Showing posts with label This Old Dragon. Show all posts
Showing posts with label This Old Dragon. Show all posts

Thursday, August 31, 2017

This Old Dragon: Issue #98

June 1985. Later this month I'll turn 16, but due to the fact I need new glasses, I won't get my license for a few more weeks.   Rambo First Blood is in the theatres and Tears for Fears is on the radio.  On the shelves, the new covers for the AD&D hardbacks and you can buy This Old Dragon issue #98.

The cover features a dragon horde filled with modern day items.  This is also the 9th Anniversary issue.  As far as I can recall all the anniversary issues featured dragons on the cover.  This cover though does not strike any memories with me. It's a cool cover.

We get to the main feature of the issue, all about Dragons.
Up first is Tailor-made Treasure from Roger E. Moore.  This is a new system for figuring out a dragon's treasure hoard.  It has some great quotes from various works of literature. Reading it over it could work well with pretty much every version of the game.

The Magic of Dragon Teeth by Gregg Chamberlain covers the various effects of burying dragon teeth. Each color of dragon will produce a different sort of warrior ala Jason and the Argonauts.
Most gamers of a certain age remember the old movie featuring the Harryhausen skeletons.


There are some neat ideas here.  To be honest I never felt the need to codify this.  Through the dragon teeth on ground and skeleton pop up.  Cause weird shit like that happens in a magical world.
Though more recently I have been using Dragon Tooth Talismans.  These provide protection from the that dragons' type of breath weapon.

Need music from the Ancient Empires for your game?  Well, you can get it in STEREO from Ramal LaMarr!  (I am sure that is 100% his real palindrome name too).


I have to admit I loved these ads.  So corny and over the top.  You can find his music online still.



You keep doing you Ramal!

Leonard Carpenter gives us a nice brief one in Dragon Damage Revised.  A great add for AD&D 1 but something you see now in most newer editions of D&D.

Roger Moore is back again with some background on The Dragons of Krynn.  In this, we learn that Takhisis and Paladine are similar to (but not the same as) Tiamat and Bahamut.    We get some Krynn history that is familiar to all of us now, but here it was all new.   A lot of Dragonlance has migrated back into D&D proper since the 3.0 days and I think that is largely a good thing.  Back in the 80s we used to talk about how the dragons of Krynn were larger and somewhat more "dragon" than the ones you found in Greyhawk.  I know that there are plenty of old-school fans that are aghast with this, but hey. They focused more on dragons in Krynn than Oerth.

Nice big ad for the Dragonlance Chronicles book 2, Dragons of Winter Night.

Ken Hughes gives us an entry with Creative Magic Items.  I want to talk less about this specific article and more about the type of article it is.  There were always a lot of articles in Dragon that I call "You are not bound by books!" articles.  I get that many people want to play RAW, but we were always doing things not in the books. Creating new monsters, new magic items, spells, classes.  Everyone I had gamed with had the books memorized back in Junior High, there was no way to surprise them unless you were willing to go out side of the books. Most of these articles elicited a "no shit, doesn't everyone do this?" but after a while I came to the conclusion that no, not everyone.

Detailing a Fantasy World is from Jim Dutton, whom I feel I should know but don't (flipping further I see his company runs the AD&D PBM game). Now this has some great advice on how to build your fantasy world from the ground up, or at least detail enough areas to keep your players busy.  At only three pages it feels too short to deal with the advice given, but it is short and succinct and should give any budding world builder a place to start and the seasoned ones some new ideas.

I am usually cautious of reviews of TSR products in Dragon. Such is the case of this reveiw of the first two Dragonlance novels by John C. Bunnell in It's a Neat Idea, but ... NOT just a Gimmick. I think we can be adults here and talk about the fact that the Dragonlance novels have some shortcomings. That being said these are fun books and they did represent a sea change in *D&D as a game and as a product.

A surprisingly long article from Dave Rosene discusses what PCs are likely to find in local shops in Knowing What's In Store.   We live in a world today where everything is available at our finger tips. In the 80s even we had malls (lots of malls) but historical medieval lands did not. Fantasy worlds need to tread this line carefully.

The Forum is next.

An ad for Traveller races. At this time and now these books make me want to play Traveller. I want to know more about the Aslan, Vargr and K'kree.  Maybe someone has ported them over to White Star or Starfinder already.

Some coming attractions for TSR products. Highlights include the D&D Masters Rules and the AD&D Unearthed Arcana.

Ad for Chill.  Still love that game.

Our centerfold is the first Gamma World Mutant Manual.  I am very pleased that it is still in this magazine too. Some would make for great additions to an OSR D&D game or a Mutant Future game.

Merle and Jackie Rasmussen have their Part II of Authentic Agencies for Top Secret.  A great find for the pre-internet world, but also real world agencies spelled out in Top Secret format.

The Ares section is next.
The Volturnus Connection is first by Stephen Bonario.  I have to admit, if I ever run a Starfinder game I'd consider a "Return to Volturnus" like game. I had a lot of fun with Star Frontiers.

When History Goes Awry by Mark Acres deals with parallel and alternate timelines for the Timemaster game.  Degree in History not required but certainly helpful.

Big index of all the heroes published for the Marvel Super Hero game in Marvel-Phile.

Huge list of conventions for June to October 1985.

Gamer's Guide has a lot of cool ads including one for the new Super Endless Quest books. These included a simple character sheet/bookmark.

Comics include Wormy and Snarf Quest.  Snarf is long, Wormy is down to a page.

A fun issue really and one I'll go back to for more information on dragons.

Want to see what I was saying about White Dwarf magazine for June of 1985?  Check out my White Dwarf Wednesday for issue #66.

Thursday, August 24, 2017

This Old Dragon: Issue #82

Ok. So I know I just did issue #83. And in truth this could have been the next one in, some of them are in order, most are not and I pick randomly.  But I did choose this one on purpose for the Spell Research article.  More on that in a bit though.  In truth this was the one right next to #83.
So let's get to it. Put your VHS of Cronenberg's "Videodrome" on and curl up with This Old Dragon Issue #82.

Ever wonder what a "Dancing Sword"  looks like? Well this issue's cover might give you a good idea.  Or it is a magic spell being used by the wizard in back.

So let me think. February of 1984. I would have been a freshman in high school.  I had already moved over to AD&D proper by this point but was still using the "Known World". I knew of Greyhawk, of course, but didn't have anything for it yet.  In truth I was not doing much at this point since I had just come off of a 16-week sickness due to pneumonia. I had in this time read all of the Tolkien books that were out of the time and watched an obscene amount of Doctor Who and Space: 1999.

Moving on...Letters covers mistakes or typos from issues.

Big ad for the Dr. No supplement for the James Bond game.

The Forum covers some details about Ed Greenwood's Nine Hells Revisited articles (cant' wait to do those!) namely what to do about Lawful Evil gods.  Still a good question really.

Nigel Findley is up for our first proper article, The Ecology of the Peryton. My memory is fuzzy, but I do remember that this is one of the first Ecology articles I ever read and it was also one I really liked. It really made this creature into something more than a collection of stats and a weird picture in the Monster Manual.  Note that this Ecology article is not by Ed Greenwood.  Still, it is a fine read.  I challenge anyone to reread this and NOT want to use a Peryton in your game.

Wounds and weeds, Plants that can help keep characters alive is an AD&D game herbal from Kevin J. Anderson.  As expected it has a warning not to try these at home, these are AD&D game stats only.   What follows are six pages of various herbs, with some pictures, that have some uses in the game. These are various healing herbs that work when magical healing is no where around.  I think this is a good addition to any Druid or Witch class since healing magic is not their prime focus.  While long, even at six pages it feels short. Maybe because I have seen other articles and books like this that were much longer.



