Let's go all the way back to the winter of 1983. I was in 8th grade and getting excited about the new Return of the Jedi movie coming up. Toto had knocked out Men At Work for a week with "Africa". In the theatres we cult classics like "The House on Sorority Hill", "The Entity" and "Videodrome". Though I would not see any of them myself till they came to videotape. At this point my gaming life was dedicated to the B/X rules but I was also moving over to AD&D. It was a great time for gaming. It's February 1983 and this is issue #70 of This Old Dragon!
To begin I want to spend some time on this cover. I really like this cover. I am not sure why really. It's not really D&D-ish or action filled or has magic in it. But I have always liked it. It is by Dean Morrissey and has a Viking vibe to it.
Out on a Limb has readers asking for more coverage of other games. The "problem" we now face is there are so many games out now!
There is a little note here looking for native language Japanese speakers to translate D&D and AD&D games.
Ed Greenwood gives us another entry into the "OMG how much stuff was Ed writing back then?" file. This time another NPC class, The Smith. No word on whether or not you should name one Morrissey. It is a good example of something that either a.) doesn't need to be a class or b.) justification of a "tradesman" or "expert" class like we later got in AD&D 2nd Ed (Masque of the Red Death) and D&D 3rd Ed respectively. That all being said there is a lot of material here to help you decide what the local smith can do.
Bruce Evry is up with The Hull Truth About Speed. Or how size effects speed in ships. Interesting, but I never did much with ocean voyages till much, much later in my gaming career.
From the Sorcerer's Scroll is up and Gary Gygax has his rules for Social Class. These would later appear in Unearthed Arcana more or less exactly as they appear here.
This is followed up by Frank Mentzer with how to use social classes in your games in A ‘Caste’ of Realistic Characters. These are rules we used a lot in my games. Social Class, in particular, Lords vs. Everyone Else was a big deal.
Frank is back with another go at Falling Damage. Back when this issue was new there were multiple independent D&D/AD&D groups in my Jr. High. Consequently, there were also multiple independent methods of calculating "more realistic" falling damage. So these articles were always a source of lively debate. "Lively Debate" I think I meant 13-year olds arguing on who was right and who was stupid.
Come to think of it. Social Class and Falling Damage. Sounds like a perfect metaphor for the 80s.
Giants Can be Awful or Awe-ful by Roger Moore is one of the enduring articles of this issue. It is one I come back too every so often when wanting to add a special guest NPC to a game. The "Giants" of the article refers to the "Giants In The Earth" column with NPC stats for some of literature's famous characters. What is also great about this article is the Appendix to all the Giants articles of the past with a list of characters and very brief class stats. Circe, for example, appeared in issue 52 and is an 18th level magic-user.
Gary is up again with the Deities and Demigods of the World of Greyhawk. This time we get three that I have always thought of as his favorites; Boccob (the Uncaring), Zagyg (the mad arch-mage), and Olidammara (the Laughing Rogue).
Dwarves in Space by Roger Moore was an article that always appealed to me. Essentially it is get D&D style dwarves into Traveller. It works and Moore gives us plenty of great reasons why it would work.
Not to be outdone, Ed Greenwood is back (again!) and going in the other direction. A Second Volley is another look at firearms in AD&D. Like Moore, he makes some good arguments. Enough that I might give it a try in my next game. Won't that freak out my kids!
The centerpiece is Mechica is an AD&D adventure for 5-8 characters, each of 4th-7th level by Gali Sanchez. It is set in a Pre-Columbian Meso America like setting. Among other things, it introduces a werejaguar monster. It is a short adventure but looks like a lot of fun. The setting appeals to me as well.
Ken Rolston has some advice for game masters in How to Make the Most out of FRP Tournaments. We don't see much in the way of Tournament play anymore, having given way to organized play as the means of "official rules" play. But there is still some good advice here. It is quite a long article that can be summed up by "Anticipate what your player wants and what their characters can do." It goes into far more detail than this. I think I am going to put this on my TBR pile to re-read before heading to Gen Con again. It would be great to run some more games this year and this might help.
