a technological sort, and sprinkled some monsters (thugs, gangs, police, etc.) around.

Much to my chagrin, Ernie the Barbarian was leading the expedition. When his party emerged from the subway—and despite the general blackout in the city due to the power failure caused by their entry into this alternate world—he stopped, looked, listened and then headed back for the “safety” of the “real world!” Some people really know how to spoil a DM’s fun …”

Damn players.

SIX | SAGE ADVICE

From Jean Wells in “Sage Advice”:

“The subject is dwarven women and whether or not they have beards. Last spring when we were working on the final editing of the Dungeon Masters Guide, I tried to get Gary Gygax to change the section on dwarves so that dwarven women would not have beards. Needless to say, I was not very successful.

What I didn’t realize was that for some strange reason (completely unknown to me), I had started something. I did not understand the full impact of what I had done until I went to GenCon this year. Many people stopped me in the hall to either agree with me wholeheartedly, or disagree with me and then tell me that I was crazy. Everyone knows that dwarven women have beards, they said. It did not stop there. Oh, no! We have even been getting mail on this issue. It is not too bad, but I don’t like being accused of making an issue out of the subject.

One thing that everyone who has taken sides in this issue fails to remember is that Gary Gygax wrote the Dungeon Masters Guide and it is his book. He can say whatever he wants to. You can agree with him or side with me, but either way, the person who has final say in his or her campaign is the DM. So, for all the people who have written in to agree with me or to agree with Gary, and for those who haven’t yet but were planning to, please save your breath. Gnome women don’t have beards (this is true and I am glad). Dwarven women may indeed have beards, Gary, but not in my world.”

Yeah, there have always been gamers who A) didn’t get that it was make-believe, and there was therefore no right or wrong, and B) didn’t get that their own opinion isn’t law.

Also this question:

“Question: We are having an argument over an issue that has us divided. My friends say that with a ring of telekinesis they can make an arrow spin at the speed of light and then release it, having it do between 100 and 600 points of damage to their target. I say this is impossible! What do you think?”

God – I remember these fools.

Finally:

“Question: I am having a romance with a god, but he won’t have anything to do with me until I divorce my present husband. How do I go about divorcing my husband?”

Ye Gods!

BONUS AD!

For sale – crappy t-shirts.

Actually, I would wear one of these with a ridiculous amount of pride. I’m super tempted to lift the graphic and make one online for myself.

Looks like the Barbarian Shop was in a private residence:

SEVEN | INSECTOIDS

Len Lakofka presents in this issue his insectoids, which are just the humanoid races with insect characteristics grafted on. For example: Scorpiorcs. For Blood & Treasure, they would look like:

Scorpiorc, Medium Monstrous Humanoid: HD 2; AC 16; ATK 2 pincers (1d6) and weapon; MV 40; SV F15 R12 W13; XP 300 (CL 4); Special-Surprised on d8 (due to eye stalks), move silently (70%), back stab x2.

Scorpiorcs never use flaming swords or carry any sort of flame. They also never use armor, but may carry a shield. They speak Scorkish and broken Orcish. They can advance as fighters from a beginning “level” of 2 to a top rank of 4.

I also have to mention the “skags”, which are a blend of scorpion, kobold, ant and goblin. This is actually a sort of “monster class” – dig it:

BONUS AD

Great title. Found HERE at Boardgame Geek. Stephen Fabian did the art, so it has be worth a few bucks based on that alone.

EIGHT | TRAVELER POLITICS

I’ve never played Traveler, so I can’t comment on the utility of this article about diplomats in the Traveler Universe. I can, however, draw attention to this table, which may prove useful to people:

I’m sure somebody can adapt this to their game, when trying to figure out an NPC’s s power base in some fantasy or sci-fi city.

