This issue is in not too bad of shape really. The cover is missing, which is a shame because it is one of my favorites interestingly enough. A furry ice dragon (I am going with a dragon) and an adventurer on a wooly mammoth? What's not to love really. I also hold this issue up as a typical issue of the time "Before" my time buying Dragons. It is not one I ever saw in the stores (that I can recall 35+ years later) but it one that I saw other people carry around.
Kim Mohan's Editorial covers how they will no longer be printing the adventures that won the adventure design contest some time back. This is too bad, but I easily see why. I think this might also have lead to a later decision to create "Dungeon" magazine, but I have nothing to back that up. It is just taking too many resources to get the adventures to a publishable state. The last adventure is printed and will be talked about later. Thinking back to some of the adventures I wrote back then I cringe to think about what they would have gotten. I hope I can find the adventure contest rules in an earlier issue. I wonder what the submission requirements were and whether they took printed manuscripts or if they accepted floppy disks in the mail yet.
Letters cover more requests for back issues, reprints, and even the runner-up adventures. Others complaining about how the magazine has changed for the worse over the last year. I swear some people are never happy.
Our first article is a good one. One of my old DMs had kept a copy of it to use all the time. Much to my chagrin. Taking the sting out of poison by Chris Landsea was another attempt to classify poison. Personally, I never had an issue with what was in the DMG and thought it was good enough. But I also only ever played one assassin ever my entire gaming career, so it also did not come up a lot for me. But it also covered Holy and Unholy Waters, something I used a lot, so that was kinda cool.
Another ad for my FLGS. They still have the same number! Well, the area codes have changed on them twice since this add. It went from 312 to 708 to now 847. Plus another ad for the Witch Hunt game. Seeing these again makes wish I had not sold the game back in a Games Plus auction now.
The fiction piece comes early. In the Cleft of Queens by Esther M. Leiper. Looks like it is about some dragons.
On page 24 we get The Forum: a new feature. The introduction of the Forum.
Ok. Up next we have The Ecology of the Basilisk by Ed Greenwood which is a fine article in it's own right, but reading has gotten me thinking. In fact, my thoughts might be considered heresy in some parts and even I would not have considered them two years ago. But I am beginning to think that Ed Greenwood has contributed more to Dragon than Gary Gygax did. I am not talking about *D&D in general, just Dragon Magazine.
A big two-page ad on the new Advanced Dungeons & Dragons miniatures line, followed by an article on minis.
Pete Mohney is next with Chariots for characters: Adapting ancient vehicles for AD&D play. I always had this plan to play a Classical Greek/Roman/Egyptian game completely based on the classic myths. I wanted a copy of this article because how can you not have chariots in a classic game. I still might do that one day. I mini-series of just mythology themed games where the Gods meddle directly in the affairs of humans.
Now here is an oddity. Presented in the middle of the magazine is an AD&D character build for Cú Chulainn by Roger Moore. This is prior to the introduction of the UA Barbarian, which he would have been perfect for, so he is 22nd level Ranger/12th level Illusionist with some Bard ability.
It's not a bad build really, but someone like Cú Chulainn is hard to build since he was essentially a superhero of the Red Branch myths of Northern Ireland. It's interesting though that the only reason he has an Illusionist class at 12th level was so he could the powers of his berserker rage, called a "Warp spasm" or Ríastrad in the myths. But if you read over these stats he is very much the prototype of the barbarian class we will later see. I also did some stats for Cú Chulainn for the Ghosts of Albion game.
Up next is The Ruins of Andril designed by Ian Melluish. This is a high-level adventure, levels 8-11, for 4-8 characters. It is an investigation of an old "Egyptian" ruin. I have flipped through it and looks fun. Part of me wants to run it if for no other reason than for its historic place in Dragon history. It's a long one, for Dragon, at 16 pages.
Michael Dobson's Living in a Material World covers almost everything you need to know about material components for your AD&D or any other FRPG. Now I love material components. If you are playing in an Old School D&D game I am running then your spellcaster better have their proper material components or they can't cast the spell. Thought I do make most components easy to find or buy AND I allow substitutions. Don't have that pinch of sulfur for your fire based spell? Try a pinch of dirt see what happens! This article is a long one, 10 pages, and covers a variety of materials and their uses. Well worth visiting again.
Off the Shelf, a few pages later, covers the latest books of the start of 1984.
Lewis Pulsipher is back with Get out of the Medieval Rut in The Role of Books. Again this might be the issue that got me interested in the idea of running a classical game. Lew covers books detailing ancient Rome, ancient Egypt and Greece (well Athens in particular). I have some similar books on my too be read pile. Now to figure out which system to use.
Ken Rolston reviews some new gaming titles in Gaming without Heroes. Or Horror Role-playing titles. Featured in this review are the infamous Shadows of Yog-Sothoth for the Call of Cthulhu game and the Ravenloft module. Of the two Rolston has high praise for Ravenloft, but feels that SoY-S does a better job of conveying fear, terror, and dread.
Lots of ads. Convention Calendar. Dragonmirth.
What's New with Phil and Dixie has Dixie's Dragon Notebook. Wormy and SnarfQuest introduces a revolver to an AD&D world. Wackiness ensues.
Really a fun issue with so much I want to use in a game still.
If nothing else it has renewed my desire to run a sandbox like adventure int he Classic world.
Want to see what I thought of White Dwarf from the same month? Check out White Dwarf Wednesday #49.
Wow. This sounds like an incredibly useful issue. Very good, thanks for recapping it.
ReplyDeleteI recently acquired a whole bunch of Dragon issues, and I've yet had to sit down and peruse them. These articles are going to be quite helpful indeed. :)
ReplyDeleteDefinitely a stand-out issue, and I used "The Ruins of Andril" as well as the material components articles in my campaigns BITD. I also tried to rationalize the poison article with the earlier one from TD#32 ("Poisons From AA to XX" by Charles Sagui), but eventually gave up and built my own poisons system.
ReplyDeleteThe dungeon design contest entry rules were in an earlier issue. I'll post the details later if no one else beats me to it.
Allan.
To me, "Living In A Material World" is an absolute must-have for any 1E or possibly 2E game. One of the issues with ignoring material components is that it leads to some of the problem issues that people make up, like using Magic Mouth (I think it was that spell) combined with Permanency to make a magical internet - but it's not actually practical with material component requirements.
ReplyDeleteI'm glad I acquired this issue earlier this year. I have yet to read it, but I think I am going to make it my goal to read a bunch of Dragon issues over the Thanksgiving and Christmas breaks I will have. Another great summary, Timothy!
ReplyDelete