Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Thursday, May 20, 2021

Review: Spelljammer, AD&D Adventures in Space

Cover of the Spelljammer book
Come back to me if you will to a time just right before the Internet.
(Ok, technically the roots of the Internet were here in ARPANet and what I was using BitNet at the time. But you know what I mean.)  

The time is 1989 and the game on my table is AD&D 2nd Edition.  Well, it is really Ravenloft, because, in college that was my setting of choice, AD&D just happens to be the system that ran underneath it all.  So a couple of points already.  I was playing AD&D 2nd Ed and really all I had the money for at the time was for one setting and that was Ravenloft.  There were a lot of great settings in the AD&D 2 days; Forgotten Realms loomed large and impressive, and maybe a little intimidating.  Greyhawk and Mystara only had some minor entries, much to my disappointment, Al-Qadim and Kara-Tur both looked like fun, and then we would also get Planescape. But there was one out that seemed so strange to me that I wanted to know more but yet could not bring myself to buy.  Until now. 

DriveThruRPGs Print on Demand has been a fantastic opportunity for those of us who want to go back and look at some of these other systems and games of our youth.  While I have relied mostly on the aftermarket to get myself up to speed on the Forgotten Realms (and enjoying it) I recently picked up the hardcover POD version of AD&D's Spelljammer.  And I am so happy I did.

Now don't get me wrong. I wanted to play SpellJammer back then.  We ever started a new campaign where all the characters were in a navy, so they all had 3 free levels in fighter, and then they were level 1 (or 4 for the fighters) in whatever other classes they were going to be.  Using the AD&D dual classing rules meant they could not act as fighters until later. But it boosted their HP.  They were going to spend some time at sea, but eventually, they were going to turn their ship into a SpellJamming one.  I named the ship "The Black Betty" after the Ram Jam song because every time I heard "Spelljammer" I thought "ram jam" and the Black Betty was a good name for a ship.  Sadly we never got very far. I was at University and my DM at the time was at a different school and the other players were also at yet another school. Meeting only over the summer was not helpful for a long-term campaign.

Fast forward to today.

Spelljammer: Adventures in Space

For this review, I am considering the Print on Demand hardcover and the PDFs from DriveThruRPG.  There may be things true of these versions that are not true for the original boxed set and things that might be the other way around.  I can't speak to the boxed set since I never owned it.  

Spelljammer is a whopping 278 pages.  Jeff Grubb is our primary author with art by Jeff Easley, Jim Holloway, Dave "Diesel" LaForce, and Roy Parker.  Easley is responsible for our cover, and indeed many of the covers from this time.  The interior art is Jim Holloway who really set the tone and feel for what I consider the 2nd Ed "style" of that time.  The interior is largely black and white with some color illustrations.  Mostly the pictures of ships, what were covers in the separate boxed set books, and some maps.  The scanned pages are not crisp, but they are easy to read.

The book is divided into two large sections that correspond to the two 96-page books that came in the boxed set, Lorebook of the Void and Concordance of Arcane Space.

Lorebook of the Void

We are introduced to how Spelljammer, AD&D in Space, came about.  We also now know that this was the first of new boxed set settings to come out for AD&D 2nd ed.  More would follow and make 2nd Ed more famous for their settings rather than their rules.  The goal for Spelljammer was overtly a simple one; AD&D in space, connect all the main AD&D worlds, and make them work together without changing what makes each one unique.

This section covers the basics of Spelljamming and operating a spelljamming helm.  We get a good overview of the types of spelljamming ships and that various races that can be found in Arcane Space.  We learn that gnomes and halflings for the most part avoid Arcane Space since they are too closely tied to their planets (makes sense) but Krynn's Tinker Gnomes are not so tied to their world in the same fashion so they are very much at home in Arcane Space. We even get a bit on goblinoids.  

The next third covers the various monsters and creatures you will find in AD&D 2nd Ed Monstrous Compendium format. We are given new details on the Beholders (they take the place of Daleks in Arcane Space) and the Neogi. Mind Flayers also get new treatments.  

The last thrid covers the three main AD&D game worlds, Krynn (Dragonlance), Oerth (World of Greyhawk), and Toril (Forgotten Realms).  The problems begin to show here since the cosmology of Krynn is tied very much to their gods.  This is not the fault of Spelljammer or Dragonlance, but rather one of trying to fit the divine into a scientific worldview.  I will admit I do like how the spheres are covered here.  It reminds me a little of how the solar system of Urt is covered in the D&D Immortals Set.  One could take that information and drop it rather cleanly into this book.  It was not done of course because at this time Urt/Mystara was considered part of D&D and not AD&D.  Even discussions online close to the time described AD&D as one universe, maybe even in the same galaxy, and D&D in a different universe altogether. 

Concordance of Arcane Space

The second major section of the book covers the rules part of Arcane Space.  The first chapter describes some basics of how Arcane Space and the Phlogiston work.  Chapter 2 covers some changes to the AD&D rules.  The first change, Lizard Men are now a playable race.  There are changes to some spells and how clerics can talk to their gods. We also get some new spells.  Chapter 3 covers the ships. How they are made, flown, and the capabilities (armor, weapons, storage) of examples.  Combat is covered in Chapter 4.  Ships are a lot like characters in they have an Armor Rating and Hull Points.  Damage by large ship weapons can deal hull damage and/or hit point damage. Chapter 5 covers celestial mechanics, or how systems are made. While in real-life astrophysics we know that forces like gravity will produce round (or oblate) planets and stars, there is a wide variety of things found even nearby to us.  Arcane Space should be just as diverse if not more so.  Oerth (Greyhawk) is a Geocentric system, Toril and Krynn are heliocentric. There are other systems that can be and should be, even stranger.  We learn that there is a flow to the Phlogiston and that some worlds might easy to travel to, but harder to travel away from.