NINE | DRUIDS

William Fawcett has a long article on “The Druid in Fact and Fantasy”. A tough subject, because so little is known, or at this point, can be known. I’m not going to dwell on the historical bits in the article, but I did like this:

“DECLARATION OF PEACE
A new Druidic ability

Although the Druid, due to his involvement with life, is unable to turn undead, his role of the peacemaker gives him a similar ability with most humanoids. Before or during any armed combat if he has not struck any blow, a Druid has the ability to make a Declaration of Peace. This declaration has a 10% plus 5% per level (15% 1st level, 20% 2nd, etc.) chance of causing all armed combat to cease for two rounds per level of the Druid. This does not affect magical combat in any way, nor will it stop a humanoid who is in combat with any non-humanoid opponent. Once the combat is stopped, any non-combat activities may take place such as cures, running away (and chasing), blesses, magic of any form, or even trying to talk out the dispute.

After peace has been successfully Declared, combat will resume when the effect wears off (roll initiatives), or at any time earlier if anyone who is under the restraint of the Declaration is physically harmed in any way. This could be caused by an outside party or even by magic, which is not restrained by the Declaration. A fireball going off tends to destroy even a temporary mood of reconciliation. Once a Druid strikes a blow or causes direct harm in any way to a member of a party of humanoids, he permanently loses his ability to include any member of that party in a Declaration of Peace. The Declaration of Peace affects all those within the sound of the Druid’s voice, a 50’ radius which may be modified by circumstances.”

He also has quite a few magic cauldrons and some thoughts on herbs. Good read overall.

TEN | MIRTH

Well, it’s funny to DM’s

ELEVEN | THE FELL PASS

An adventure in this issue – “The Fell Pass” by Karl Merris!

Check out the map:

That hatching seems reminiscent! A also hereby challenge Dyson Logos to include more giant, disembodied hands on his very excellent maps.

The adventure takes place in geothermally heated caverns, and includes cave bears, ogres, a spidersilk snare, gray ooze, manticores, griffons, shadows, trolls, pit vipers, Vlog the Ogre …

… and Xorddanx the Beholder:

I love the heck out of that art, which is by Merris himself!

I did some searching, and I’m pretty sure I’ve found him online. He appears to be a Brony now, and might have no interest left in D&D, but if I can commission a piece of fantasy art from him, I’ll let you know …

FINAL SHOT

Dragon by Dragon – July 1979 (27)

I just drove in from Cedar City, and boy is my car tired.

Vaughn and Pfundstein – Go watch their play – it is excellent

I use that by way of an explanation for why this post is showing up now, rather than this morning. My daughter and I traveled to the Utah Shakespeare Festival to watch The Taming of the Shrew, starring Brian Vaughn as Petruchio and Melinda Pfundstein as Katherine. It was fabulous. If you get the chance, visit the festival. Now I want to do a Shakespeare edition of Bloody Basic in iambic pentameter. I’m not sure that’s possible, but boy would it be a fun challenge.

And now that I’ve given some love to the USF, it’s time for a review of The Dragon #27, published 36 years ago this month – time for a baby to be born, grow up, and begin yelling at kids born when 4th edition was published to get off his lawn. As he should, the grubby little beggars.

The ads the issue opens up with aren’t new, but I did notice this bit:

Great artifact of the size of the hobby 36 years ago.

The first article in this issue is “Agincourt: The Destruction of French Chivalry”, a game review by Tim Kask. As he writes, “Ah yes, that’s a Dunnigan game.” As in James Dunnigan. As an avid reader of his excellent books How to Make War and The Quick and Dirty Guide to War, this piqued my interest in the game review (I also note that Al Nofi did the historical research – I love his CIC articles at Strategy Page). Kask praises how he makes the game feel like the period, reflecting the fact that the French mostly defeated themselves at Agincourt. He finds it both a very complex game, and a very playable game.

To my delight, the review was followed by an article from Dunnigan himself – “Agincourt: Designer’s Notes”. One extract:

“I would say the single most difficult aspect that I had to incorporate into the design of Agincourt, were the combined arms and doctrine factors that were critical to the outcome of the battle, This is best shown by looking at the rules covering crowding and fugitives and their effect upon morale.”

I note this, because it’s similar to what I try to do with Bloody Basic and articles on fantasy campaigns in NOD (and not always successfully) – how do you interject the feel of the subject you’re covering without making the game needlessly complicated. It brings to my mind the idea of first principals.