Enhancing the Enchanter by Craig Barrett is for the DRAGONQUEST game.  DQ was always "one of those games".  I saw it all the time at the bookstores and in Dragon, but I knew very little about it.  I picked up many times and flipped through it.  It looked complicated (to me, at the time) but more to the point I didn't know of anyone playing it.  Did you play this game? The article is largely rule changes. At five pages it is also a longer article.

We get another ad for "Riddle of the Ring" card game.  I share this because I KNOW no one ever thought the Balrog looked like this.


Speaking of rings.  Up next is an article about a baker's dozen of magical rings. Rings that do weird things:  Thirteen pieces of jewelry not from the DMG.  All these rings are by various authors (two by Ed Greenwood).   The Ring of Bladeturning eventually had to be banned in my games.

New Avenues for Agents is a preview of the Top Secret Companion. I never was really into spy games. Again, I'll admit a certain curiosity to play the James Bond game and I tried the Spycraft d20 game back when it was new.  But overall they never really grabbed me like fantasy or horror games do.

Our centerfold is a full game, The Baton Races of Yaz.   It looks like a kid's game.  Certainly that is true, but I have watched people bid on that old boxed set of the "Dragon Magazine Games" and people really seem to love it. I should point out that my copy does not have this. I only know about it because of my Dragon CD-ROM.

Curing the Monty Haul Malady by Roger E. Moore deals with a common problem of most D&D games. The article is an edited version of some letters that have come in.  Some of the examples given I just can't really take seriously;  "He decided his character would kill Orcus, and after that his character became the new prince of the undead, with an unlimited amount of any undead to control, even an unlimited number of liches. The character also has some star destroyers he uses to fly around in space or to destroy planets."  Yeah.  This was the 80s. Sad to say...but yes I knew a guy that claimed his character had a Star Destroyer.  Not a Star Wars character, a D&D character.
This though has been an issue in some games since the very beginning.  Star Destroyers? No, the Monty Haul problems and the ridiculously over-powered game (not the same thing mind you, but they usually go hand in hand.)
While we were encouraged to not go to crazy high levels, there was nothing in the rules to stop you.  Tim Kask's warnings in "Gods, Demi-gods and Heroes" read more like a challenge I think to many.  future editions of *D&D tried to make these limits more ingrained in the rules; usually stopping at 20th level (or ~30th for BECMI and D&D4).  But gamers will be gamers I guess.

A review of battle mats, dice towers and the "Dragonbone" computerized dice roller.  I always kinda wanted one of those, but every DM I ever had said they would not allow it.  Also rolling dice is still the best.   I still have and use a battle mat though.

Spells between the Covers is the big reason I grabbed this issue. +Bruce Heard does a great job of filling some of the gaps in our knowledge on how to do spell research.  While I think many players know now many of the points made here, this article did not have the benefit of years of the community playing Call of Cthulhu.  In that game a good occult library is worth more than gold and more dangerous than plutonium.

Speaking of dangerous.  This magazine's mildew is getting so bad I am switching over to a print out from my CD-ROM.


The costs associated with building a library really should hold up edition to edition.  There is a lot of great stuff here about purchasing books.  BUT the REAL treasure is the list of books and the sages that wrote them.  Here is a brief sampling that NO real wizard, mage, sage or occult scholar should be without.

  • Idioms & Rare Cryptographs by Elminster 
  • Legendry of Phantoms and Ghosts by Evard
  • Lore of Subtle Communication by Tasha
  • The Forgotten Arts of Oratory Magnetism by Leomund
  • Theory of the Invisible Forces by Tenser
  • Gazette of the Norse Climates by Otiluke
  • Epic Saga of the Great Conjurers by Mordenkainen
  • Repertoire of Illustrious Conjurations by Drawmij
  • Treatise of Universal Astronomy by Melf

And many more. Really worth the price of the magazine alone if you ask me.  Tips on appraising the books, special books and cursed books are also discussed.   
Looking over the list it is dominated, naturally, by Greyhawk wizards, though Elminster is there too.  Even then Elminster had a better publishing deal! 

This is also tucked away in a small corned of the article.


The fiction section is Windowolf by Earl S. Wajenberg.

We get some ads. Namely these two.


Yes. I will admit to own both that game and that dragon claw amulet.  Once again...it was the 80s.

We end with the comics.  Once again one of those rare issues with Wormy, Snarf Quest and What's New all in one issue.

This was another big issue and maybe one of the reasons we look back at this time with such nostalgia, or at least with the rose-colored bifocals of the 40+ something gamer.

Want to know what I was saying about White Dwarf at the same time?  Check out White Dwarf Wednesday #50.

Thursday, August 17, 2017

This Old Dragon: Issue #83

Have a look at that cover.  1984 was a good year for Chess themed things.  In October we would get the #1 hit, "One Night In Bangkok" from the Album Chess and sung by Murry Head.  In March we got this famous cover of Dragon #83 by  Denis Beauvais.  It is part of the oft mentioned Chess series that stretch to the modern day.  On the radio "Jump" by Van Halen dominates the airwaves. In the theatres we get "Against All Odds", "Police Academy" and "Romancing the Stone" as the big box office hits.  On the shelves "Dragonlance" is starting to appear and we get Issue #83 of This Old Dragon!

Letters cover the usual questions about psionics and where someone can get an article reprint.  Hang tight, you will be able to buy everything on CD-ROM in about 15 years.   There is also a letter on the longest continuous game of D&D at 100 hours.  I think the longest game I ever played was a combo Ravenloft I6/I10 game at 48 hours.

Ads for James Bond and Cities of Hârn.

Michael Lowrey is up first with The many facets of gems. Since a lot of my D&D game play is 70s and 80s fueled I always wanted to use gems as a means of storing magical energy in my games.  I never quite got it the way I wanted it to be honest (still working on it) but this article was a huge help back in the day.  It is also a pretty long article.

Ed Greenwood is back with the Ecology of the Stirge. Is it a bug? Is it a bird?  Going back and rereading these now I admire how well Ed could take even the most banal monster and turn it into something interesting.  While I used to find his "in universe" writing a little twee now I am genuinely amused by it.  I can imagine some Academy in the Forgotten Realms where monster experts debate the finer points of monster biology and killing methods, all safe in their academic halls and ivory towers.

Sign of the times.  The fiction section is not only by Margaret Weis, it is the first Dragonlance story in the pages of Dragon magazine.  Test of the Twins features the twins Caramon and Raistlin.  A lot of ink and pixels have been spilled over the effect on D&D by Dragonlance.  Whatever your point of view on this the Dragonlance era starts here and now with this issue.   The story is a pivotable one in the Dragonlance saga. So much so that I have read it, or versions of it, in other books before I saw it here.

The centerfold is the massive adventure from Roger Moore, the Dancing Hut. This was such a great adventure then that I had to rerun for my kids.  Though I combined it with bits of the 2nd Edition version that came out much later.  This one is a keeper.
Baba Yaga is such a historic figure in D&D it is no surprise there are so many adventures built around her.

Roger Moore follows this up with a simplified unarmed fighting system in How to Finish Fights Faster.  Frankly, I never used it.

There is an ad for my FLGS here, +Games Plus.  This might have been the first time I discovered them to be honest.  I used to order the hard to find stuff from Games Plus because they were the only Illinois game store that knew of that did mail orders. They were about 210 miles away from me at the time, but now they are only 8 miles. So I am very, very pleased to still be going there.

There is a Top Secret article here, but mine was cut out.

There is another ad and a long review of the James Bond 007 game.
I am a HUGE Bond fan.  My first Bond movie was Live and Let Die. It gave me a life long obsession with Bond, Voodoo and Jane Seymour.
Despite this, I have never played a James Bond game.  My loss to be sure.  I'll need to fix that someday.
My first Bond may have been the late great Roger Moore (no relation of course to the above-mentioned RM), the BEST Bond is Daniel Craig.