We also have several appendices.  The first covers how magic spells and items work in space.  Appendix 2 covers travel times with Earth and the Solar System as an example along with Krynn, Toril, and Oerth.  Mystara/Urt can be substituted for Earth easy enough.  Flow can affect travel times.

The last section of the book are the color deck plans of various spelljamming ships. Maps and cut-out-and-fold ship minis. Best get the PDF along with the printed book so you can print these on your own.  A large black-hex map would work great for movement in space. 

Reading it today I can overlook some of the flaws that would have bothered me in 1990.  

Print on Demand Book

The Print on Demand book is hardcover, mostly black & white with some color art inside and color covers. It is a hefty volume on premium paper which makes it a little thicker than you expect a 278-page book to be.  It is very high quality. 

Covers of the Spelljammer bookCovers of the Spelljammer book


Interior of the Spelljammer book


Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Converting to 5e

In the first chapter of the first section, some advice is given about converting older AD&D monsters to use with Spelljammer since in theory every monster could be found somewhere.  The example given is the Grimlock from the Fiend Folio, a monster they describe as not likely to be updated to 2nd Edition.

Well. We know now the Grimlock. And updated to 3rd and beyond.   So there is no good reason to assume that Spelljammer will "Never" be updated.  In fact with D&D 5's desire to embrace the past and every world of D&D in their products it is reasonable we will see some Spelljammer at some point.  A spelljamming ship was already placed on a level in a 5th edition adventure. 

But converting to 5e based on the material in this book? Well really there are two main areas of focus; monsters and magic.  Many of the monsters have newer 5e writeups now, so this is less a question of conversion and more of replacement.  Magic, in particular spells, would need some more work but the guidelines are in place.  Similar spells should change in similar manners.  Combat can be swapped out for 5e combat, which not terribly different. So yes, if you are playing a 5e game then you can get a lot of use and play out of this book.

If you have ever been curious about Spelljammer but did not want to pay the aftermarket prices then the PDF is an absolute steal.  If you know about it and want to give it a go again (or for the first time) then the POD version is equally cost-effective.

Saturday, May 15, 2021

Review: Space Opera, 2nd Edition (1982)

Space Opera, 2nd Edition, 2nd cover
Space Opera has always been one of those games that I have wanted for years but never tried. Anytime I thought about the game it was usually out of print and the prices were a bit high.  Then I'd forget about it again.  Reading through all my old Dragons, especially in the 1980-1983 time frame, there was an ad for it every issue.

Since this is SciFi month I figure I should go back to this one.  Thankfully for me, it is now available as a PDF from DriveThruRPG.

Space Opera (1982)

Space Opera, 1st Edition, was released in 1980 which makes it one of the first competitions to the Classic Traveller RPG.  The 2nd Edition version, which is what DriveThruRPG has, was released in 1982.  I can't really speak to the differences.  According to a post over at Wayne Books, there are not really many differences between the 1st Ed "Blue" box vs. the 2nd Ed. "Black" box save for the art. 

There also seems to be a slight difference between the two black box 2nd edition covers.

Space Opera was written by Edward E. Simbalist, A. Mark Ratner, and Phil McGregor and published by Fantasy Games Unlimited. 

The PDF from DriveThruRPG is 200 pages split into to two volumes. There are two color pages of the box art and the rest is a very old-school style b/w text with some minimal art.   While this sounds like a drawback the game is very much a sandbox-style game. So the "Art" that would be here is from whatever your favorite sci-fi property is.  Space Opera tries to be all things to everyone and ... well we will see how well it does at this. The PDF is a scanned image, then OCR'ed.  There is no bookmarking.

Out of the box we learn that Space Opera is exactly that. A game to emulate your favorite Space Opera fiction.  This is not the hard science of Traveller or the weird science of Gamma World/Metamophasis Alpha.  This is Star Wars, Battlestar Galactica, Buck Rogers. I have heard it described as "not drama, but melodrama."

The sections are numbered like many old-school war games. 1.0 is "Space Opera" 1.1 is "Required Materials & Equipment" and so on. There are four major sections of Vol. 1, the player's book, 1. Space Opera, the introduction, 2. Character classes, 3. PC Career Experience and 4. PC Knowledge and Skills.  Vol. 2 is the "Star Master's" section.  Yes they are indeed called Star Masters.  Here we have sections 5 to 18. 5. General Equipment Lists, 6. Personal Weapons, 7. Heavy Weapons, 8. Ground Combat,  9. StarShips, 10. StarShip Combat, 11 StarShip Economics & Interstellar Comerce, 12. World Creation, 13. Cultural Contacts (aka Aliens), 14. Directory Design of Planets, 15. Habitable Planets, 16. NPC Races, 17. Beasts, and finally 18. Personal Living Expenses.

If it looks like the game is heavy on weapons and combat then yes, it is.  It is also so wonderful old school with bunches of different systems and sub systems. 

Instead of completely reviewing a 40+ year old game let through out some caveats and some points.

First, while this game was certainly an attractive alternative to Traveller at the time, we have many more games out now that do this all better and with clearer rules.

Second, if you are a fan of older games or a fan of Sci-Fi games then really is a must have for your collection.  The PDF is nice and cheap compare to the $100+ to $300 range I see copies go for online.  For $10.00 it is worth your while if you are curious about the game, the history of RPGs or Sci-Fi games.

Now some points. Or how to get the most out of the 10 bucks I just asked you to spend.

Section 1.2 covers units of measurement, all metric focused.  Many games do not have these, this is useful for anyone working in three-dimensions or needs a good idea what a cubic meter is.

Section 1.4 has good advice on dicing rolling in any game.  Don't roll unless the outcome is in question or it serves the drama. There are lots of time to roll the dice, it doesn't need to be done all the time. 

