An English Vampire in Africa

Hey folks – it’s a three day weekend in these parts, so I’m still on schedule with a post every weekend.

I was going to do a Dragon-by-Dragon today, but instead decided to write about a little B-movie I finished watching last night, the 1945 “classic” The Vampire’s Ghost. While the movie does not involve a vampire’s ghost, it is a better movie than it has a right to be, possibly because it was written by Leigh Brackett. If you don’t know who Leigh Brackett is, well go find out. She was a classic sci-fi author, and did some fine screenwriting on The Big Sleep, Rio Bravo and The Long Goodbye. The film we’re talking about today was her first such effort, and in it she brings more talent to the picture than one would expect of a low-budget Republic film.

She’s joined in this by the the villain in the piece, John Abbott. Just to maintain the Star Trek theme I’ve been on for a while, he played the lead Organian in the episode “Errand of Mercy”. In this picture, he plays the vampire, and I think he’s one of my favorites. In classic Hollywood, the Vampire didn’t usually have much depth, and was often played for shock value. Bela Lugosi’s turn as Dracula is an exception, of course.

It also helps that the movie is based loosely on “The Vampyre” written by John William Polidori in 1816. Between Polidori, Brackett and Abbott, you get a hidden nugget from the studio days of Hollywood.

In The Vampire’s Ghost, Abbott plays Webb Fallon, an English vampire who has “lived” at least since the days of the Spanish Armada. He brings a really rate matter-of-factness to his vampire portrayal – he’s not happy about his condition, but he shows no remorse for his victims, and he mostly uses his ability to hypnotize and control people to get away with it. In the film, he is now running a drinking establishment in the African town of Bakunda. As in Dracula, the movie wastes little time in revealing that the mysterious killer around Bakunda is a vampire, and that Fallon is that vampire. The natives discover it first, and the “hero” of the picture, Roy Hendrick (Charles Gordon) is soon clued in, but is hypnotized by Fallon before he can do anything about it. Strange for many such movies, the supposed hero spends most of the movie unable to do anything against the villain. The vampire really is the protagonist in the film, making all the moves and committing his villainy unrestrained until … well, I won’t give everything away.

The main point here is that, in this largely forgotten B-movie, there’s a really cool vampire depiction thanks largely to two talented people, Leigh Brackett and John Abbott, and despite the low budget and relative apathy of Republic Pictures. To tie this in to roleplaying games, the Webb Fallon vampire should give a good game master some ideas about playing a vampire in a game in a way that might surprise the players.

Check it out, if you have a mind to …

Dragon by Dragon – October 1979 (30)

We’re baking here in Vegas , so perhaps a nice magazine from the fall of 1979 will put me into a cooler mindset.

I know – The Dragon #30! That’s the ticket!

But, of course, October isn’t about being cool. It’s about being horrified. ’79 was a good time for that, and not just because of the Carter administration. ’79 was The Amityville Horror, Alien, Phantasm, The Brood, Nosferatu the Vampyre, Dracula … and I never saw any of them. Frankly, not a horror movie fan. Let’s get to the magazine.

First – the cover. What a great cover. I love covers with lots of little details, lots of things to get the brain ticking.

Dig this from the opening of Kask’s editorial:

“As I am writing this (11 Sep), DUNGEONS & DRAGONS is getting the publicity that we used to just dream about, back when we were freezing in Gary’s basement in the beginning. If we had our ‘druthers’, it would not have happened in such a fashion. By now, as you read this, I hope the mystery surrounding the disappearance of James Egbert has been happily resolved. Whatever the circumstances of the incident, it has been a nightmare for his parents and family, as well as for TSR Hobbies, Inc. It has been speculated that James was involved in some sort of D&D game that went beyond the realm of pencil and paper roleplaying, and may have mutated into something tragic. D&D was seized upon as a possible connection to the disappearance, for a variety of reasons. First, James was an avid player. Indeed, I have met him at past conventions,
and he used to subscribe to TD.”

And so it begins. In case you don’t know, James Dallas Egbert III was a student at … well, you can read about it at Wikipedia. This may have made D&D more famous, but it also started the backlash against it by morons everywhere dedicated to ruining innocent fun. Worst of all, it led to the TV movie Mazes & Monsters, starring a young Tom Hanks. Not all the Money Pit in the world can make up for that.

The Game’s the Thing … and I Used to Think GenCon Stood for General Confusion
by Kim Mohan

You might recognize Mohan’s name. He was a the new kid at TSR when he wrote this review of GenCon XII. In short – he liked it.