Keeping the theme alive, Steve Alvin now writes “The Political and Military Effects of Agincourt on the Hundred Years War”. I love history – majored in it in college – and I know most war game buffs have at least some regard for it, but I wonder how popular articles like this were back in the day. I hope very. I wonder how they would play now?

Get your scissors out, because Jeff Swycaffer‘s article “Elementals and the Philosopher’s Stone” has a full-color cutout. In the article he mentions the four elements of Greek philosophy and the elementals they inspired … and then remarks on the twelve new types of elementals discovered by “a mad philosopher”. These would be the quasi-elementals and/or para-elementals. I can never keep them straight. Swycaffer visualizes the placement of the elementals thus:

“To visualize the placement of the elementals in the scheme of reality, imagine a globe. The equator is divided into eight segments: air, cold, water, moisture, earth, heat, fire, and dry. Thus the circle is complete, with dryness adjacent to air. This is reasonable, as the alchemists of the 1200s depicted the elements in this fashion. Here water is both cold and moist, and both air and fire are dry.

This is merely the plane of the equator, however. At the south pole, evil. Good and evil are the poles of the physical world, and no one element is more evil than good, or vice versa.”

He then goes on to explain how the elements interact with good and evil – these are the qualities, which include pleasure, fertility, beginning, light, ending, darkness, pain and barren. He explains that the “elementals of good and evil” are the demons of Eldritch Wizardry, D&D Supplement III and the angels of Stephen H. Domeman that appears in The Dragon #17. He then goes on to describe, in basic terms, the elementals of qualities. For example:

“ENDING: Appears as a normal human. Closes doors (as a wizard lock), dispels good magic, and curses as an Evil High Priest.”

For those who need to know, the Ending Elemental has 2 HD, movement of 9, does 1d6 damage per hit, has AC 9 (remember, this is old “lower is better” AC), and is friends with air, water and cold elementals.

“From the Sorcerer’s Scroll” this month is by a guest writer – Bob Bledsaw. He created a little something called Judge’s Guild, which produced some of the great little gems of the OD&D era. He covers all the things JG had done at that time for D&D – a nice little bit of horn blowing, but well deserved I think. I liked this quote:

“Ya don’t tug on Superman’s cape, and ya don’t mess around with the play balance …”

Truer words were never spoken.

Next up is an “Out on a Limb”. God, this is classic geek-fight material, and it should surprise nobody that these are the folks that invented the internet. An example, from an extremely long letter to the editor by Ray Rahman of Minnesota. The first paragraph of his letter:

“Upon reading Mark Cummings’ review of Ralph Bakshi’s film THE LORD OF THE RINGS, I became as concerned about Mr. Cummings’ ethics as he was of Mr. Bakshi’s morals. His review of the film begins dramatically with the statement: “Your film is a ripoff! Yes, rip off! I know that the expression has moral connotations, and that you haven’t done anything wrong legally; but I happen to believe that moral obligations often make demands that go beyond the demands of laws. So stay with me for a few paragraphs, and I’ll explain why your film is immoral … Let me start by saying that I’M not an outraged purist.”

Wonderful!

Next up is an ad for Boot Hill, a game I know little about but would love to explore. I’ve been hankering to do a sort of Old West Bloody Basic, but I’m waiting until Grit & Vigor is finished so I can base it on those rules.

Gary Jordan now presents a variant that might delight fans of the recent Marvel movies, “Tesseracts: A Traveller Artifact”. The idea is using these not as a way to confuse mappers (as they had previously been presented to DM’s), but as a boon to the players of Traveller. Really, it comes down to using matter transmitters to move folks around a ship.

Up next is a new cartoon to The Dragon called “The Voyages of Exploration Ship Znutar, A Starship on a Mission of Empire”. I don’t remember this from the era of Dragon magazines I grew up in, so I wonder how long it survived.

Gary Jordan now chimes in with another Traveller article on Star System Generation. This is a scheme for filling hex maps, filling in the presence of planets, star ports, etc.