Section 2.0 covers classes. They boil down to Fighting, Tech, Science, Medical and Specialist.  We will see these in one form or another time and time again in nearly every other Sci-Fi RPG from Stars Without Number, The Expanse, to Starfinder and even Star Wars and Star Trek.

Section 2.2 is a nice overview and random tables of Planet of Birth.  They are all d20 rolls and should work with every other system out there. My back of the napkin math even tells me it would work great in such games like White Star.

Section 2.3 character races has great guidelines for just about every sci-fi race out there.  Humans, future humans, evolved apes, cats, dogs, bears, birds, lizards. All here. Again guidelines so cut and paste into what other Sci-Fi game you have going on. No giant insects though. 

Section 3.1 on covers some great guidelines on Mercenary service.  I can't vouch that the economics will transfer from game to game though. 

Section 4 has so many skills. I prefer a simpler skill system these days, but this would help you define some specialized ones. 

Section 4.10 has a lot of Psionic skills as well. Might work with Stars Without Number. This is also how you get "The Force" without pissing off Lucasfilm/Disney.

Also if your Sci-Fi RPG does not have at least one David Bowie tribute then you are doing it wrong.

David Bowie

Section 5. So. Much. Equipment!

Section 15. Great toolkit for habitable planets. 

Section 16. NPCs and sample Alien races.

I said above it tries to be everything to everyone. It does this by taking every sci-fi trope there is and giving it a home here.  Does it work?  Well...it ends up being very long, very complicated and somewhat unattractive, but I can't tell if I am judging it by today's standards, my standards for game design or the standards of the time.   This is a toolkit game with 1000s of options and you only need to choose the ones that work best for you.  

This is not the Granddaddy of Sci-Fi RPGs. That would be Traveller.  This is however the Great Uncle. He still has some good ideas and since he has no kids of his own he can spoil the grandkids as much as he likes. 

I am sure that there are groups out there still today that would LOVE this game.  Me I prefer something a little more streamlined.  That all being said, I am glad I bought the PDF of this as opposed to spending $100s on eBay for it.  

Wednesday, May 12, 2021

Review: Star Frontiers, Alpha Dawn and Knight Hawks

Star Frontiers, First Edition
Gamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphasis Alpha non-withstanding), but it was not their biggest.  While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity.  It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.

Certainly, in terms of fans, Star Frontiers has Alternity beat.  But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick.  Knight Hawks was designed primarily by Douglas Niles.  The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier.  Keith Parkinson would go on to do some other covers in line as well.  

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps.  The Print on Demand versions put all the files together into an attractive soft-cover book for each game.  The maps are published in the back, but you will want to print them out for use. 

Star Frontiers, Print on Demand

Both books are easy to read and really nice.  They have been some of my favorite Print on Demand purchases ever.

Let's look into both games.

Star Frontiers: Alpha Dawn
Star Frontiers: Alpha Dawn

Alpha Dawn is the original Star Frontiers game.  The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.  The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue.  Go figure.

The Basic Game is a 16-page book/pdf that gives you the very basics of character creation.  There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership.  These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70.  Higher is better. These can be adjusted by species and each individual score can also be changed or shifted. 

The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks.  I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor. 

We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters. 

The basics of combat, movement, and some equipment are given.  There is enough here to keep you going for bit honestly, but certainly, you will want to do more.  We move on then to the Expanded rules.

The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar.  Simple ability checks are covered, roll d% against an ability and match it or roll under.

Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that.  Skills are attached to abilities so now you roll against an ability/skill to accomplish something.  Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social. 

Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here. 

There are two combat sections, personal and vehicle.  These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns. 

There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.

The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like.  While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).  

This book also includes the adventure SF-0: Crash on Volturnus.

When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.  

Star Frontiers: Knight Hawks
Star Frontiers: Knight Hawks

Ah. Now this game.  Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections.  There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come. 

The PDF version splits all this into four files for ease of printing or reading.  The Print on Demand book is gorgeous really.  Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat.  By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space. 

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.  

Ships are largely built and there is a character creation feel to this.  Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission.  Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both.  I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar.  It really had kind of a "Wild West" meets the "Age of Sail" feel to it. 

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios. 

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space.  Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games.  They have such untapped potential.

The price for these books is perfect.  Grab the PDF and POD combo.  Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic.  Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules.  Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.

Star Frontiers on the Web

There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.  

For these fans and sites, Star Frontiers never went away.

Tuesday, May 11, 2021

Classic Adventures Revisited: S3 Expedition to the Barrier Peaks

Cover to S3 Expedition to the Barrier Peaks
One of the first adventures I ever bought via mail-order was S3 The Expedition to the Barrier Peaks. I had already latched onto the idea that the S series of adventures were going to be mine to run in our extended group of players that crossed many DMs and groups.  I grabbed it without really knowing a lot about it.  I knew there was crashed spaceship central to the adventure and I knew that it was a larger adventure.  Since I was spending my limited paper route money on my new D&D addiction I had to make every dollar count.   S3 had two booklets, at 32 pages each, and color inserts. There were two covers with maps. So even my young mind all of this was more valuable than a simple adventure that only had half that material.

I got it in the mail one summer and took with me on a family trip to the fish fry my parents loved to go to every year.  It was hot, and July and all I wanted to do was sit in our van and read my adventure.  This was also the first time that I encountered what I would later call the "Gary Gygax" effect. This would be the "E.G.G." on the map of Level II.  I remember not liking it at the time because if this was a real spaceship then why was that there.  But more details on that later.

Sci-Fi gaming was not new to me. I had picked up Traveller and I knew about Gamma World. I also had learned that Gamma World and S3 had a shared parentage in Metamorphasis Alpha, though I will admit I wasn't 100% clear on what that meant at the time.   Without knowing much about the size of the Warden (MA) we always assumed this was the Warden.  Given the shape of the ship that landed on Greyhawk and it's size this was more obviously some sort of smaller scout ship with a prison or brig.  One thing everyone in my groups agreed on was this is how Mind Flayers came to Greyhawk.