Ads...an order form for the Mail Order Hobby Shop to get back issues of Dragons.

In the comics section we get a rare celestial conjunction; Wormy, What's New with Phili and Dixie AND Snarf Quest all in one issue.  There is even an entry of Talanalan here.

A great issue really, if for nothing else than for the Baba Yaga adventure.

March 1984 was also a good issue of White Dwarf. Check that out on my White Dwarf Wednesday Issue #51.

Using Baba Yaga in your games
This adventure features Baba Yaga and gives her stats ala Deities and Demigods.  She is a tough one to beat too.   She has 3 attacks, 135 hp, a -1 Charisma which gives her horror like effects.  She fights like a 16HD and has the spell casting ability of a 25th level Magic-User, a 15th level Illusionist and a 14th level Druid.  Crazy.  Oh, and she has some abilities of an assassin too.

There is no doubt that she is one of, if not THE, most powerful witch in the D&D multiverse.  When she is not working with her daughter Iggwilv on Oerth she is off on Golarion dealing with the Winter Witches of Irrisen.  I would not be surprised to discover she has also been to Aglarond and Rashemen. And if she hasn't been there then her Hut has.

No one is better suited for a Basic Witch write-up to be honest.
I will use Roger Moore's stats as a guideline and use the witch rule from my The Witch: A sourcebook for Basic Edition fantasy games.

Baba Yaga, Witch Queen
36th level Queen of Witches, Daughter of Baba Yaga Tradition (She is the Tradition founder.)
Female, Chaotic (Nuetral Evil)

Strength 20 (+3 / +8)
Intelligence 25
Wisdom 23
Dexterity 18 (+3)
Constitution 21 (+6_
Charisma -1* (Baba Yaga uses her negative CHA the way other witches use positive. So +5)

Saving Throws
Death Ray/Poison 3
Magic Wands 3
Paralysis, Polymorph 3
Dragon Breath 3
Rods, Staffs, Spells 3
+5 to all saves via Ring of Protection
+ for Wisdom

Hit Points:
AC: -10
(Grandmother's Shawl +5, Bracers of Defense +3, Ring of Protection +5, Dex 18 -3)

THAC0: 4
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers
Lesser: Familiar (crow)
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity

Spell Immunities
Baba Yaga is immune to the following spells:
Cause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, beguiling, bewitch, domination, fear, charm monster, confusion, emotion, fumble, suggestion, telempathic projection, chaos, feeblemind, hold monster, magic jar, mass domination, quest, geas, mass suggestion, rulership, antipathy/sympathy, finger of death, mass charm, Otto's irresistable dance and any spell created by one of her "Daughters" (for example Tasha's Hideous Uncontrollable Laughter).

Other Powers
Arcane Diversity: Baba Yaga may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned.  These spells must be learned like other magic-users and recorded in her Book of Shadows.

Spells
Cantrips (8): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Object Reading, Summon Vermin
1st (9+4): Bad Luck, Black Fire, Cause Fear, Charm Person, Chill Touch, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, ESP, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Speak with Dead, Spiritual Dagger, Tears of the Banshee, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Call the Restless Soul, Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Foresight, Insanity, Wave of Mutilation, Gate (Ritual)
8th (9): Antipathy/Sympathy, Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Imprisonment (Ritual)

Magic Items
Grandmother's Shawl (Greatest), Broom of Animated Attack, Baba Yaga's Hut, Baba Yaga's mortar and pestle.

To make her closer to the version presented here in Dragon #83 I could give her the Mind Bar from +Richard LeBlanc's Basic Psionics Handbook.

Enjoy!

Thursday, August 10, 2017

This Old Dragon: Issue #103

1985 was an interesting year for D&D.  It saw the publication of Unearthed Arcana and Oriental Adventures.  "Deities and Demigods" had been renamed to "Legends and Lore".  60 Minutes did their hatchet job on D&D.  We were deep in what many have called the "Hickman Revolution" and indeed the third Dragonlance novel, last of the first trilogy was published.   1985 gave us a little peek at what 2nd Edition AD&D would have been like and it would see the departure of Gary from TSR.  A lot of this can be seen in November 1985 and in issue #103 of This Old Dragon!

While there is a loose theme here, the real theme of this issue is a glimpse into the future.
But first, let's start with the cover.  My copy is missing the cover so I had to pop in the old CD-ROM to see it.  It's a cool blue dragon that reminds me of earlier covers. I don't remember it at all really.

The Letters section covers the old "Photocopying service" Dragon used to offer.  Anyone take advantage of that?
Also starting next year (1986) Dragon will be $3.50 an issue.

Gary is up in one of the biggest "What If" scenarios we have all talked about.  That is "What if Gary Gygax had designed AD&D 2nd Edition?"  We will never really know, but there are some tantalizing bits in this month's From the Sorceror's Scroll. The Future of the Game talks about how now that UA and Oriental Adventures are now out the game should evolve to a 2nd Edition.  He planned out the publication order to include the new Monster Manual, Player's Handbook, DM's Guide and a new Legends and Lore (a name he very much opposed).  It should be noted that here Gary also says that a 3rd and 4th editions (or more) are not only inevitable but also desirable as the AD&D game is "vital. It grows and it changes". He said there is no likelihood that the AD&D rules will ever be set in stone.    BTW, if you want to get an idea of what AD&D 2nd Edition as-written-by Gary Gygax *could* have looked like check out +Joseph Bloch's Adventures Dark & Deep. He spent a lot of time researching and this article was the genesis of that.

Kim Mohan is up with updates for Unearthed Arcana.
We had a rule in our games, that if it was in the books it was law, even if the rule was obviously "off".  We did it this way to avoid rule-lawyering arguments over intent.  Plus the book was an impartial party. It didn't change based on the situation at hand. So I can't recall if we used any of this errata or not.

There are many reasons why people don't play gnomes.  I think this is one of the biggest ones.  All About Krynn's Gnomes from Roger Moore details the "Tinker" gnomes of Krynn.  Of course, this is also why my brother, who is now an engineer, only played gnomes.   I have to admit I REALLY disliked the Tinker Gnome idea and I hated the execution of the idea. An entire race prone to failure and explosions? You know what we call that right? Extinct.  Honestly, it was not till 3e that I could even look at gnomes again and really not till 4e that they became something I'd consider having a character for.

Like Dogs? Stephen Inniss seems to with a collection of 12 domestic breeds in A Dozen Domestic Dogs.  My favorite bits are on the armor for fighting dogs.

The Role of Books covers a few books I am not at all familiar with. Though there is one, "Dragonlance, Dragons of Spring Dawning" that everyone knows. One, "The Song of Mavin Manyshaped" by Sheri S. Tepper sounds interesting.

An ad for Palladium's Teenage Mutant Ninja Turtles & Other Strangeness is next.  Long before there was a cartoon there was this game. Talk about striking when the iron is hot!

Stephen Inniss is back.  He had submitted an article on centaurs at the same time another author, Kelly Adams has submitted an article on centaurs.  The resulting article, The Centaur Papers, is a combination of these two works.   They fit together nicely (deft editing) and produce a long article, but what must be considered to be the Master's Thesis on Centaurs in D&D.  At 11 pages it is no small article.   Every so often I run into someone that is really, really into some concept in the game.  I remember back in the 90s stumbling upon a website dedicated to the Bariaur race, others for different things. This article reminds me of that.  Just detail on detail.  If you are into centaurs at all then this is your "must read" article.

Our centerfold is a collection of errata and corrections for Unearthed Arcana.