Where the Orcs Are
by Steve Brown

This article features a bitchin’ miniature diorama by Steve Brown. He wanted to enter it into the miniatures contest at GenCon XII, but it didn’t fit into any categories. Nevertheless, it was awesome, and had to get some love, so …

I’m going to assume the picture in the article doesn’t do it justice. Actually, there are a dozen photos, and the underground orc castle looks incredible. Brown says it took him a year to do the thing, and it carried a price tag of $4000 at the con (which would be about $13,000 in todays dollars, proving that the geek community has never been all that swift with their time and money … thank God).

Leomund’s Tiny Hut: Good Evening
by Lenard Lakofka

This was the first of the Leomund’s Tiny Hut’s, which were usually interesting articles that covered all sorts of gaming topics. This one, appropriately enough, is about vampires. It digs into the AD&D vampire, going in depth on its abilities and answering questions gamers might have had about the monster. For example:

1) Once the vampire’s hit points are calculated (it has 8+3 HD), they do not vary – i.e. you do not re-roll hit points when it regenerates in its coffin. Back in the day, there was an idea that adventurer’s re-rolled their hit points for each adventure (an idea I actually kind of like – to represent when people are super on their game, and when they aren’t).

2) Vampires don’t want too many lesser vampires under their control – really no more than 4. It sounds like the vampire wants to make sure there are plenty of living people to feed on, so he has to take care. Like a shepherd and his flock. And lesser vampires don’t create more lesser vampires.

3) Here’s one that got me: “The Vampire’s existence on the Negative Material Plane …” Wow – dig the idea. Maybe it was widespread. A negative material plane, duplicate of our own in some ways – but probably a nightmarish version – inhabited by the undead who also have an existence in the positive material plane. Neat. And what a great place to set an epic adventure!

4) It takes 1-4 segments for a vampire to transform (a segment is a second, for those not steeped in the timekeeping of AD&D), but only 4 if the vampire is surprised. After one segment to adjust, it can be mobile. When a combat round was predicated on segment-by-segment actions, this would be valuable information.

5) It still takes a magic weapon to damage a vampire in bat form.

6) A vampire in gaseous form “scattered to the four winds” can reform in 1-100 segments (i.e. less than 2 minutes). Also – DM’s should pre-set a hit point total at which a vampire will go gaseous.

He also gives some ideas about how to properly dispose of vampires, the spells they are immune to, details on regeneration, “lesser” vampires, summoning and charming, etc. It reminds me of the “Ecology of …” articles they used to do.

Observer’s Report: ORIGINS: Chaos With a Happy Ending
by Fantasysmith

To begin with, a note:

“This OBSERVER’S REPORT is written by the same person that does FANTASYSMITH’S NOTEBOOK. He prefers to do both under the pseudonym FANTASYSMITH, for reasons that he has made clear to us, and which we will honor.”

I think I just realized that Fantasysmith was, in actuality, Richard Nixon! I have no proof yet, but I’m launching a new Kickstarter to raise $1 million to help me get to the truth.

And now, I have to quote the first line of the article:

“Fluid sugar draws bees, fluid filth draws flies, and fluid situations attract the chaotic. This last was the case at ORIGINS ’79.”

Sheer poetry.

And now, an advert …

Cool module. Cool art. And remember, “tell them you saw it in The Dragon”.

From the Sorcerer’s Scroll: New Setting for the Adventure
by Gary Gygax

Here, Gygax talks about the relationship between TSR and TSR Periodicals, and his relationship as publisher vs. Tim Kask as editor and … yeah, I know. Who cares?

He then talks about the “Mugger” article from a couple issues back, and how it is both funny and great inspiration to look at different settings for games, in this case, the mean urban streets. Gary also gives us the lowdown on an adventure he’s working on in which adventurers in a city in the World of Greyhawk delve under that city and somehow end up in a subway tunnel in the modern world. He gives these guides for the particulars:

– In the city setting, magic will work, although cleric spells above third level will not. Of course, firearms also work.

– The perils of the place — police, street gangs, muggers, criminals of other sorts, citizens with
karate training or able to box, those with guard dogs, etc. — will be numerous and different.

– Weapons aren’t difficult to rate according to damage. Electricity will be interesting — low-tension AC giving but 1d6 damage (4d6 if the party is well grounded), low-tension DC doing 1d6 each segment until the victim is freed, and high-tension DC doing 1d20 in the same manner.