S3 Expedition to the Barrier Peaks

For this review, I am considering my printed copy from 1982 or so (not my original sadly, lost that one years ago) and the PDF from DriveThruRPG.  This adventure was written by Gary Gygax himself and was the official Advanced Dungeons & Dragons Tournament scenario at Origins II in 1976.  The adventure was updated and published in 1980. Cover art and art book art by Erol Otus, interior art by Jeff Dee, David "Diesel" LaForce, Jim Roslof, David Sutherland III, Gregory Flemming, and Erol Otus.

The adventure comes in two 32-page black and white booklets. The first covers the adventure and the second covers all the weird animals, plants, and gadgets found on the ship.  There is also four pages in the center of book two with full-color art of the animals.  I have one copy where they are glossy and another where they are matte. I have no detail on what the differences mean.  

Glossy vs. Matte art in S3 Book 2

Book 1 covers the adventure.  The preface sets up what this adventure is about and gives some background on how this adventure came to be.  The rest sets up the adventure, placed in the Grandy Duchy of Geoff in the World of Greyhawk.   There is a bit of explaining the nature of this "dungeon," really a crashlanded ship, and how to read the maps. 

While one could call this a funhouse dungeon it is a bit different than the other Gygax funhouse, Tomb of Horrors.  There are a lot of new and weird monsters here and some older ones (like the Mind Flayer) that are given a new life so to speak.  What is most interesting to us, and to the players, were the new tech provided.  The tech items were designed not really to be functional, but to confuse the players as much as possible.  There really seemed to be a fear that D&D characters would run around with laser rifles.  Of course the design makes no sense from a human perspective, so we tried to figure out how they might been created.  One idea was that these make sense if you are a Mind Flayer. 

The adventure itself is a pure dungeon crawl into an unknown structure. 

Book 2 covers all the visual aids for this adventure.

The adventure is a must-have really to say you have had the complete D&D experience.  My oldest hated it though, saying he hates mixing sci-fi with his D&D.  My youngest loved and wanted lasers for everyone.

Classic Modules Today & Revisited

There are 5th edition updates via Classic Modules Today by Todd Bergman and the 5e Conversion by Michael "solomani" Mifsud. Each goes for $1.00.

Goodman Games also offers their massive Expedition to the Barrier Peaks, with introductions and background details from author Michael Curtis, Tony DiTerlizzi, Erol Otus (with some new art too!), and an interview with Diesel LaForce by Tim Wadzinski.

Two versions of the classic adventure are given to represent the seven different printings the adventure went through. These are covered on page 21 and largely deal with the various TSR logos used. Given this information, my copies seem to be later printings.  Corrections to errors found are presented in the 5th edition version of the adventure. 

In the last pages, Appendix G, covers the relationship between Metamophasis Alpha and Expedition to the Barrier Peaks.  IF they had included Gamma World then the trinity would be complete.  Goodman Games still publishes some material for Metamorphasis Alpha.

Goodman Games and TSR's respective Barrier Peaks adventures

The Warden Campaign

I can see an entire campaign built around this crashed spaceship and the mutants it has let loose in the area.  A great way to introduce the ideas of Gamma World or even Mutant Future or Mutant Crawl Classics to your game.  You can expand it with ideas from Mark Taormino's Secret Machines of the Star Spawn.  It could even lead to a Spelljamming campaign.

Astonishing Swordsmen & Sorcerers of Hyperborea

AS&SH already has things from the stars and even lost technology, so adding this adventure to it is not just a no-brainer, I have a hard time justifying why you shouldn't give it a try. 

BECMI/Mystara

While the Barrier Peaks is firmly rooted in the realm of Greyhawk, there is no reason why it can't be moved to Mystara.  There is already a solid history of magic and technology in Mystara. Not just from the Shadow Elves or Blackmoor, but also the curious connections between these two maps.

Here is Mystara's North and West hemisphere.


Here is Gamma World


Rotate the top map by about 45 degrees counter-clockwise and you get the map below.  No shock since both maps are based on North America.

What happened to cause the world of map 1 to become the world of map 2?

Maybe the reactor of the crashed spaceship went critical, blew up, shifted the world axis (something that did happen in Mystara), and created a bunch of weird mutants.  Unless of course the characters can go on an expedition to some mountains and stop it from happening. 

Monday, May 10, 2021

Review: Gamma World, 1st Edition (1978)

I had not planned this, but DriveThruRPG is having a Sci-Fi sale now.  I had mentioned that May had a 
"soft-theme" of Sci-Fi.  It is very likely I knew this in the back of my mind.  So while their sale is going on I want to look at various Sci-fi games in my life-long quest to find the perfect one for me. 

I am going to start with some that I have played and see where these reviews take me.


Gamma World 1st Ed
There is an important piece of my 40+ years of D&D anniversary that I have neglected and I thought I must rectify that as soon as I can.  

1981 was a banner year for D&D.  I FINALLY got my real copy of the game, the Moldvay D&D Basic Set which I have talked about ad nauseam here for years.  Within that "Gateway to Adventure" catalog there was another game that I knew a little about and would also soon be part of my ever-growing desire for a good sci-fi game.  That game was TSR's own Gamma World.

Over the next few years, I'd spend time with this game and other editions of it, but it was this first edition that really grabbed me like no other.

I am going to review Gamma World here and talk a little about what I did with it and what I will do in the future.  For this, I am considering my original Gamma World book (the box and dice are long gone), the Print on Demand version, and PDFs from DriveThruRPG.