TSR Previews lets us know that Oriental Adventures and Saga of Old City are on the way.  This is followed by TSR Profiles of Gary Gygax himself.



The Wages of Stress is the fiction bit for this issue. It takes place in the fantastic future world of 2007 when everyone is connected by computer.   Ok, not to be too glib about it there is a bit about how everyone's health can be monitored remotely.

The Ares section is next.

A Traveller article on the planet Tarus is up first.  Of Nobbles and Men by Paul Vernon.  He had some great White Dwarf articles around this time as well.

The Saurians is the article I used the most from this issue.  A race (with subraces) for Star Frontiers I mixed them in with the Sea Devils and the Silurians from Doctor Who to make a race of "Saurials" that I used in many sci-fi games and then later used again in D&D.   Plus it was easy to add in bits of UFOlogy to this with their Reptoids.

Roger E. Moore has a review of the Gen Con 18 designer's forum on Supers RPG in A Super-Powered Seminar.   A brief history of supers games is discussed here and what the future mught hold.

The Marvel-Phile covers three heroes I know nothing about; Armadillo, Count Nefaria and Hyperion.

Ads...Convention Calendar...Wormy and Snarf Quest.
Dragonmirth gets in a dig at 60 Minutes.



Issue #103 was not a bad issue, just not a memorable one for me. Some memorable articles and a tantalizing article on AD&D 2nd Ed.  

Curious about what White Dwarf was doing at the same time? Check out my White Dwarf Wednesday for issue #71.

Thursday, July 27, 2017

This Old Dragon: Issue #88

August 1984.  I was headed to my Sophomore year in High School.  We joked about "1984" all year.  Yeah, no so damn funny now is it.
"Ghostbusters" and Prince dominate both the Box Office and the Billboard charts. I was getting ready to start a two-year long campaign that would change my game world forever.  Ok, maybe that last one doesn't quite have the World-changing power of Ghostbusters or Purple Rain, but hey it was my world.  So let's sit back, put on "When Doves Cry" and join me for Issue #88 of This Old Dragon.

Dragon issue #88 is the first Dragon I didn't buy.  What's that mean?  Well, I had been buying Dragons now since issue #83 and was pretty set on getting each one. Issue #88 was the first one I didn't get after my first run. It was the first chose not to buy.  Much to my later chagrin when my DM opted to buy it!

I am mixed about this cover.  I think the orcs look cool, but it just doesn't grab me to be honest.
At this point I should state that this copy I have is in near mint condition.  I know it was not part of the boxes I picked up off of Craiglist or even one of my own originals.  This one is a bit of mystery to me as to why it is in such great and complete shape.

Letters section covers a number of "What is Official" type of questions.  I used to worry about such things myself. I used to imagine that D&D Conventions were a bit like the big Boy Scout meetings I had gone too before I left (or was kicked out of) the Boy Scouts (we had serious fundamental philosophical differences).  But no one has ever in any official capacity looked over my shoulder to tell me I was "doing it wrong".  Lots of amateurs sure, but I cheerfully dismissed them.

Len Lakofka is up first with the next part of Gods of the Suel pantheon.  Here we get Syrul, Fortubo, and Wee Jas the unrequited love of my life (circa age 14).  Wee Jas, of course, grabbed my attention like nothing else in this issue. She was a gorgeous goddess of magic known as the Witch Queen?  How in the hell was I supposed to ignore that?  For years I thought this art was a Larry Elmore piece, but it is actually Jeff Butler.  I think the wide eyes are what really sets this piece off. Bella Donna indeed.
She first appeared (I learned almost right after) in the World of Greyhawk boxed set.  All we knew about her then was she was a greater Suel goddess of magic and death.
Lenard Lakofka's article though gave us the most detail really.  That is where the picture on the right is from.
What do we learn about her?  Well at this point she is still a greater goddess of magic and death.  She knows every magic-user spell and all other spells to 5th level (why only 5th??).  She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination.  She has 90% magic resistance and a globe of invulnerability that floats around her.
She is attractive (Charisma 20) and always appears so.
If she is anything she is very lawful.  To the point where good and evil are mostly meaningless to her just as long as you are not chaotic.  In fact she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover.  Gods. Go figure.
In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't.  The editors reply that it is because Wee Jas is loathe to admit it and Norebo could also be bragging.
Also, have a look at her name "Wee Jas" or "Wee" and "Ja" or "Oui Ja".  She is the goddess of the Ouija board as well. Magic. Death and Spirits. Clever Gary.
I really enjoyed the Suel mythos and history. I always wanted to run a game set during the last days of the Suel Empire going right up to the Invoked Devastation and the Rain of Colorless Fire.  In my game of the time my world (Mystara) merged with my DM's world (Oerth).  I figured that there were so many different cultures in such a small space because they were all refugees of the fall of the Suel Empire.

Well that's it! Thanks for stopping by.  Oh, wait there is more to this issue. Flips page...wow. Look at that! There is more. Huh, never noticed. ;)

There is a lot really. Arn Ashleigh Parker is back with Physics and Falling Damage. Wow this article and the next one, Kinetic Energy is the Key by Steven Winter, lit up the letters and Forum pages for many issues to come.   We even talked about this in school. In the end we all decided that it was not worth the effort. We never read a fantasy story where the hero died in a fall. They died from sword wounds, spells or a dragons' bite.  A d6 every 10 ft. works.  Though if I were to get slightly more scientific then I would say a die type for each size category.  So something Small or smaller uses a d4,  Medium and Large a d6, larger categories go up to d8, d10 and d12. sure they all fall at the same speed (acceleration due to gravity) but their different masses produce different force when hitting the ground.

Ed Greenwood is up with the Ecology of the Rust Monster. Little bastards.


Off the Shelf needs to be recognized this time if for no other reason than their inclusion of a review for William Gibbson's Neuromancer.  We had no idea, even in ominous 1984, that we were getting a glimpse, however fuzzy, of the future. Not just a future in terms of Cyberpunk, but in terms of the future we live in now. At some point Neuromancer is going to read like the Golden Age of Sci-fi looks to us now.

Katharine Kerr is back with more Beyond the Dungeon.  She discusses moving the game the great outdoors.  For me this was covered rather nicely in the D&D Expert set. There is a part of this article that does provide a lot of use and that is the introduction of a simple skill system to the *D&D game.  Actually, it is more of a skill philosophy than full on system. This makes it a good choice for any modern D&D too, since the ideas can be used even when there are skills.  4e did a little of this too.

Some ads including this one for Witch Hunt and the 10th Anniversary box set




Yes, I had Witch Hunt but I never had that 10th Anniversary boxed set.  At the time I figured I didn't need it since I had most of those books.  Now I am kind of kicking myself.  Did anyone have it?
I never see them on eBay or anywhere else for that matter.   You can sure as hell believe that come 2024 I'll whatever WotC slaps a 50th Anniversary label on.

The "centerfold" is the crazy "Elefant Hunt" game by Tom Wham. I played it once I think. I have vague memory of it anyway.



ICE Can Stand the Heat covers books from Iron Crown Enterprise's Rolemaster series, or as we use to call it "Chartmaster".  I kinda liked "Spell Law" but it didn't fit with what I was doing at the time so I never used it.  My loss in some cases I think.

The Ares Section starts of with Gamma World and a timeline of the future in Before the Dark Years. Spoiler. That's us.  According to the timeline 2003 to 2021 is a time of ecological and economic disaster in America and Europe.  It still has the Soviet Union around, but you can't fault them on that.  We used this timeline a lot for our own D&D-mixed-with-Gamma World game.  Re-reading it now I see a lot of ideas I still use.

The Marvel Phile is intact and features Thor, Loki and Ulik leader of the Lost Trolls.  Odd, I don't remember him in the movie.

