Ok. I will freely admit that this one was
third on my stack of Dragons. But in my defense, the first one was a duplicate of one I had done back in December and the second one just was not grabbing my attention today. So let's sit back, relax, put on some Nirvana as we go back to January 1992 with Issue #177 of This Old Dragon.
Ok. I have no memories of this issue really at all. In 1992 I was working on getting into grad school and finishing up my first published works of research. I was heavy into Ravenloft as my game setting of choice for 2nd ed AD&D, but I had also been exploring other games. I was hearing rumors from a friend of a friend about this new Vampire game and how White Wolf was going to eat TSR.
Going on from this I have NO memory of this cover at all. I am not sure how well a woman in a cage with leering "Dungeon Master" would go over today. I am also unfamiliar with the artist, William
Carman.
Notably this issue still has it's cover on it.
How can you tell this is an early 90s magazine? Big advertisement for Waldenbooks. Pour a little out for Waldenbooks and Borders.
Looking over the Table of Contents it appears the special feature is DM advice. Ok, let's jump to it!
In
Letters, we get one ripped right out of today's social media,
DM's Dilemma Fee or Free? A reader writes in wanting to know if he should charge for running games. The author, whose name was withheld, points out that he (assuming it's a he) has spent thousands of dollars on game material and that prep time is also that, time he is spending that the players are not. The response to this feels less from Dragon and more from TSR, Inc. I would love to reproduce the whole thing here, not only for the advice but for the snapshot in time this was. Needless to say, TSR takes (took) a rather dim view on the idea of DM's charging for games. This is also the only thing I have read that resembles official policy on the issue from the time. I would wager that WotC is a little more even-handed on this than TSR was, but I have not read a current policy on this.
What are your thoughts on DM's charging for games?
Roger Moore talks about "Kinky" games. Meaning odd or weird games, based the interoffice slang "kinky" meaning weird. He talks about Metamorphosis Alpha, Lace and Steel and Bunnies and Burrows. Interesting story here. Before I got really involved in blogging I was a Wikipedia Editor. Still am in fact, but not as active as I once was. One of the articles I worked on was the
Bunnies and Burrows entry on Wikipedia. In fact,
I was one of a few editors who worked on it to get it to
Good Article status. Apparently, this made me and my fellow editors eligible for a grant from some large Furry research and advocacy group (yes, there are such things) and I was offered money for my work. I was a little shocked to be honest. I was also still in hardcore academic frame of mind then and did not want to take money for this work, so I had them donate the money to a charity of their choice.
In our DM's section we have Jim Shamlin up first with
Keeping the Party Going. I was hoping for some edition-agnostic advice and I am pleased so far. He covers the various ways a party can get togehter and stay together. Like I said there are a lot of good ideas here and all can be used with any system, not just D&D. I am new school enough though that I want the players to tell me why the party is together. What are their reasons they are joining forces.
Thomas M. Kane has a interesting article on technology and scientific advancements in
That's Progress. The key feature of this article is a condensed timeline of scientific and technological advancements in the world up to the 17th century and it is not entirely Western-focused.
In
Secrets of the Masters Revealed, Michael J. DAlfonsi has us "apply fiction-writing techniques to game-campaign design". While this is good advice some of it can apply to players as well and works best in a system where the players have a little more agency in the game. Still such things as keeping a campaign journal (this is a great one and one I do all the time) and developing the personalities of the NPC (also something I do) adds a bit more fullness to the game. It also does nothing to change the idea that DMing is a lot of work!
Now we are getting to something very specific to AD&D and D&D prior to 2000.
In
Defend Yourself, Blake Mobley tries to reduce some of the back and forth you see in the THAC0 based combat. The system he proposes is interestingly engough close, but still just this side of "not there yet" of the d20 combat systems of 3rd edition on. If he could switch the idea of armor class getting stronger if the numbers go
up instead of down then his system work even better. Some sacred cows do need to be ground up into burger.