Gamma World (1978, 1981)

Living thru the Nuclear Scare was an interesting time.  I vividly recall having conversations with kids my own age about how they saw no future because the Russians were growing to blow us all up any day.  Regan was president and I was convinced he was going to do something stupid to get us all nuked. Instead, he just destroyed the middle-class.  But the threat was there all the time.  The news, the movies, even all the music videos, to quote Frank Zappa, used all the same cheesy atom bomb explosions.  Yup we were going to all die and the world become a nuclear wasteland where people drove around Mad-Max style in supercars and fought for the remaining resources. 

I suppose then given that environment a game like Gamma World was inevitable.  Gamma World was our world, but very different. It is always interesting to read an older game describe how the world of their future and our present would turn out.  Gamma World paints a nice picture of the early 21st century as a time when we stopped polluting the Earth and taking resources from it.  Science Fiction indeed.  With that, let's delve into this book.

Gamma World original print vs new PoD

Introduction

There is a lot of interesting thing going on here. We know this is a (maybe even THE) Post-Apocalyptic game.  This said apocalypse began in 2309 going to 2322.  We get some world-building here with various wars leading up to the attack against a group known as The Apocalypse by what remained of the various governments and groups and The Apocalypse fought back. While it is not said to be a nuclear disaster, that is certainly how it feels.  We know that due to this event that some life-forms were completely wiped out and others were mutated into new and strange forms. It is stated that many of the weapons were biological in nature too.  So we have a heady stew of alchemical death raining from the skies.  The year is now 2471 (450 years from now). There are humans and other things here and that is where our adventures begin.  I can't help but draw parallels between this and the Buck Rogers in the 25th Century TV series which came out at the same time.  Gamma World predates the TV show, but not Buck Rogers. The TV series takes place in 2491, so 20 years after GW. With TSR's later dangerous flirtation with Buck Rogers, I wonder if any attempt was made to bring the two lines together?  I certainly would have tried if I had been into GW as much as I was into D&D.

How to Use This Book & Designing Gamma World

An overview of what this book is about and how to use it.  If you ever played an RPG then you know what is here. If you ever played AD&D then you might even have this section memorized. Gamma World uses the same dice as D&D.

The designing part covers what you are likely to encounter in a typical Gamma World setting. It is a broad overview meant only to introduce the players. Details will come later.

Creating Characters

If you can create a D&D character then you can create a Gamma World character; they are largely the same and makes you wonder why there was no unified game system used at TSR.  Well...I have my guesses. You have three "races" Pure Strain Humans, Humanoids, and Mutated Animals. Your attributes are Mental Strength, Intelligence, Dexterity, Charisma, Constitution, and Physical Strength.  I am sure these are recognizable. Pure Strain Humans are just that, but Humanoids and Mutated Animals can have mutations. These are rolled randomly of course and some are beneficial others are defects. You can have a physical and/or a mental mutation.  Mental ones can even include psionic abilities. Plants can also have mutations.  This covers quite a bit of the book, but that is not really a surprise I suppose.

Since the tables in the game are based on various ability scores they are more important in normal play than they are in (A)D&D.  Levels and experience points use does not even come up until page 42.

Play of the Game

This covers the rules of the Gamma World game. We start out with what happened a lot in GW; moving from place to place and searching for things.  Combat is the next section with weapons from clubs all the way to fusion rifles. We get some combat matrices that look like they were cribbed from D&D Basic. This is a good thing.  There is even something here that I always an improvement, the Mental Attack Matrix. I mean this could have, should have, been ported back to AD&D and been better than the psionics system used there.

Encounters

Gamma World is a Gygaxian fun-house dungeon writ large.  That doesn't mean everything you encounter will try to kill you, but that is a good assumption.  The creatures are not as evocative as say the creatures from the Monster Manual but they are compatible with each other so if your really want an orc in Gamma World game it is easy.

Also presented are various alliances. These are the groups, factions and tribes you can encounter. Only a few are presented here and the Game Master is encouraged to make more.

Artifacts and Equipment

Maybe more so than D&D there is a good reason for all these "treasures" to be laying around.  But there is always the chance that something will fail. Gamma World takes the device flow charts from Expedition to Barrier Peaks (it's "cousin" adventure in AD&D) and dials it up to 11. 


This section also covers trade, the value of goods, and robots. I wonder how many Gamma World games changed the importance of robots after the Terminator movies came out?

The last few pages cover an example of play and there are some charts (random encounters) and hex grids that can be removed for use.  They look right at home next to my D&D charts of the same period.

Print on Demand

The Print on Demand version might be one of the best ones yet.  Yes, the maps from the box set have to be printed out, but that is not a big deal.  The new PoD is clear and easy to read.

Nothing is lost in the translation.  Plus the new pod uses the box art for the front and back covers so everything is here.  All that is missing is dice.

Sunday, April 25, 2021

Mail Call: B7 Rahasia, Print on Demand

Got a nice treat in the mail last week.

Module B7 Rahasia

Rahasia is one of the next adventures I will be running in my War of the Witch Queens campaign for Basic-era D&D.  I have a copy of the original B7 version, but I thought a Print on Demand would be nice to have as well.  

I was not wrong.

Interior of Module B7 Rahasia

Interior of Module B7 Rahasia

Interior of Module B7 Rahasia

Interior of Module B7 Rahasia

Back of Module B7 Rahasia

As with all the PoD modules from the TSR era the maps are not printed on the inside covers but rather as pages.  Not a huge deal to be honest, just make sure you buy the PDF as well and print them out at home.


I had hoped that Rahasia's letter had been cleaned up.  It hasn't. But the source version was difficult to read as well.  I had to retype it so I could have it ready for my War of the Witch Queens game.  

To get this once rare and hard-to-find adventure for just under 12 bucks (I paid $11.99 total) is a really great deal, to be honest. 

Rahasia Links

Saturday, April 17, 2021

Sword & Sorcery & Cinema: Clash of the Titans (1981, 2010)

Double Feature!

Clash of the Titans (1981)

I can't talk about monsters all month and NOT pop in the stop motion masterpiece of Clash of the Titans.