In the Designer’s Forum, “Divine Right” is covered again (it was TSR’s newest game), by Glenn and Kenneth Rahman (there’s that name again – can’t be a coincidence, can it?).

Lance Harrop now presents “A Quick Look at Dwarves”. This is a long article on how dwarf armies are organized, with an accompanying chart.

Wow – they got into it in the old days, didn’t they. Still, there are lots of great ideas – the dwarven engineers, miners, masons, etc. forming divisions of the army. He adds the following at the end of the article:

On Painting Dwarves: Elite units of dwarves should have white beards (reminds me of the Graybeards units in Warhammer), dwarf armor should be shiny and a mix of metals, dwarves don’t seem to have national colors (“don’t seem” – well, they aren’t real, so I suppose they don’t) but use colors to designate individuals, and whatever you do, don’t make your dwarves too gaudy.

On Dwarvish Tactics: Vanguards always drive towards the dwarf commander, dwarves love to tear into orcs, dwarf morale is very slow to break and dwarves are known to leave the field of battle after their leader is killed, but they do not rout – they just walk off slowly, carrying his body.

The Design Forum continues now with Jay Facciolo writing about “The Emerald Tablet”. This is a miniatures war game published by Creative Wargames Workshop (side note – imagine how many games there are out there that have never been cloned, for good or ill). I love the name. The game was an attempt to make something that was neither too specific or vague, and which incorporated magic into the rules, rather than just overlaying magic atop ancient or medieval warfare. If nothing else, you have to appreciate the cover I found at BoardGameGeek.

It sounds like an interesting take, with each unit in the game begin given one of four orders before the game begins – attack, skirmish, hold or support (another unit). These orders can only be changed during the game by one of the figures representing the players. Interesting idea, and requires a great deal of thought before the game starts. The magic segment of the game requires quite a lot of explanation, and appears to be, if not complicated, then at least engrossing. It even comes with a bibiolography (and a bit of cheesecake)

“Giants in the Earth”, one of my favorite features, comes next. I really need to do something like this myself in NOD – maybe I should let people vote on G+.

This edition includes the following literary giants:

Alan Garner’s DURATHROR (13th level fighter/Dwarvish paladin)

Fritz Leiber’s FAFHRD (20th level fighter/8th level thief) and THE GRAY MOUSER (18th level fighter-thief)

Edgar Rice Burrough’s JOHN CARTER OF MARS (30th level fighter)

Eh – never heard of ’em.

Robert Camino writes “Go Boldly Where No Man Has Gone Before: Expanding Imperium. This is a variant which requires two sets of the game, the boards being connected by eight jump routes which are always charted by the players (whatever that refers to). Love the art!

Great advert comes next, for Tome of Treasures, published by GRP Enterprises of Arlington, VA. The tagline got me “Plumb the depths of the Cube of Time and the Bow of Precognition. Explore the effects on hapless orcs of the Sword of Rout. Gems, jewelry, and 172 brand new, quality magic items are described …”

Jerome Arkenberg now presents “The Mythos of Africa in Dungeons & Dragons. This is one heck of a tricky subject, as treating Africa as though it a single culture is ridiculous. The article presents many gods. For creatures, we get:

“In this category fall: witches, ghosts, were-lions, were-hyenas, and fairies. These are all the same as in the D&D Monster Manual.”

Turns out, we had all the African monsters we ever needed. I have a feeling that either the article was too long and something had to be cut, or the research was just too difficult back in the 1970’s. The article also includes many heroes.

The “Dragon’s Bestiary” presents the Horast, created by Mary Lynn Skirvin. Also known as a “whipper beast”, a very rare creature with a whip-like tail that deals 4d6 damage. This one didn’t make it into the MM, but fear not, for the article ends with this:

“By gracious arrangement with the author of AD&D, Gary Gygax, monsters appearing in this column are to be considered OFFICIAL AD&D MONSTERS.”

So, if you need a monster with a whip tail, D&D has you covered. Officially.