– Cars will inflict 1d4 damage for each 10 mph of speed. Small trucks will get a d6, large ones a d8, and trains a d10 for each 10 mph.

– Each special character (guard, policeman, street tough, mugger, etc.) will be given a level roughly corresponding to those of AD& characters, although the type of dice used will be non-standard.

– If the adventurers survive and manage to return to their own place in the multiverse, they will have little in the way of treasure — at least in all probability. Firearms will not work in the World of Greyhawk, of course.

He ends by pointing out that Schick and Moldvay make some of the heroes in their Giants in the Earth series too powerful. Now’s a good time for me to preview the way I’m rating fictional and real NPC’s in GRIT & VIGOR – by the number of years they’ve been active:

The New, Improved Ninja
by Sheldon Price

This is a set of rules extensions for the ninja class, which was published at some point in the past – I don’t remember the issue, and they don’t mention it here.

This version of the ninja is based on the book NINJA: The Invisible Assassins by Andrew Adams, published in 1970 by O’Hara Publications, Inc. of Los Angeles, California. Yeah – you can get it at Amazon.com.

The article starts out with weaponry. Here are some highlights:

In the hands of a ninja, the hankyu (short bow) fires at twice the normal rate.

There is a 5% chance per day of searching that a ninja can find 1d6 plants that work as caltrops.

It takes one week, and costs 2 sp, to make metal claws for the hands and feet.

Staves had small missiles attached to one end that could be thrown by flicking the staff.

Poison water guns have a range of 60′, and produce a cone of water 10′ wide at the base and 60′ high. The main use is to blind eyes – it takes 1d12 rounds to clear the eyes.

The weird signs the ninja makes (called kuji-kiri) are not magical, but they restore his morale and entrance non-ninjas (saving throw allowed).

Ninjas have two kinds of sandals – essentially they can replace the soles. One gave better traction, the other a more silent step.

Ninja can wear up to chainmail, and they can pad it so it remains silent without adding encumbrance.

Ninja can foretell the weather in the short term. Which is nice, because when assassination just ain’t paying, they can becomes TV weathermen.

They are also “earth aware” – can find good places for ambushes – and “man aware” – can manipulate people.

There is a huge list of special ninja equipment, from special torches to swimming flippers and rocket arrows.

There is a section on poison (the substance, not the metal band). Gyokuro is a poison that causes slow death – it kills the ill in a few days, and the healthy in 70. Wouldn’t that be a fun way to end a PC’s life. “Sorry Bill, you suddenly collapse dead in the street while haggling over that beaver tail soup. Turns out a ninja poisoned you a couple adventures back.”

Ninjas can make laugh-inducing poisons at level 4, sleep-inducing poisons at level 6, and insanity-inducing poisons at level 8.

Ninjas also have healing abilities, mostly on themselves, but I would think they would work on others.

Basically, ninjas are awesome.

Lankhmar: The Formative Years of “Fafhrd” and “The Mouser”
by Dr. Franklin C. MacKnight

For those not in the know, Lankhmar is not only the setting of Fritz Leiber’s stories of Fafhrd and the Mouser, but also a game. This article is written by a friend of his, and thus witnessed the birth of the Nehwon stories and the game. From the author:

Lankhmar wasn’t just a game, it was an adventure. The pieces were not mere abstractions, but heroes with personalities with which one identified. It provided an esthetic thrill unequaled in my experience in any other game anywhere.”

Starring Barry Gibb as Fafhrd

Add Lankhmar to the list of games I want to play. The article goes on to explain how the game was originally played (before it was turned into something more commercially viable in 1976 – see HERE).

We also get this tidbit about Harry Otto Fischer:

“Harry not only looked like Edgar Bergen’s Charlie McCarthy but had a similarly extroverted temperament and wit. The famous puppet could have been copied from him!”

The article is a must read for folks who love the stories. Great background stuff.

Design Forum: Boot Hill? Sure! But What Scale?
by Ralph Wagner

That title is such an artifact of its time. We don’t live in a magazine world anymore, and whenever something passes from now to then to what, so many little things pass with it. I’m only 43 years old, but the then I was born into is rapidly becoming a what. I think my childhood and the childhood of people born in 1900 have more in common than my childhood and people born just 20 years later.

Oh – the article. It’s about what scale miniatures to use with Boot Hill. Personally, I would have gone with these bad boys:

Found at Etsy … already sold. Damn.

Designer’s Notes: Flattop: A Long Game but a Strong Game
by S. Craig Taylor, Jr.