If you come to this blog I have no doubt you know this move and this story.  So instead lets talk about the production.  Let's get good look at the casting for the gods. Laurence Olivier as Zeus, Claire Bloom as Hera, Ursula Andress as Aphrodite, Maggie Smith as Thetis. Seriously these WERE the gods in 1981. Add in relatively unknown (pre L.A. Law) Harry Hamlin as Perseus and the captivating Judi Bowker as Andromeda then our cast is set.  Throw in some Burgess Meredith for comic relief and a bunch of Ray Harryhausen stop motion creatures and you have a classic.

I am not sure if Medusa was ever depicted as a half snake-woman before this movie, but she sure was after it.  Maybe more so than anything outside of Tolkien has left it's stamp on D&D more than the Greek myths and no movie did as much as Clash of the Titans.  Even people that have never seen the movie know "release the Kraken!"

The film almost has a Disney quality to it with it's score and cinematography. Cinematographer Ted Moore had worked on a lot of 70s Bond films and two of the Sinbad movies, the spiritual forefathers to this one.

Re-watching now (and again) the story holds up and the special effects are more charming than dated. Even Bubo was less annoying in reality than in memory. 

Clash of the Titans (2010)

Ok. The Greek myths endure because they are stories that can be told and retold again and again.  A remake then should always be welcome.  And on paper this one sounds good.  First lets look at our Gods again. Liam Neeson as Zeus, ok do we even care who else is playing the gods at this point?  Ralph "Voldemort" Fiennes as Hades.  Luke Evans (Dracula Unbound, The Hobbit) as Apollo, Danny Huston as Poseidon and Alexander Siddig (Deep Space Nine, Game of Thrones) as Hermes. Ok so, this is all good.  Sam Worthington as Perseus. Ok a good actor, but lacks a certain Harry Hamlin-ness. Alexa Davalos as Andromeda, also good.

Plus we know the special effects were going to be better since this was the new age of CGI.

And...yet it all falls so flat.  Zues' "release the Kracken" doesn't have Sir Laurence Olivier's gravitas and we know Liam Neeson can deliver a line.  Hades...exactly WHY was Hades here anyway? The rest of the gods were blink an you miss them.

The Kracken was underwhelming, but still fun.  Medusa, well. Actually I liked this one. While the first medusa was a spectacle of stop motion puppetry the new one with the face of supermodel Natalia Vodianova seemed more human. It also was one of the first certainly not the last time the story made you feel properly sad for Medusa.  But that is topic for another day really.


The movie is all glitz and spectacle and no heart.  The sign where they toss Bubo from the original movie aside might have felt funny, but it is a good example of the entire film.

Still for a popcorn flick it is fun.  You can even see this as a prequel of sorts to the Greek gods in Wonder Woman.

--

Game Material

Pretty much the entire movie to be honest. The original is so deeply imbedded into the DNA of 80s roleplaying it would be hard to tease out today what came from the Greek myths before this movie vs. after.

Saturday, April 10, 2021

Sword & Sorcery & Cinema: The Beastmaster (1982)

The Beastmaster (1982)

Another one that made it's presence felt in many D&D games at the time.  In fact, I can think of about 4 or 5 different beastmaster classes off the top of my head now.

It has been forever since I have seen this one, so lets see what we have here. 

We have a young Rip Torn as our bad guy Maax ("May Axe").  Some scantily clad witches tell that King Zad's unborn son will kill him. One of the witches is none other than the future Mrs. Wayne Gretzky, Janet Jones. 

The witches transfer the unborn baby to a cow. Here they attempt to sacrifice him but are stopped by Ben Hammer. He takes the baby to raise as his own. 

Soon young Dar shows a strong affinity to animals. And sooner again we have older Dar in the form of mulletted 80s stalwart Marc Singer.  But he gets no time to enjoy it when his village is attacked by Rip Torn's men.  Maax sees Dar's brand from the witches but before he can get him Dar's dog drags him to the wilderness.  Dar returns to his village (seeing out of the eyes of an eagle) only to find everyone dead.  Even his dog died trying to save him.  

We get an 80s training montage of Dar training and learning how to talk to animals, including some ferrets.  Mind you we are now a half-hour into the movie and Singer's most significant dialog has been with the ferrets. 

I can say it is much slower than I remember, but not as cheesy.  Oh, it is still cheesy, but not as bad as I remember.  I think I was getting it confused with some Roger Corman flicks.  Credit to the movie, they use a lot of real animals and Marc Singer seems really comfortable with them.  Today they would just use CGI.

The Beastmaster may have supernatural powers but that doesn't mean he isn't above using them to steal (the now sadly late) Tanya Robert's clothes or scare her a bit with his lion. 

There are some cool winged "bird-men" or something, but Dar doesn't fight them.

Dar finds a city "Aruk" with a ziggurat (a model, but not a bad one) and the road is lined with dead people long before the same was seen in Meereen in Game of Thrones.  Rip Torn is here sacrificing children but Dar saves one with his eagle.  An effective scene, it would have been better if the eagle had saved the child and tore out Rip Torn's eyes or something, but we still have an hour to go.  Plus Dar returns the child, so I guess the eagle was busy.  Pretty solid good vs evil lines are being drawn here. 

John Amos shows up as Seth.  He appears to be some sort of Monk.  This is one of the roles he took after Good Times.  I always like John Amos, he should have been a much bigger star than he was.  

The undead guards are kind of cool too. Even little Kodo got to be a hero in the end. 

This was much better and more fun than I recall, to be honest.  Nice to have this kind of surprise really

Gaming Content

Lots really.

Ring of Scrying. This ring has an eye set into it like a gem.  Any spellcaster that can scry (Magic-users, witches) can see through this ring using a scrying medium such a pool, mirror, or crystal ball.  Witches will give these to servants and cowans so they can literally keep an eye on them. Damage to the ring though will damage the witch viewing through it.