Comic strip time. We have Finieous Fingers (their spelling, not mine), which again includes some nudity of the female variety – D&D was a game for grown-ups, after all.

No, I’m not going to show it this time. Finieous’ butt from the last post will have to suffice.

In “Bazaar of the Bizarre” (the elements are all coming together, aren’t they), Gygax presents the Bag of Wind. Write your own jokes, folks.

Dig the back cover, kids:

Looks like I need to up my game with NOD.

Fun issue, with plenty for D&D’ers and war gamers. Check it out if you can find a copy.

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 – November 1978 (20)

And so we come to November of 1978, which is notable … for nothing that I’m aware of, other than this magazine. This appears to be their Halloween issue (why November? Kask explains it’s because November is the dreariest month of the year – what with all the football and Thanksgiving? – and thus a good month for horror stories).

Whatever the reason, let’s see what Dragon #20 has to offer.

Designer’s Forum – The Making of a Winner: Imperium – Outstanding Game of 1977 by Marc Miller

Yeah, that Marc Miller. In this article, Miller describes the origins of Imperium. Apparently it began as two games, Imperium being a giant sci-fi game of economics and conquest, and StarFleet, which was on a smaller scale. Ultimately, StarFleet was put on the back burner while Traveler was made. When Lou Zocchi mentioned that the name could get them in trouble with the Star Trek folks, and when they decided Imperium was too big to publish, they decided to take what they had learned making Traveler and apply to StarFleet, which would now be renamed Imperium.

Anywho – the article goes on to describe the design process behind Imperium, and to also provide some rules clarifications and addenda.

I enjoyed this bit …

Whatever happened to that guy?

Distributing Eyes & Amulets in EPT by Mike Crane

One of those great articles that makes perfect sense to people who play the game. The article is just a series of random tables that makes sure “rare” eyes and amulets show up less often than “common” eyes and amulets.

The Mythos of Polynesia in Dungeons & Dragons by Jerome Arkenberg

This article covers everyone from Tangoroa, God of the Ocean, to Pele the Destroyer, to Miru, God of the Underworld. The heroes seem more interesting …

The Polynesian Heroes were born in non-human form, and were brought up by their maternal grandparents, from whom they derived their magic. When in human form, they could transform, stretch, or shrink themselves, fly, take giant strides, and perform great feats of strength.

Maui is, of course, the badass of the crew (and he happens to look like a buffoon with eight heads) – here are some stats for Blood & Treasure.

Maui, Challenger of the Gods: Magic-User 18 and Fighter 15; HP 140; AC 12; ATK 4 slams +7 (1d3+5); MV 30 (Fly 40); F 6 R 9 W 4; XP 4500; Special: Dominate foes with 0 HD or less, 4 attacks per round, spells per day (4/4/4/4/4/4/4/3/3/2); Str 20, Int 18, Wis 18, Con 18, Dex 17, Cha 3.

Wormy

In this episode, Frank and Dudley abscond with one of the demon eggs to spring them on the ogres. It’s amazing how engaging this strip was right from the beginning.

D&D Variant: Another Look at Witches and Witchcraft in D&D by Ronald Pehr

Love the editor’s note:

Editor’s Note: This seems to be a well thought out class-variant. At the very least, it makes an excellent NPC or hireling/acquaintance. For those DM’s bold enough to try it, it provides a very viable character for ladies; be they sisters, girlfriends, lady gamer or others. D&D was one of the first games to appeal to females, and I for one, find it a better game because of that fact.

It manages to be both inclusive and a bit sexist at the same time.

So, what do the ladies get with this witch? It’s actually a nice class, and, I believe, the origin of the later witch class that showed up in Dragon in the 80’s. Witches here are not Satanists, but more nature lovers who use magic to charm and control – I guess what you would call an enchanter in more modern versions of the game – and who can brew potions, narcotics, hallucinogens, etc. Witches get eight levels of spells, many of them new, and they appear to straddle the normal magic-user/cleric divide.