The Battle of Ebony Eyes is a ready-to-run Star Frontiers: Knight Hawks adventure. Followed by two more Star Frontiers articles.

Ads, comics, another fairly forgettable Talanalan, Worrmy,  and Snarf Quest with the introduction of VR-X9-4-M2 also know as Aveeare.

So. A really fun issue and in surprisingly great shape.

Wanna see what I said about White Dwarf from the same time?  Click here for White Dwarf #56.

Like what I do here? Pick up a copy of my newest book, The Green Witch!


Thursday, July 20, 2017

This Old Dragon: Issue #160

August of 1990 was my Senior year in college. I moved into an apartment in a very notorious neighborhood of my college town.  I was helping my roommate (one of four guys living in this place) put together this huge entertainment center. He sent me out to get a case of beer for the job. We lived next door to a liquor store.  I was back with the case (likely Keystone) in hand.  He didn't even know I had left.  We got so drunk that we named the entertainment center "The Ferderko" (after Bernie Ferderko). That was how the 90s began for me.  They ended with me three degrees later, married, living 300 miles away from that liquor store and the Ferderko, with a new baby son.  So yeah, I saw some changes.
Dragon, D&D and especially TSR saw a lot of changes in the 90s too.  But that was not obvious to us in August of 1990 when issue #160 came out.  So let's turn on some Star Trek TNG Season 4, fire up the 386SX and let's get going on Issue #160 of This Old Dragon.

The cover looks like it should be part of a Halloween issue, but it is actually for the special topic section of Urban adventures.  I was quite excited to see this, to be honest.  During the last couple of years of my High School AD&D game we focused largely on urban adventures.  My then DM and I even wrote up our own "Urban Survival Guide".  Kinda wish I still had that, would be cool to polish it up and use it.  At this point I should note that this particular Dragon, while not my original from then, is in surprisingly great shape.  The covers are still on it and it doesn't reek of mildew.

Inside we get an ad that would shape my entire 2nd Ed AD&D experience.  The first ad for the Ravenloft campaign world.  I bought everything for Ravenloft back then, when I could afford it, from the newly opened Castle Perilous Games in Carbondale, IL.  Ravenloft was my world.

First up is The Enemy at the Gates by James R. Collier.  This details some of the magical defenses a city must have to survive in the *D&D game worlds.  It's a good read, to be honest, and anyone with solid knowledge of the D&D spells or monster could likely come up with even more ways to attack a city.  Examples of +1 swords to Ents/Treants are given.  I also once destroyed a keep full of vampires with a charmed blue dragon in a game.  Likely right around this same time to be honest.  The article is good in describing all sorts of attacks, but not much in the way of defending against those attacks save for "fight dragons with dragons!".  The material though is still good after all these years and it can be used with just about any FRPG.  The article is also quite a long one.

The Last Call Inn by Willie Walsh is a sample inn and tavern with maps that can be used in any AD&D game.  Again, while it says AD&D on the tin, it could be used with any FRPG.  The article is more than just a map and room descriptions. It covers running the inn, prices, costs and setting up shop.   The economy is very AD&D 1st ed, though I think it was trying for AD&D 2nd ed.  Stats for NPCs are 2nd Ed.

Matthew J. Iden is next with a thieves' guild in The Touch of the Black Hand.  By this time we have seen a lot of Dragon articles on thieves' guilds and assassin guilds.    This one is good but doesn't expand much on the articles from the earliest days of the Dragon.  Maybe I should collect them all and have a look at them in that perspective.  I bet then I could find something unique and useful in each one.

Sage Advice covers some questions on Krynn and Greyhawk.

A big, garish, advertisement for Chill 2nd Edition.  The 90s were going to be about horror. I didn't know that then, but the writing is there on the walls as if it had been written there in blood by Anne Rice or Poppy Z. Brite.  I started the 90s with Ravenloft, ended it with WitchCraft. Had Chill and Vampire in-between.

The Forum handles the various "Is D&D Satanic" questions.  I guess the 80s are not quite over just yet...

+Bruce Heard is up with Up, Away, And Beyond: Space Travel in D&D a topic he is well versed in.  I'll even go as far to say as one of the two or three experts in it.  There are a couple of things in this article right away.  This is for D&D. Not AD&D.  So we are talking BECMI here.  There is even a bit on how the D&D and AD&D worlds are not linked. So you can't use space travel to get to one from the other.  Well, I tend to disagree, but that is the beauty of these games right.
There is a lot here really. Heard talks about different shaped worlds, odd gravity and how to work Spelljammer into all of this.  Fascinating read really.  A lot of this can also all still be used today, whether or not you use Spelljamer or Bruce's own Calidar setting.
Naturally, this is followed up by an episode of Voyage of the Princess Ark.

The Role of Computers is up next.  I could not help but notice it was Copyright 1990 by the authors.  Not too uncommon really, but will cause some problems for WotC when they try to re-publish these in ten years.

Nigel D. Findley is up with The Ecology of the Gibbering Mouther.  Did you know that creatures killed and eaten by the Mouther can not be raised, resurrected or reincarnated?  I don't think I did. Yes, this thing actually eats your soul too.

In the middle of the magazine, and still intact are some of the then new AD&D Trading Cards.
I really don't know much about these, to be honest.  I was never a collectible card guy. Are they worth anything?


Inside is also a poster for Dungeon magazine.

The fiction piece, Thief On  A String, features a scene that Mission: Impossible will steal in 6 years.

More ads...The Convention Calendar reminds us to get our tickets for Gen Con early. They had 10,000 people now two years running!

Another article that could see new life today is one from Mark E. Smith on There Are No Generic Black Belts: Defend yourself with a variety in TOP SECRETS/S.I.™ games.  I am not sure if the rules will match up with the new Top Secret coming out, but the advice is solid.   Several styles are covered here.  Interestingly enough, the one that I was studying at this time and into grad school, Isshinryu, is listed here.  I don't see it mentioned much.

Novel Ideas is more of an ad than it is an article. J. Eric Severson covers the Buck Rogers novels from TSR.

Also, more of an advertisement than an article is the Game Wizards detailing the new Ravenloft campaign setting.  I was very, very excited to see this.

We get a lot of ads and the comics.
And since I actually have one this time, the back cover features the Hollow World.


This is a nostalgic issue for me if only for the time it represents and not really for the content inside. Soon I would stop buying Dragon and eventually even D&D stuff completely.  Grad School makes for some difficult times for gaming.

I suppose it is good then that I don't have many issues past this one. I have no real insights to them having not read them when they were new and not even playing for much of the late 90s.  Still, it is fun to look back on these.

Thursday, July 13, 2017

This Old Dragon: Issue #96

The issue I pulled for today was #123, but a quick look lets me know I had already done that one back in May. I mentioned then I had extras, but I guess I forgot to sort this one out.  No worries. Grabbing the next one.

I have made no secret of my general dislike of the various "funny" April Fools editions of Dragon magazine.  Not that I have anything against humor in D&D/RPGs; quite the contrary. I just like good humor. 9 times out of 10 the jokes fall amazingly flat.  Issue #96 is that 10th one that actually works.  In fact, this is one of my most fondly remembered issues of Dragon during what I think of as my heyday of AD&D.  So with that in mind lest have a look at April 1985. Ladyhawke and Cat's Eye are in the theaters, I am in my sophomore year in High School and this is This Old Dragon issue #96!

Again, the cover here is missing. Popping in my Dragon CD-ROM. The cover comes from Jack Crane and really fits the issue not at all! Well, fits it in terms of humor. But do not expect a mechanical dragon any time soon.  I like the cover though, it's fun. 

The Editorial made me laugh I admit. Printing the whole thing backward was a neat idea. I tried to do something similar with my high school newspaper and found it really difficult. This was a time before we had computers and nice layout software.  The Letters section is a mix of real and supposedly humorous ones. 