Beastmaster classes. I covered these a while back in a Class Struggles.

Saturday, April 3, 2021

Sword & Sorcery & Cinema: Dragonslayer (1981)

Dragonslayer (1981)
Since April is Monster Month here I thought it might be fun to check some monster-themed Sword & Sorcery & Cinema movies.  Up first is a classic and premiered at the height of the 80s fantasy craze. Here is 1981's Dragonslayer from both Paramount and Disney.

We are introduced to one of the most famous dragons outside of Westeros or Erebor, Vermithrax Pejorative.  Though he is mentioned among the dragons in Game of Throne's first season.  

The movie is a little slow, but on par with what was normal at the time.  Peter MacNicol is fine as the apprentice turned dragonslayer Galen, but I can't help but think if someone else would have been better in the role.  Caitlin Clarke was great as the girl pretending to be a boy Valerian.  She returned to theatre work after this and this was her only major role.  She sadly passed of ovarian cancer in 2004.

Sadly the movie under-performed in the box office and some of the reviews were not great, but the movie was fun then and to be honest the effects have held up well enough.  It has achieved "cult movie" status and that is not a bad thing.  It certainly is a great one to have on a Dragon-themed movie night.

The effects are good and the director gets away with a lot of "showing less is more."  We only see bits and pieces of the dragon until the very end when it is most effective. Sure some of the stop motion looks very stop motion-y, but Vermithrax still looks like he could go toe to toe with Smaug or Drogon.  I really can't help but think that this dragon wasn't at least some of the inspiration for the DragonRaid game

The musical queues in this are pure Disney so they are also very effective. 

Gaming Content

Now THAT is a Dragonlance! The Sicarius Dracorum really shows that a spear, or a lance, is the best weapon for fighting a dragon.  The forging scene where Galen heats the metal with magic is really one of the best.  If you are not forging your magic weapons like this then you are missing out!

Caitlin's dragon scale shield, while less theatric, is just as magical. 

I am sure there are those that will nitpick that the "dragon" only has two legs and not four, but I can't get worked up over that. He is still a fantastic dragon.

Saturday, March 27, 2021

Sword & Sorcery & Cinema: The Sword and the Sorcerer (1982)

Another fairly notorious one.  I can recall gamers in my Jr. High talking about how to stat up the sword from this.  The start of this one is fun, love the wall of screaming faces.

Among others, this features Richard Lynch as Titus Cromwell the evil king (naturally) and Richard Moll as Xusia the evil sorcerer.  On the side of good, we get Lee Horsley as Prince Talon just before he became Matt Houston and Kathleen Beller, the future Mrs. Thomas Dolby*, as Princess Alana.

I only mention her as the "future Mrs. Thomas Dolby" because that was my first real knowledge of her, on the cover of his "Aliens Ate My Buick" album.  

So let's get to this!

The Sword and the Sorcerer (1982)

So Richard Lynch summons Richard Moll to help him fight King Richard (Christopher Cary).  Of course, no sooner had he got help from the sorcerer Xusia, Cromwell kills him. 

We also get our first look at the ridiculous three-bladed sword. It can cut, slice, and fire blades! 

Eleven years later Talon (now looking like Lee Horsley) comes back home to avenge his father and mother. 

There is a bit with Manimal I mean Prince Mikah played by Simon MacCorkindale and George Maharis, a long way from Route 66, as Machelli.  We also get another showing of S&S&C MVP Anthony De Longis appears as Rodrigo.  

I have never watched it all the way through.  I honestly could never get past the sword firing blades.  Watching it now I remember why.

The prince is rescued but they fight their way out. There seems to be a bit of Raiders of the Lost Ark envy here; Talon's escape could be taking place in Cario, Egypt. 

Talon fights Cromwell only to have Xusia come back.  I have to admit Xusia's return is kind of fun, it would have been better if they hadn't telegraphed it. Xusia and Talon fight over who gets to kill Cromwell.  Talon kills the sorcerer and then he and Cromwell fight.

Not a great movie but a cult film all the same. I know a lot of people love it, but I could not get into it in the 80s and didn't do much better now.

Gaming Content

Seems fitting seeing how they call out D&D on the poster and there is not a dragon to be found in this.

The Triple-Sword.  This sword is +3 to hit and damage.  On striking it does 3d6+3 points of damage. 
The sword can launch one of two of its outside blades doing 1d6+3 damage.  Its range is 30/60/120 feet.  Reattaching a blade requires one round in which the wielder cannot attack. 

Wednesday, March 3, 2021

This Old Dragon: Issue #101

Dragon Magazine 101
It has been far too long since I did This Old Dragon.  I'll grab the next one of the pile and see what we have.  Looks like we are headed back to September 1985 for This Old Dragon #101.

This one is another with no cover.  That is interesting because I will admit it is among one of my least favorite covers.  I am not sure why really, it is Dave Martin and did the (in)famous Dragon #114 cover, but I never cared for this one.

One of the good things about taking so long to this is these now seem to smell less moldy and mildewy. That's a plus.

Kim Mohan's Editorial repeats a sentiment I have shared here; Aren't We All In This Together? Essentially they refused to run an ad that disparaged another companies product. I have often felt the same.  Other gamers, games, game designers are not my competition, they are my colleagues. Like Mohan maybe I am naïve. 

Some ads for Call of Cthulhu and ElfQuest.  The ElfQuest, one covers Sea Elves.  I have been re-reading Dragonlance, Dragons of Spring Dawning that introduced the Sea Elves. Been wanting to do more with them myself.  Maybe I should check on eBay for this.

The first article, Update from the Chief, comes to us from Gary Gygax himself.  This might be the last article written by Gary as a member of TSR.  He will be out in October of 1985.  The article covers many topics.  Unearthed Arcana sold over 90k copies in its first month and his Gord book did well.  Gary announces two upcoming publications, Oriental Adventures and T1-4 Temple of Elemental Evil for AD&D and more "family-type" games including All My Children. Gary also briefly discusses the critics of D&D and RPGs in general. 