This is a discussion of Flattop, a game that covers the Coral Sea-Solomon Islands geography during 1942, specifically the three carrier-to-carrier battles of that year, Coral Sea, Eastern Solomons and Santa Cruz. Mr. Taylor was the game’s designer and developer, and he has a few insights about it, in particular about victory points and the difficulty in writing a truly original game. Sounds like a pip. And a great cover, by the way.

Up on a Soap Box: Standardization vs. Playability
by Bob Bledsaw

He discusses the value of standardization in a game, but also its limitations. Wow – I’m sure you didn’t see that coming. Mostly, he describes how he does his own campaigns – how he handles the races and technology and religion. Could be some useful stuff to the newbies – after all, at this point almost everyone playing the game was a newbie. By being a basic framework, D&D opened the doors to a whole new world, and everyone was feeling out what they could and couldn’t do in that world.  What a great time.

And look at this little ad that popped up on page 21:

Things are about to get weird. If you are reading this and haven’t heard of Arduin, look it up.

Armies of the Renaissance
by Nick Nascati

This is Part V, and covers the armies of Eastern Europe – Poland, Hungary, Russia and the Ottoman Empire. It’s a good article – one page, two column, and covers the basic very nicely. What if we came up with a big d% table with 100 entries that determined a first level fighter’s starting equipment, based on various historical warriors (and maybe Buck Rogers thrown in just for fun). Might have to do that for the blog.

Tournament Success in Six Steps
by Jon Pickens

Tournaments were such a big deal in the old days. I wasn’t a con-goer then (or now, to be honest), so my only exposure to them at all was in some of the old AD&D modules I owned, which had a section on using the module in a tournament, with the points scores, etc.

Here a quick version of Jon’s rules for success:

1) Get in – i.e. sign up for a game. If you don’t get in the first round, sign up for the second.

2) Use magic to get rid of obstacles that would take too long to overcome the old fashioned way.

3) Have a plan (always a good idea).

4) Pay attention to the DM, and if something seems amiss, question him. He might only give out certain bits of information if the right questions are asked.

5) Don’t waste time.

6) Never quit – avoid combat as much as possible, but if you have to do it, do it with extreme prejudice.

Finally, never argue with the DM. If you think he or she screwed up, bring it up politely.

Out on a Limb

Ah – letters to the editor time. Here’s a dandy:

Q: “Something has been bothering me about the Druid class in DUNGEONS & DRAGONS. That is, I know of a couple of people in Chapel Hill who don’t know each other, but they are both the ‘Great Druid’.

A: “The stricture regarding the number of high level Druids is on a per world basis.”

He kindly didn’t add, “dumbass”.

Geek Rage of the Week:

“En garde, Master Rahman and those of you who defend such shoddy pieces of work such as Bakshi’s. (I’ll refrain from referring to it as the ‘Lord of the Rings’).”

Good Advice of the Week:

“It is my contention that all “good” referees should make it their duty to change large portions of the concepts presented in any given role-playing game.”

Terrible Augury of the Future:

“As you may have noticed last month, Wormy has returned. Wormy’s creator got married and moved to California, but he promises that Wormy is back to stay. As to more of Dave’s art, that is up to him and his job in CA. One can always hope . . .”

Cool ad for Dragon Tooth Fantasy Figures:

I haven’t done a random encounter table based on a mini’s ad in a while, so here goes:

d10

1. Rogue or thief (roll 1d4 for level) in leather doublet with short sword, mounted on light warhorse. Wears cloak and floppy hat. Will do anything to steal your purse.

2. Sorcerer (roll 1d5 for level) in the middle of casting one of his highest level spells. Will be extremely cross if you mess it up.

3. Swordsman (roll 1d6 for level) armed with sword and spear.

4. Rictus, the Zombie King; zombie with 12 HD and the strength of a hill giant (+4 damage).

5. Swordsman Kane, a neutral evil 8th level fighter from the terrible north, escaping his love of a good woman who threatened to turn his heart to good. Has +1 scale mail and greatsword.

6. Sorceress (roll 1d8 for level); she holds the mystic Moon Staff of Myrmidor, which can cast all sorts of cool light spells, and confusion and which can cast hold monster, at will, against lycanthropes. She rides a light warhorse.

7. Cleric in mitre with mace. Roll 1d10 for level. He is suffering a crisis of conscience, as he caught mother superior stealing milk and didn’t damn her.