Up next is an ad for Pendragon that always caught my eye.  I wanted to run a King Arthur/Camelot game once upon a time, but never quite got there.  Too bad really, I think it would have been fun.  
Another "important" ad.  This one is for "Dragons of Autumn Twilight" the first Dragonlance, and first AD&D, novel from TSR.  1985  was that year of transition. The Golden Age was over, though I  didn't know that at the time, and the Silver Age was upon us.  This time has been described by some as the "Hickman Revolution".  There was certainly a shift that even I could feel in my little Mid-West town to me it felt like things were getting more "modern" in terms of production value.  We are still a little bit away from the release of the Unearthed Arcana and the end of Gygax's involvement with all things D&D.


Speaking of the Old Master, Gary is up with From the Sorcerer's Scroll on New Jobs for Demi-Humans.   There is a lot here really, though most will see the light of day in UA.  I am not sure if I had played an Elven Ranger before this or not, but I know I rolled one up around this time.  To me, it seemed natural. In fact, it is something you can see with my own Huntsman class
There is a little bit on Paladin dual-classing I took to heart. I loved to play Paladins back then (still do in fact).  I often would play clerics to a certain level (usually somewhere between 3 and 10) and then pick up the Paladin class if it was possible for my stats.  It was easy to rationalize; the character had to spend time in the normal service of his god (which was almost always Pellor for me) and then move up to Paladin status.  Worked remarkably well.  I did the exact same thing with my current D&D 5 Cleric/Paladin.  
For me THAT is the real Hickman Revolution; allowing me to play the character I want and the rules supporting it, not looking at the rules and deciding what character to play.  It's less about "what Hickman did to D&D" and more about the direction D&D was going to go anyway. 

Following up on this is Katherine Kerr's What Good PC's Are Made Of.  Kerr has written a number of articles for Dragon and this is just before her first novel is published.  She gives us some basic background information for characters including how/where the characters grew up and what their social class is.  It's actually interesting enough to keep for a lot of FRPGs. 

Ed Greenwood is up with Ecology of the Gulgurtha which is a surprisingly interesting article on the Otyugh and the Neo-Otyugh.  I recall coming up with a few ideas for these.  I seem to recall reading somewhere about using an Otyugh in the bottom of a cistern to eliminate waste. I also created a giant otyugh.

The Handy Art of Forgery by Keith Routley was another great article.  It's still rather timely. I showed it to my son, who is my local D&D 5 expert, he he thought it would work well enough to expand the Forgery skill of the Assassin specialization for Rogue class.  I am sure it would also work well for the AGE Rogue/Expert class with the Assassin specialization.  

Arn Ashleigh Parker discusses how to incorporate ideas from books in Books to Games? Perhaps!
The advice is sound, if simple.  Some examples are given such as Gor, Barsoom, and Middle-Earth.

Despite there being a nice big ad for the D&D Companion Rules, you would think that D&D was a dead line at this point.  I also can't recall if I was excited at seeing this or not. I have spent a lot of time talking about those rules here, I would have thought I would have remembered this a little better.

An article on Play By Mail updates. 

The special section of the issue is the April Fools section.  Up first is the "adventure" Nogard.
I'll make two confessions here. 1. I liked this, a lot. We wanted to use this and play it seriously. 2. It took me an embarrassingly long time to realize that Nogard is "Dragon" spelled backward. 

The "What's New Dragon" is also featured in There Can Never be Too Many Dragons. Fun little critter. Odd it was published after the What's New comic was no longer in the magazine.  The next dragon is the "Quazzar Dragon". We joked about actually using this monster too. We took it seriously when the Frequency said: "Only Once". Though at 120,600 KM across (75,000 miles) we never had a dungeon to put it in. 

And....it goes downhill. The Meanest of Monsters details the Killer Dungeon Master monster.  Not a fan BUT there is something here I have loved and used before, the Wandering Damage Table.  I have pulled this out when dealing with younger players that are getting rowdy. I play it lightly, but it always gets their attention.   Since I have that more or less memorized I ripped this one out and gave it to my son.  Sorry +Greg Littlejohn

Huh...comical races, hopeless characters...can't bother really. 

I skipped over the map of Ginny's Delight.  I'll talk about that in a bit. 

Craig Barrett is back with some DragonQuest rules for swimming in Getting in Over Your Head. One day I'll have to get a copy of DragonQuest and play.  Maybe at a con sometime. 

The Ares Section is up.
First up is Dale L. Kemper with These Are The Voyages of the Ginny's Delight. While the adventure itself didn't really appeal to me I loved the little ship Ginny's Delight. The map of the ship is in the middle of the magazine. It's about the size of a large DS9-era Runabout. It's not an attractive ship but there something about it I really like.  I converted it over to Star Frontiers and Doctor Who (FASA version).



Why is This Mutant Smiling? from John M. Maxstadt covers new mutations in the form of exta limbs and body parts for Gamma World.  This would also work well for Mutant Future or Mutant Crawl Classics.

Marvel Phile is mostly here.  Whoever owned this before me had cut out the section on Iron Man but left Howard the Duck.

Convention Calendar, ads, a big spread of Wormy and three pages of Snarf Quest.

In truth, this was a fun issue and one that seems have had a much larger, lasting impact than I originally remembered.  I mean I remember where I got Ginny's Delight, but the Otyugh and the Random Damage table origins had been lost to my memory.

Curious to see what White Dwarf was up too at the same time?  Well, check out my review of White Dwarf #64 from April 1985.

Thursday, July 6, 2017

This Old Dragon: Issue #58

Today is the birthday of one my first AD&D DMs.  Jon and I started playing way back in Junior High. So for him, I thought a nice deep cut into my D&D archive would be appropriate.  In February of 1982 I was in 7th grade and 12 years old.  I had been playing D&D, Moldvay flavored for a while, and prior to that a mishmash of Holmes with an AD&D Monster Manual.  The early 80s were considered by many to be the Golden Age of RPGs and D&D in particular. That was certainly my own opinion, but we are doing pretty nice today too.
So put on some J. Geils Band as we head back to February of 1982 for issue #58 of This Old Dragon!

The first thing I notice is that paper of this magazine feels thicker than some of the newer ones. The makes the magazine feel thicker with fewer pages, this one weighs in at 80 pages, sans covers.  Could it be this is one of the reasons these older magazines "feel" more important to us? Well, one of many I know.

My copy, of course, is missing the cover, which is a shame because we get another great Clyde "I'll Have the Thigh" Caldwell cover.   On the back side is an ad for the TSR min-games. I had a copy of Vampyre for the longest time. I never got to play it more than once or twice, but I loved the idea.   I am quite sure I bought it because of this ad or one just like it.

First up is an offering of Leomund's Tiny Hut from Len Lakofka.  Titled Beefing up the Cleric it includes an intro from Gary Gygax himself.  Pause a moment to appreciate these names being tossed around casually.  I am not talking cult of personality here, but the fact the some of the luminaries of the game are writing a page 5 article.   The past truly is a foreign country.
Anyway enough of that, let's talk about the article at hand.   This article includes a number of new cleric spells. Many of these will later appear in the Unearthed Arcana.

The Dragon's Bestiary is next with some weird-ass monsters from Ed Greenwood.  Of these, the one that jumps out me is the Sull.  These things are like a giant floating mushroom caps with teeth on their underside.   They remind me of this bizarre bit of cryptozoology and ufology that I remember reading about years and years ago about "Giant Sky Critters". The name stuck with me.  I am sure that Ed got these from a similar source. Roger Moore contributes with "Magenta's Cat" named for the wizardess that tried to breed psionic familiars.   This one could be fun to use as well.