Up next is the
Game Wizards. In this issue the
D&D Rules Cyclopedia.
Steven E. Schend has the task to let us all know what the newest D&D book is like. There is a nice history on the development of the D&D game line with particular emphasis on the recent 1991 "Black Box" getting started game and a little more background on the BECMI sets of 1983 on. He refers to this book as "complete" and "exhaustive", but he also says it is not a radical change, so it is not a "2nd Edition".
I REALLY wish I had read this article back in the day when I was dismissing D&D (BECMI flavor) because I was playing the more "adult" AD&D. Yeah, yeah I was stupid. But I hope I have made up for that now.
Marcus L. Rowland is next with some more DM advice in
"If I Ruled the World...", or how to deal with "Mad scientists, megalomaniacs, and their motives in gaming". A great read really on how to think like a megalomaniac. He gives some examples including some sample NPC (or sorts, broad strokes). For me, the value is getting into the head of your mad villian in order to think about how and why they do what they do. Whether you are Ming the Merciless, Lex Luthor or Dr. Evil you have to have your reasons and they need to make sense to you.
John C. Bunnell has some books include a few I remember. A couple in particular by Daniel Cohen (Encylopedia of Ghosts, Encylopedia of Monsters) were always great fun.
Nice big ad for the combined Gen Con 25 and Origins Game Fair in Milwaukee.
Lawrence Schick is up with a quiz based on his new book
Heroic Worlds, a History and Guide to Roleplaying Games. I wonder if he still has it the quiz?
Part 24 of
Voyage of the Princess Ark is up from Bruce Heard. Done up in a very "Gazeteer style" type article with some maps, data and letters included with the story. Still makes me want to collect all of these for a longer retrospective.
Skip Williams and Sage Advice is next. Lots of Dark Sun questions.
Role of Computers covers the State of the Art for 1992. Let's see...at this point in time I was either using a Tandy 1000 Ex that I got from sister in a trade. I bought her a Brother Word Processor, OR I was using this knocked together 286 I bought on one of the first grants I ever got for research. Likely that one since I in 92 I took an extra year of my undergrad to get a minor in Computer Science and I was learning to write code in Pascal and C. There is a review for Wing Commander. My roomate, who was getting a CS degree had one of the new-fangled 386 computers and he played that game all the time. I didn't even remember that till I saw a screen shot in this magazine.
(note the mildew coming off of this magazine is about to kill me. I need a break!)
Ok. Back.
So we have a lot of ads and the
Convention Calendar for early 92. Sadly I missed the Egyptian Campaign at SIU Carbondale even though I certainly walked by it at least a few times. Remember I was trying to get into grad school at this point.
The Forum is way in the back of the magazine this time, well compared to where it normally has been.
The Marvel Phile is up this time by Scott Davis and Steven E. Schend with a collection of superwomen.
Chris Perry has an oddly placed D&D-themed article (odd since it is near the end after the Marvel stuff)
Defenders of the Hearth. This deals with Halflings and their priests. While the game content is specifically AD&D 2nd Edition there is a lot here, most really, that can be used for every other edition after that. In fact, I might just copy it for my kids to use.
Ad for a GDW game coming out in the Summer of the 92 that they are calling a "break through" I am guessing it was for "Blood and Thunder" but I could be wrong.
Rare bit of topless mermaid in the fiction section, even if it is still firmly PG.
More high-tech equipment for GURPS Space.
Dragonmirth is next, but not at the end of the magazine! Don't really recognize any of these anyway.
Small ads.
A few pages of minis in
Through the Looking Glass. The rest are for larger, full page ads.
Two close to my heart. The Rules Cyclopedia, which is my interest these days and Ravenloft Guide to Vampires, one of my favorite Ravenloft books.
So not an issue I have read until today, so I have no memory to compare it too.
It is an interesting issue though all the same. It looks like the Dragons I read as a kid, but there is a different feel. Of course the difference is only in me really. Still though plenty of good advice and a testiment that somethings never change.