8. Fool or jester, recently released from his master’s service and very hungry. He is a 1st level assassin.

9. Bard or harpist (roll 1d12 for level) in puffy velvet clothes and a great hat. He carries a silver longsword and a golden lyre that charms fey, 4/day. He rides a dapple grey light warhorse. He is arrogant and good-natured.

10. Swordsman Roland (level 9 fighter), with scale mail, +2 shield (axes stick to it on a roll of 1-2 on 1d6) and a major chip on his shoulder towards paladins and rangers (they think they’re so awesome).

Also, found this old issue of Popular Mechanics about painting Dragon Tooth miniatures.

Also, dig this 1978 catalog (which I’ve probably already posted at some point).

Giants in the Earth
by Lawrence Schick and Tom Moldvay

This edition of G in the E features Piers Anthony’s Sol of All Weapons (LN 20th level fighter, 14th level monk), Tanith Lee’s Zorayas (LE 23rd level magic-user) and Clark Ashton Smith’s Maal Dweb (LE 20th level magic-user).

I dug the little advert for Cities, by Stephen Abrams. I did a search and found that he did a few versions of this book, including one for Runequest. I think I’m going to by myself one. I’m intrigued. If I do, I’ll post a review.

The Dragon’s Augury

The games reviewed in this issue are Spellmaker reviewed by Bruce Boegman, Black Hole reviewed by David Cook and Down Styphon reviewed by Kenneth Hulme.

Spellmaker (1978, by Eric Solomon) pits powerful wizards against one another, trying to transport a princess to their castle to win the game. The reviewer calls it a “rare gem”, and I must admit, it sounds pretty cool. The spells are card-based, and I’d love to see a deck of them.

Black Hole (1978, by Robert A Taylor) pits two mining cartels against one another to capture a donut-shaped asteroid with a black hole tethered in the middle. The review is positive, so it might be a good con game for two.

Down Styphon! (1977, by Mike Gilbert) sounds pretty interesting. It is based on the book Lord Kalven of Otherwhen by H. Beam Piper, in which a Penn. State trooper is transported to a parallel earth where the secret of gunpowder is controlled by a bunch of priests. The trooper knows how to make gunpowder, better weapons and he knows something about the “future” of warfare. The game is a miniatures wargame in the musket and pike era. It is apparently a very playable game with only OK layout and some missing stats for artillery (which are provided in the review).

Bazaar of the Bizarre: Orlow’s Inventions Can Liven Up Your Life
by William Fawcett

This article could be a great blog post – a random list of minor magic items that include spoons of stirring, brooms of sweeping, needles of sewing, amulets of caterpillar control, socks of dryness and matches of many lights. This stuff would be so great for putting in a wizard’s tower. Just awesome – if you can find a copy of this issue, find it for this. I’d post the random table, but it’s a little more than I’d be comfortable sharing considering the mag is copyrighted.

So, Different Worlds gaming mag. Never heard of this. I hunted down some descriptions, and apparently some issues you can still buy. I love the art in the ad, and would love to see a sample issue in PDF. There is so much buried treasure out there for gaming!

I also have to share this ad, for on heck of an artist for hire …

… who is still out there working, thankfully.

Dig Tramp’s minotaur in Wormy. So cool.

Dragon’s Bestiary: The Curst
by Ed Greenwood

I’m not sure if this is the first thing in the magazine by Ed Greenwood or not. The curst are still roaming about in the Forgotten Realms setting. Humanoids (98% are human stock) that have been cursed and cannot die, they are chaotic neutral, retain their class abilities except psychic powers and magic, gain infravision 90′ and apparently have no sense of smell. In modern parlance, they would be a “template”.

Finieous Fingers shows us what failing a surprise roll looks like.

And that does it for The Dragon #30. A pretty good issue, overall, with lots of interesting artifacts of the old days of gaming that I love. Seriously – find a copy and check out the minor magic items article – well worth it.

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 – August 1978 (17)

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

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

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

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

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

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

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

Article #3: Dragonlord review by Glenn Williams

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

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

Article #4: Faceless Men and Clockwork Monsters

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

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

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

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

Love the editor’s note …

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

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

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

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

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

Article #6: Sights & Sounds in Dungeons & Dragons

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

Article #7: Variant Monster Dept.

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

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

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

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

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

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

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

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

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

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

Article #9: Tesseracts by Gary Jordan

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

Article #10: Ogre Piece by Piece by Jerry Epperson

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

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

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

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

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

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

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

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

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

Comics

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

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

Article #15: Warp War review by Tony Watson

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

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

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