Michael Parkinson gives us The Blood of The Medusa, an article on all the monsters in Greek Myth produced by the Medusa.  I had just gotten out of a HUGE Greek Myth stage at this point so I really loved this article.  It's a fun read and has some great stats to boot. One day I'd love to run a game set in the Classical Period. Greeks, Romans, Etruscans, Phoenicians, Persians, Egyptians and the whole lot.



This is followed up by Four Myths for Greece, featuring four unique NPCs from Greek Myth.  This includes Atalanta, Daedalus, The Sybil of Cumae, and Chiron.

We come next to the big feature of this issue, A Special Section: Dwarves.  We know now that a lot of this will be re-edited and put into the Unearthed Arcana, but then this was great stuff. Well, great if you are into dwarves.  The last Dwarf I played as a character was Fjalar Snowcrest a dwarf thief back during the end of AD&D1.
Up first is The Dwarven Point of View by Roger Moore. Which talks about how dwarves see the world around them.
Bazaar of the Bizarre has two dwarven magic items; the High Anvil of the Dwarves (helps dwarves make items better and faster) and the Helm of Subterranean Sagacity (helps with a dwarf's natual abilities to detect stoneworks).

Sage Advice covers a lot of Dwarf related questions.
Roger Moore is back with The Gods of the Dwarves. Most of these gods are now common enough names in D&D, but here is where they got started.  It includes a monster called a "Rapper" which is an undead Dwarf.  Personally, I would rather use the term "Knocker" since it has some supernatural connotations already.

John Eric Holmes gives us some fiction with In the Bag.

The Centerfold (see what I did there) are the Spell Minders, a playing aid for cleric and magic-user spells.  I'd love to talk about them, they sound cool, but my copy does not have them.  Nor do I remember them well enough.  This leads me to think that my original copy of this issue, the one I remember reading in 82 actually belonged to someone else.

Up next are a couple of articles on archery in D&D and looking for more realistic ranges.  Personally, I prefer game ranges that are more easy to use and "realistic enough".

Not to be forgotton or left out we get an article from David Nalle on Swords, Slicing into a Sharp Topic.  It's a nice overview and history of swords, sword making and how to apply this to your game.

Glenn Rahman has a review/article on the Knights of Camelot game. It covers the game to a small degree but it is more about playing a "Bad" or less virtuous, Knight.

Traveller gets some love from Jon Mattson is Anything but Human. Which is basically a randomized alien physique system.

The Dragon's Augury cover a new aid for Runequest, Griffin Mountain (Bill Fawcett likes it), Star Patrol (also reviewed and enjoyed by Bill Fawcett). Tony Watson covers Traveller Adventures 5 from GDW and Scouts and Assassins from Paranoia Press for Traveller.

Off the Shelf hits the books. Chris Henderson reviews C.J. Cherryh's The Pride of the Chanur which is declared as a great book.  The last John Norman Gor book gets an "At least it is over".

We end with a two-page Valentine's day special What's New with Phil and Dixie and a one-page Wormy.

Maybe the older the issues are better? It is really hard to judge. This one has a bunch of nostalgia for me and some useful material but does that make it better than say one that was made in 90s or 2000s?  All I know for sure is I'll have fun trying to find out!

What are your memories of this issue?

Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #26.

Thursday, June 29, 2017

This Old Dragon: Issue #141

I have had some really great issues lately for This Old Dragon. Issues I remember fondly or issues that had a huge impact on my games and/or game writing.

This is not one of those issues.

Oh, don't get me wrong, Issue #141 is fine, but there isn't anything in it I remember using. So it is next in my box of mildewy memories, so let's head back to the beginning of the end of the 80s, January 1989 to be exact, for This Old Dragon!

Ok, so I remember the cover even if my magazine doesn't have one. I think that might be all I remember of this one.  A few pages in, or the first page of my copy, we get an ad for Curse of the Azure Bonds. It seemed like to me that this book was advertised ALL the time.    We get the great Clyde Caldwell art, but the add is different than the book cover.

I have to admit that, for reasons I can wholly articulate, it bugged me.  Yes...yes I know that covers are mocked up all the time and this is no different. I even know now some of the issues going on behind the scenes of TSR at this time. So my feelings here are more of a memory of feeling and not the feeling itself.  Plus in either version, that sword the Lizardman has is stupid looking.


Plus I still have never read this book.  Maybe I should. Might exorcise the ghost of this feeling.

Another ad. This time TSR trying to get into the party-game market. One of the hotter games at this time was Scruples.  It was pretty popular and due to a combination of this game and drinking it was banned from our circle of friends back when we all lived in the dorms.  This is not that game and I can see why it failed.  Scruples was simple, much like how Cards Against Humanity is, and there is a lot of social interaction. This game "I Think You Think I Think" looks so over designed.  It might work well in today's board game market, but I somehow doubt it.  The name is also too cumbersome.

Forum covers some debate on Illusionists and their spells.

About a dozen pages in we get to the main feature of the magazine, near-human like creatures.  The cover features a Jeff Easley ogre or giant squaring off against a little blonde magic-user.

The Dragon's Bestiary features all sort of humanoid creatures. Most with names we have since seen elsewhere.

Randal Doering provides us with something new in Orcs Throw Spells, Too! or humanoid spellcasters.  This is for the AD&D 1st Edition game.  The article is good and has a lot of meat, but it also is a good example of the schizophrenia that was rampant in the late 80s and early 90s TSR design.  Yes this is great stuff, but the BECMI rules covered this material. Granted, we would not get the Rules Cyclopedia for another couple of years.   Spell casters among these races are considered to be more "primitive" (why? just because) so they get Shamans and Witch-Doctors or Clerics and Magic-Users respectively.  Personally, I like to think of Shamans as a different sort of magical tradition altogether.  I like to see my friend +Rich Howard get his Shaman book live, I think there is a lot of potential for such a class.  Me, I just cheat and make humanoids into a type of witch or warlock.

Arthur Collins is next with an article on giants and combat techniques in Boulder-Throwers and Humanoid Hordes.  This would have been good to read when I started running the Giants series.

Now we have something useful for today.  In Hey, Wanna Be a Kobold from Joseph Clay we get rules for humanoid PCs such as Orcs, Goblins, Kobolds and Xvarts.  This also includes Shaman and Witch Doctor class write-ups.  Re-re-reading this again I am struck with the question of why didn't we do this sort of thing more back then?  I know we were still a decade away from Meepo, but this could have worked well in many games.

Jumping over the fiction we get another timely feeling article.  Reviews of MegaTraveller and GURPS Space.  With Starfinder on the horizon, this is a good time to go back and look at what had come before.

Big four-page, full-color Warhammer 4k ad from Games Workshop.

The TSR Previews is dominated with Dragonlance and Forgotten Realms.

The Role of Books covers a bunch of new fantasy books.  At this time I had moved deep into horror and was just discovering Clark Ashton Smith. So I don't really recognize these books.
Following up on that The Game Wizards details a bunch of novels coming out of TSR.  Dragonlance, Forgotten Realms and Buck Rodgers take the center stage.

The Role of Computers features a bunch of games. That's obvious, but my take-away here is not what games they are reviewing but the systems the games are on. There are still a wide variety of computers the games are available on, but that number is going down.  Eventually, there will be only two, IBM/PC-Compatible and Mac.

Marvel-Phile is missing.

Lots of ads in the back. The only comics my copy has is Snarf Quest.

I checked my CD-Rom and I am missing the big announcement on the back cover of AD&D 2nd ed coming next month.


Ok. So not a great issue. Not a horrible one, but not a lot I can use today.