Tim Grice has some mechanics of playing chess within an AD&D game in The Game Within a Game. As per the 80s the rules are nearly as complicated as chess itself! Just kidding. I used a similar idea when I had characters in Ghosts of Albion play the old Celtic Fidchell game as part of a challenge by a faerie lord.
Ken Rolston is back again with some reviews of Citybook I and Daredevils. He liked both products.
Nice big ad for some RPGA modules.
Phil and Dixie have advice on a lucrative career in game design.
Wormy battles a giant black leopard with wings.
No small ads or Dragonmirth. Maybe my copy is missing them.
Nope, checked the CD-ROM and they are not there.
Ok. So a great "pre-history"* issue of Dragon.
*by pre-history I mean before my personal history with Dragon.
What was White Dwarf doing at the same time? Oddly enough I posted my White Dwarf Wednesday #38 almost exactly five years ago today (give or take a couple of days).
Thursday, November 9, 2017
Wednesday, November 8, 2017
Production Will Be Down
Posting will be down in November here at the Other Side.
Normally November is a lighter month, but it will be even lighter than normal.
I have about four major projects due to four different publishers now. Nothing I can talk about yet, but it is good to be wanted. When I can talk about them be assured I will!
I will say this
One is about witches (of course)
One is for White Star
One is for D&D 5
and one more I can't talk about at all.
So know that the wheels are still going here and the lights are on. But I just can't come to the door right now.
Hope to talk about these all soon!
Normally November is a lighter month, but it will be even lighter than normal.
I have about four major projects due to four different publishers now. Nothing I can talk about yet, but it is good to be wanted. When I can talk about them be assured I will!
I will say this
One is about witches (of course)
One is for White Star
One is for D&D 5
and one more I can't talk about at all.
So know that the wheels are still going here and the lights are on. But I just can't come to the door right now.
Hope to talk about these all soon!
Monday, November 6, 2017
Stranger Things: Zoomer Archetype for D&D 5
"See. Zoomer."
- Maxine "Mad Max" Mayfield
Stranger Things 2 is out and many of you may have binge watched it all by now. We just finished this past weekend and thought it was just as good as season 1. The newest character introduced is Maxine "Mad Max" Mayfield a new girl from California. When the boys digress into D&D talk, she makes the statement that she could be a "Zoomer", which gets the predictable results from a bunch of middle schoolers in 1984.
Well, I thought that a Zoomer could totally be a thing.
So here is a Zoomer Rogue Archetype for D&D 5.
ZOOMER
In this world, you have learned there are two types; the quick and the dead. You prefer not to be among the dead. So speed is not just what you do, it is what you are. Get in fast, attack fast and get out fast. Live another day.
QUICK ATTACK
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make an extra attack. Strength bonuses do not apply since you are compromising power for speed.
FAST ON YOUR FEET
When you choose this archetype at 3rd level, you gain the ability to move faster than normal; Your base speed increases by 50%. So characters that move at 30 ft can now move at 45 ft. Terrain that slows down other characters will still affect you, but based on your new movement rate.
UPPER HAND
At 9th level, you may add +5 to your initiative rolls.
BLUR
Starting at 13th level, you move at twice your base speed. Sneak attacks must still be made at normal movement speed; which is half speed for you.
FASTER THAN THE WIND
When you reach 17th level, you can attack three times per round. These extra attacks ignore any bonuses due to strength.
Obviously, I have not playtested this, but I think it could work out nicely.
What do you think Max?
- Maxine "Mad Max" Mayfield
Stranger Things 2 is out and many of you may have binge watched it all by now. We just finished this past weekend and thought it was just as good as season 1. The newest character introduced is Maxine "Mad Max" Mayfield a new girl from California. When the boys digress into D&D talk, she makes the statement that she could be a "Zoomer", which gets the predictable results from a bunch of middle schoolers in 1984.
Well, I thought that a Zoomer could totally be a thing.
So here is a Zoomer Rogue Archetype for D&D 5.
ZOOMER
Windrunner by Stanley "Artgerm" Lau |
QUICK ATTACK
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make an extra attack. Strength bonuses do not apply since you are compromising power for speed.
FAST ON YOUR FEET
When you choose this archetype at 3rd level, you gain the ability to move faster than normal; Your base speed increases by 50%. So characters that move at 30 ft can now move at 45 ft. Terrain that slows down other characters will still affect you, but based on your new movement rate.