In a fortuitous (turn for me) Roger E. Moore's article on Kender in All About the Kender is up. I just posted stats for what I think is the very first Kender character I have ever made. Lots of people hate Kender. I will admit I never liked them much, but hate was too strong.  My dislike comes more from my enjoyment of halflings.  Moore's article, rereading it all these years later AND while also rereading the first Dragonlance Chronicle my opinion has softened.  Now I think I find Kender in the light they were always intended. What I disliked about them then is what endears them to me now.  I have to admit that some of what I did with gnomes in the 3e days were likely based on 1st ed Kenders.  I am perfectly happy to keep them on Krynn in my own games, but here they get to be as Kendery as they can.   Since I am going to be running DL15 Mists of Krynn, this is a great article to reread.

Plan it by The Numbers is up from Frank Mentzer.  This is a system he had planned on using in the D&D Master Set. It is similar in many respects to the Monstermark system from White Dwarf or the Challenge Rating systems from D&D 3-5.  The system was not used because it was "too heavily mathematic" but it seems rather simple to be honest.  Almost too simple. In any case I think I will give it a try for my Basic-era War of the Witch Queens game. 

Paul Suttie is next with For King and Country. I have say, I find nothing more tedious and dull than discussions about alignment. For something that is only one aspect of the game I find the multitudes of discussions on it largely pointless.  For example, this article covers five pages.  Why?  Do we really need that?  In then he just wants to dump the whole thing.  

The article is at least broken up by a cool black ad for the D&D Master Set.  Makes it look like a limited edition sort of deal. There is also an ad for Unearthed Aracana.

D&D Master SetAD&D Unearthed Arcana

The Role of Books covers the then-new offerings from SF/Fantasy.   I will admit I don't know most of these, but 1985 was around my turning point of leaving science fiction and fantasy reading and moving more into dark fantasy and horror.  Of the titles, I do recognize the novelization of "Ladyhawke" by Joan D. Vinge.  I enjoyed her "Snow Queen" and "Cat" series quite a bit as well as her novelization of "Return to Oz." 

Peter Johnson is next with Charging isn't Cheap on how to recharge magic items.  The nice feature of this article are the examples of how various wondrous magic items are/were created.  This is a nice change from the very formula-driven approach seen in 3e.  Other than the level restrictions on who can create or enchant these items, this could easily be added to any version of the D&D game. The levels might need to be altered is all. 

Jeff Grub, of Marvel Super Heroes fame, sets out to review a game that could be considered a conflict of interest; but he is very clear about where he is coming from on it. So instead of a conflict or a competitor, he comes off as "Expert."  This is good because the game he is reviewing is the DC Heroes RPG.  It's a good review and Jeff obviously loves the game as it is and loves it as a competition to his own MSH game. 

We get to the centerpiece, literally and figuratively, of this issue.  The Creature Catalog III.  I loved new monsters in Dragon Magazine, and the Creature Catalogs were among my favorite features.  This one has 24 new monsters for your AD&D game and includes submissions from the likes of Ed Greenwood, Roger E. Moore, and Stephen Inniss. With art from Marsha Kauth, Dave LaForce, and Roger Raupp.   There are a few very interesting monsters here too.  The avari are cool-looking bat-like humanoids. The bogeyman is another take on the bogey, bogle, boggart of myth and legend.  The creeping pit is a magical mishap gone wrong. Another hamadryad and lhiannan shee.  The mantimera is a crossbreed of a manticore and chimera (not sure I want to know how that happens). And the yale from mythological lore.   

Consequently, Owen Kermit Edwards is now doing posts on the monsters of Dragon magazine.  His first one is up today on his blog Haughty Fantasy Adventures

TSR Comming Attractions lets us know that T1-4 Temple of Elemental Evil is on the way, as well as Book 3 of the Dragonlance Chronicles, Dragons of Spring Dawning.  I have been rereading that and am just about done.

Fiction from Brenda Gate Speilman.

We get to the Ares section now.  

One day I need to back through all of the Ares and see what I can use for my BlackStar and Star Trek: Mercy games. 

Roger E. Moore (our MVP of this issue) has his article on Starships and Star Soldiers on the use of minis in science fiction games.  Timely for me since I just started getting into some 3D printing of some of the FASA Star Trek ships. 

Sorry, Wrong Dimension from Mike Manolakes covers dimensional or parallel universal travel in superhero games.  As a big fan of both the comic and TV event "Crisis on Infinite Earths" and someone that uses different universes in my fantasy games as well.  The 6-dimension coordinate system he has here is EXACTLY something we would have used back then.  This uses a 2d6 for determining dimensions. I like that.  But the d12 is my go-to sci-fi die, so I used that instead. 

More from Jeff Grub on The Marvel-Phile. This time back to Asgard with Beta Ray Bill and Sif.  

Out of the Sun covers man machines for Gamma World from James Ward and Roger Raupp.  And Michael Brown gives us The Stellar Diocese of cleric for Traveller.   That is something I should adopt for BlackStar, but only cultists.

Convention Calendar covers the hottest conventions for Fall 1985 and Winter 1986. Some small ads, notably for a couple play by mail games and art for your D&D characters. Something that I still enjoy getting. 

Wormy gets two pages. I think I need to reread that one from the beginning. I know how it ends, but hitting these in piece-meal, out of order fashion, I forgot what the hell was happening. 

Dragonsmirth gives us TWO different picnic scenes. SnarfQuest gets three pages, mostly about the Gaggleleech. 

I remember this one when it first came out. There is a lot of great material here and the Creature Catalog will certainly see some new use in the future.

Dragon Magazines

Still plenty more to go!