Thursday, June 22, 2017

This Old Dragon: Issue #119

While today's choice is sort of a cheat, it is a very timely one.  I grabbed it because it features one of my favorite covers of all Dragons.  The recent Doctor Who episode "The Eaters of Light" featured a story about the fate of the Ninth Legion of the Imperial Roman army in Scotland.  My first thought was "well, we know it was Kostchtchie!" from Daniel Horne's fantastic cover.

But once I grabbed it I also noticed how it was a really nice companion to my own Green Witch that was published yesterday.  So nice in fact I put the magazine down until today!  I didn't want anything in it unduly influencing me.  Though in re-re-reading it now I can see there were some things there in 1987 that did stick with me over the years, including some more Doctor Who references.
So set your TARDIS back to March 1987, put on U2's With Or Without You, and get ready for This Old Dragon Issue #119.

Letters cover a guy just discovering the Chainmail rules. Interesting to read, to be honest. We forget that in this day and age nearly every shred of information is literally at our fingertips.  I just got another copy of Chainmail for my birthday from my old Jr. High DM.  It is different than the one I had by a couple of pages. I am going to need to investigate that.



The big feature of this issue is the section on Druids.  I can't help but see the "Spinal Tap" Stonehenge every time I see the standing stones and lintel that works as the header for these articles.

That aside this was one of my favorite series. I had by this time already written my first copy of the witch class. It was though lacking in some historical oomph. This series gave me a lot of inspiration on what can be done with the class AND what not to do.  Not in terms of things being bad in these articles (far from it) but in terms of making my witches different from the druids.  In fact I put these articles as "Must Reads" for anyone wanting to play a druid.

Carl Sargent is up first with Underestimating Druids (is a bad practice). It's a look into the strengths of the class and giving them their due. Several tips and bits of advice are given for using the Druid in and out of the dungeon setting, but most telling (and also the most interesting to me) was a break-down of the XP per level and the amount of spell-power all the AD&D1 spell-casting classes had.  The Druid comes out looking the best. Plus let's be honest, Flame Strike is a MUCH cooler spell than Fireball.

Up next is an article covering the Druid in his role as a healer. We are warned that  John Warren's "Is There a Doctor In the Forest?" is unofficial material.  It is also closer to what we think we know about druids in real life; that they were the healers of their society. There is a ton of great ideas here for herbal and natural healing in AD&D. Unofficial or not there is a lot great rules here.  The crunch is the same level as AD&D, so more than I want for an OSR or even a 5e game, but worth looking into the next time I play AD&D1 proper.

On cue another ad for the Time-Life Enchanted World books!

Next up is an article I had re-read a lot back in the Summer of 1987. From by William Volkart and Robin Jenkins we get On Becoming The Great Druid.  It dealt with that little remembered now artifact of the Druid class that at higher levels you needed to defeat the druid whose level you wanted to take.   I have to admit that at the time I was not fond of the idea, though now I see as a great plot and role-playing device.  I was trying to come up with a way to add this all to my then current game.  I never really did to be honest since I figured I needed to come up with my world-wide Druid religion.  Of course, nothing in the history of the Druids supports the idea that would or even could do this (I was also reading some Margaret Murry, so I am excusing myself) but I got fixated on the idea I needed to figure out their complete religious structure first.  I made some head-way and a lot of that was actually added to my Witch class with the "Court of Witches".  I just replaced Great Druid with Witch Queen.  The Grand Coven of the Earth Mother in The Green Witch also comes from those notes way back then.

Rick Reid is up and has Cantrips for Druids - Naturally. Makes me REALLY glad I kept this to the side while working on the Green Witch and that I didn't put cantrips in that book. They will appear in the "The White Witch" later this summer.

Ah. Now here is an old friend. Ed Greenwood (who's early Dragon writing I am really enjoying again) has the Beastmaster NPC class.  It is such an overkill class.  Hell, I would not be surprised to discover that Drizzt didn't start out as a beastmaster. Though to be 100% fair it is described as an NPC only class...yup. Just like the witch was. ;)
I talked about a lot of Beastmaster classes in an early version of Class Struggles. At that time I had forgotten all about this one though in re-reading it now I see that my DM's homebrew Beastmaster was based on this one.

While not a part of the official Druid feature, Calle Lindstrand has the write up for The Uldra a new character race.  The article is the type of "anything worth doing is worth doing to excess" type that I really love. We get a new race, a monster entry, and some gods. The Uldra themselves seem to be a cross between a gnome and a dwarf.  I really hope that wherever Calle Lindstrand is that Uldras as written here are still part of their game. There is too much, well, love here to ignore.  Uldras would later go on to be upgraded to a full offical D&D race.

It is also one of the reasons while I like to include a new race in a book overtly about a class. The Green Witch, for example, has another take on Gnomes for Swords & Wizardry.

Ed is back with Ecology of the Korred.  Given that it follows right behind the article on the Uldra I often conflated the two into one race. Not really fair to either to be honest.  My then DM really enjoyed this article and it was the inspiration to the only "Dance off in D&D" I have ever done.  I later stole his idea and had another Dance Off in Ghosts of Albion: Blight. Only this time it was against the Sidhe.  This article also gives us a new god.

Dragon's Bestiary features some sylvan monsters for your game. Again, not exactly part of the Druid feature, but close enough that it fits really well.

We get some fairly interesting creatures too. The Wild Halflings are great and I think I detect a bit of what would later develop in Dark Sun.  The Luposphinx is a winged wolf/lion hybrid that doesn't seem out of place at all. The Leshy is based on some older fairy tales. There is another take on the Wendigo (none have every truly been "right" as far as I am concerned). The Wood Giant, which has since been promoted to the ranks of "official D&D monster". There is a Wood Golem here too. A bit about that. This wood golem never really stuck a cord with me. It was neat and all, but wood? Through flaming oil at it.  It was not till I read the Doctor Who story Lungbarrow and their "Drudges" that gave me the idea for something new.  I remember reading a story about an old witch that used to always say "If I'd had my druthers, I have my wooden druthers too."  The Wooden Druther became my new Wood Golem.  Wood Golems have also been promoted, but they will always take a back seat to my Druthers.

Not bad. Half the magazine and all of it quality or really, really fun materials.

In fact, if I had stopped here, 50 some odd pages in (minus ads) I would have considered it money well spent.  I suppose it is also no surprise then that I like to include a lot of these same things in my own books; a class, races, alternate classes, monsters, and spells.  1987 was a turning point year for me really.

Charles Olsen is back with an article about NPCs; Henchmen and Hirelings. Five pages of material that looks liek it should work with any version of the game.

Jeff Grub has Dinner With Elminster.  The article is a bit silly to be honest but I tend to forget that 1987 was the year of the Forgotten Realms. While everyone else was falling in love with that my years-long game was about to hit its final Act.   How long does it take to roleplay a massive war? Two years, give or take.

Let's see what's left here... Some fiction...

Some Sage Advice...

The Gamma World article has some cryptic alliances in Politics Amid the Rubble. Just another reminder to me that I REALLY need to a Gamma World game going again some day.

The Marvel-Phile (actually in this issue!) has Psylocke in her pink outfit.  Just as an FYI Oliva Munn, the future movie Psylocke is only 6-years old at the publication of this issue.

TSR Previews covers the new and hot items of April and May 1987.  Make sure you get your copy of the Lazer TagTM rules. I did!


In May we get the first of GAZ series for Mystara and the Known World, GAZ1 The Grand Duchy of Karameikos.

Lots of Cons advertised and some small ads. Finally, we get Snarf Quest and Wormy.
Little did I know that Trampier and I would be heading to the same town to live more or less around the same time.

Really a great issue.

I see the seeds of ideas here that later germinated in games I played then and later in college and now in the stuff, I put up here.

What are your memories of this issue?

Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #87.

--
The Green Witch is now out!



Pick up a copy today for Swords & Wizardry.