UPPER HAND
At 9th level, you may add +5 to your initiative rolls.
BLUR
Starting at 13th level, you move at twice your base speed. Sneak attacks must still be made at normal movement speed; which is half speed for you.
FASTER THAN THE WIND
When you reach 17th level, you can attack three times per round. These extra attacks ignore any bonuses due to strength.
Obviously, I have not playtested this, but I think it could work out nicely.
What do you think Max?
Sunday, November 5, 2017
Gog and Magog!
A while back I presented stats for two Balor that I use in my games, Gog and Magog.
I always wanted to get minis for them, I always thought it would be fun to have them both and have them encountered by a party at the same time.
Well since it had been a cold, rainy weekend here in Chicago my wife decided to do some painting.
Here is the original Balor that I got with some mini set years ago.
Here is the repainted Balor, Errtu from the Legend of Drizzt board game.
I love the new lightning whip and fire sword! The brass talons on his wings are a great touch.
LOVE the black touches on the wings.
I think it looks fantastic! So glad my wife loves doing this.
Can't wait to use them in a game!
I always wanted to get minis for them, I always thought it would be fun to have them both and have them encountered by a party at the same time.
Well since it had been a cold, rainy weekend here in Chicago my wife decided to do some painting.
Here is the original Balor that I got with some mini set years ago.
I love the new lightning whip and fire sword! The brass talons on his wings are a great touch.
LOVE the black touches on the wings.
I think it looks fantastic! So glad my wife loves doing this.
Can't wait to use them in a game!
Friday, November 3, 2017
Kickstart Your Weekend: Demons!
I am a huge Castles & Crusades fan. Any chance I get to play is a good one. So when they have a Kickstarter I pay attention.
Castles & Crusades Tome of the Unclean
https://www.kickstarter.com/projects/676918054/tome-of-the-unclean
I am a sucker for Monser books. If they have demons or undead in them so much the better. If they are dedicated to demons or undead then I am sold. I have the PDF versions of this, but to get it as a physical book with add-ons would be great!
Castles & Crusades Tome of the Unclean
https://www.kickstarter.com/projects/676918054/tome-of-the-unclean
I am a sucker for Monser books. If they have demons or undead in them so much the better. If they are dedicated to demons or undead then I am sold. I have the PDF versions of this, but to get it as a physical book with add-ons would be great!
Thursday, November 2, 2017
This Old Dragon: Issue #130
Not moving too far ahead from last week but that is cool. We are coming up on an issue that I remember back when it was new but never owned till recently. So without further ado lets go back to February of 1988 for issue #130 of This Old Dragon!
This cover, while it never gets mentioned in the same breath as some of the other great covers is still a favorite of mine. Linda Medley gives us a very evocative cover (no pun intended) and she also did the cover for April 1987 #120. I love the witch's hair flying all up in the air. It's a witch/magic-user/wizard, summoning a demon. What's not to love. Especially given the times. In 1988 the Santanic Panic had winded down and was now just an embarrassing memory to many. BUT there were still those out that there screaming D&D=Satanism, so much so that demons and devils were not even part of AD&D 2nd ed till much later.
I would love to have this one as an art print for my game room too.
The magazine has also gone through a couple of cosmetic changes. The dark background banner "Magazine" now appears under "Dragon". There are other changes inside that I associate with the "2nd Edition" era, although that was not really due to start yet. I guess this could also be called the "Post Old Guard" era or even "The Roger Morre" era as he is the publisher.
Letters covers a wide gambit of people wanting more minis, people wanting to get their alt-rules D&D game published, and people talking about the visual change to the magazine.
Roger Moore's editorial talks about how modern times are weirder, and more dangerous than most sci-fi games.
Another ad for the Sci-fi book club. I think I read most of these books.
The Forum has the usual rules clarifications and questions from readers. One suggests removing the Illusionist class. Wait a year or so and you get your wish.
We get to the main feature of this issue, The Arcane Arts. A nice big section on magic. Not sure why I didn't buy this one then?