D&D Variant: Demonology Made Easy by Gregory Rihn

This article is all about conjuring demons (and devils). The key here is learning a demon’s name, and the process is simple and clever: You research a demon or devil’s true name the same way you research a spell:

Demon prince, arch-devil = 9th level spell
Type VI, pit fiend = 8th level spell
Type V, ice devil, succubus = 7th level spell
Type IV, horned devil, night hag = 6th level spell
Type III, bone devil = 5th level spell
Type II, barbed devil = 4th level spell
Type I, erinyes, misc. = 3rd level spell

Definitely one of those, “Why the heck didn’t I think of that” moments.

Once you get down to the conjuration, you roll some percentile dice to see if what you call is what you get. Calling a demon prince, for example, has the following chances:

01-50 = Type V demon
51-75 = Type VI demon
76-00 = Demon Prince

High level conjurations require assistants and sacrifices, and there are additional chances for failure for characters below 20th level. Very good article.

GenCon XI Photo Album

Greg Costikyan of SPI … I believe I recognize the woman as Gygax’s daughter
That Gygax fellow
J Eric Holmes and his son Chris
Jeff Perren
Lou Zocchi and Woody … proving that GenCon’s best days are clearly behind it
Marc Miller
Mike Carr
Tim Kask
Tom Shaw of Avalon Hill

Review: See Africa and Die! or, Mr. Stanley, Meet Dr. Livingstone by Gary Gygax

Gygax reviews Source of the Nile here. Apparently, this is a super long play game. It is pretty extensive review, and it looks like a pretty cool game. Best line of the review:

Be certain to read and KNOW the rules before you attempt to play. The rules are not well organized, nor are they very complete. In fact, in many ways they remind me of those originally written for D&D®.

Gygax also gives some additional ideas for the game.

The Asimov Cluster by William B. Fawcett

This article discusses the problems inherent in recreating scenes from sci-fi novels in games of Traveler. It also provides stats for the planets of the Asimov Cluster from the Foundation Trilogy.

Advert for the drow modules. The drow are going to change quite a bit over the next 30 years.

Preview: The Lord of the Rings by Allen Hammack

This preview is for the Bakshi animated version (which I’ll admit I like, sue me). It mostly gathers together some stills from the movie and a few production notes from Bakshi.

It’s a Good Day to Die by Lyle Fitzgerald

This article compiles death statistics of a D&D campaign in Saskatoon. In two to three years, this campaign racked up 600 deaths of PCs and their advance-able hirelings. Wow! I know the old game was deadly (I’ve played it), but this does seem excessive. The top killers are Miscellaneous Causes (14.6 percent) and goblin races (10.1 percent). Dragons were responsible for 7.5 percent of the kills and giants 5.7 percent – respectable numbers for the big guys. War only caused 6 deaths – I guess one of the four horsemen needs to be replaced by a goblin.

War of the Ring Variant by Allen Hammack

Simple rule change – hide the movement of the fellowship so the bad guys don’t have to pretend they don’t know where they are. Honestly – can’t believe the designers didn’t think of this.

Fineous Fingers

A dragon throws a stupid paladin off a cliff. Nice tactic – fake a subdual.

Demonic Possession in the Dungeon by Chas. Sagui

This article takes the rules to task on the inability of demons to possess victims. In Chas’ rules, only demons of Type IV or higher can possess mortals. Interesting line:

The rule of the thumb is that only those demons that are immune to all but magical weapons and therefore exist upon two planes at once may possess.

One of those, “wait – is that really why, or did he just make that up?” lines.

The basic idea is that the DM let’s the players all know they might be possessed. Everyone rolls a saving throw, but only one character is really the victim. The victim is chosen “randomly” – i.e. first person into a room, last person, etc. A save vs. magic is allowed to avoid the possession.

The possessed dude has his normal AC, but attacks as the possessing demon. They cannot use lawful-aligned magic weapons. The demon can use its normal powers, provided its new body doesn’t preclude it. All damage is taken by the body, not the demon.

There’s more, but you’ll need to read the article.

Not a bad issue, really. The witch and the demon conjuration articles are my favorites. I’d recommend hunting it down.