John N. Keane is up first with Get the Most From Your Magic. An article on what spells to take of various levels. It's a bit meta-gaming and a bit informed career advice. It is fairly specific to the oddities of 1st Edition, but I think some of it still applies to 2nd ed and of course most OSR books.
It is particularly useful for the list of spells, level, duration, and sleep and study times. So you know how often to use it. It is the sort of analysis that I really enjoy.
The article is interrupted for the small ads. Weird. I assume it is to right the page count so we can have the ships in the middle with the instructions surrounding them.
Magic from East to West by Len Carpenter covers spells found in the Oriental Adventures book that can be ported over to the Players Handbook. Again, fairly 1st specific.A couple of spells are added to round off the selections. There are some good ideas here of spells, but it's been so long since I read OA I am not sure if this is a good sampling or not.
Speaking of doomed Illusionists*, Brian Tillotson is next with Hold on to Your Illusions!
*Ok, I know illusionists did really go away, but the illusionist as a class as presented in AD&D1 did for the more flexible and more powerful AD&D2 illusionist. So this article still has a lot of value even in today's 5th Edition world. Some of the spells have changed, the principles are still there.
Worth a read if you ever play an illusionist.
Nice huge, full-color ad for GDW's MegaTraveller. I do not dwell on past regrets when it comes to the games I have played or not, but I do wish I had played more Traveller when I was younger. I am still not 100% sure what are the differences between all the versions of Traveller.
John N. Keane is back with magical disguises in The Faces of Magic. There are also spells listed that mimic thief abilities, as well as cleric and druid spells.
We come up to one of my favorite articles and one I remember the best from this issue. Better Living Through Alchemy by Tom Armstrong gives us not only an alchemist class (some D&D has needed in my mind) but also a primer on Alchemy and how could work in the game. There have been attempts both before (Bard Games "Compleat Alchemist") and after (Pathfinder), this is the one I liked the most. Playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack. I think one day I am going to need to do a Class Struggles on the Alchemist someday.
Come up to the fiction section next. "Shark-killer" by Carol Severance.
Continuing the Magic theme, The Game Wizards by Jon Picken covers magic and the wizard class of AD&D 2nd Edition.
I think there was something in the middle here, maybe some ships? But nothing is here. Checking the CD Rom and my other copy. Nope nothing. I could have sworn there was something here.
The Dragon's Bestiary has a collection of Gamma World monsters. I would have thought a collection of wizard/magic related monsters would have fit the theme better.
For Top Secret we get a collection of special watches in Keeping A Good Watch by Ryan Grandstaff. A lot of these seem quaint now, but this was cool stuff in 1988.
Remember when Richard Branson opened up some game stores? Me either, but Virgin Games Centre was totally a thing in 88.
Jody Lynn Nye has an article on Dungeon Etiquette or how not to be a jerk player.
Maybe this is why I thought this issue had ships. Margaret Foy has an article on The Oriental Sea. Here though the ships are just described and given game stats.
Malcolm Bowers ends the regular section with If Looks Could Kill. An article all about gaze weapons and attacks and how to avoid them.
Speaking of Bard Games, there is a nice ad for Talislanta miniatures.
The Marvel-Phile has a bunch of heroes I have never heard of.
Role of Computers covers software.
Dragonmirth has a batch of particularily unfunny comics this month. gah.
SnarfQuest and Wormy close out the issue.
Really a solid issue with a lot of material that can still be used today. My copy of this magazine is in pretty good shape too. I think I will find uses for it at my table.
Want to know what I was saying about White Dwarf around the same time? Check out my White Dwarf Wednesday #98.
Don't forget my newest book The Witch for Swords & Wizardry Continual Light is now out. At under a buck-fifty it can be yours!
This cover, while it never gets mentioned in the same breath as some of the other great covers is still a favorite of mine. Linda Medley gives us a very evocative cover (no pun intended) and she also did the cover for April 1987 #120. I love the witch's hair flying all up in the air. It's a witch/magic-user/wizard, summoning a demon. What's not to love. Especially given the times. In 1988 the Santanic Panic had winded down and was now just an embarrassing memory to many. BUT there were still those out that there screaming D&D=Satanism, so much so that demons and devils were not even part of AD&D 2nd ed till much later.
I would love to have this one as an art print for my game room too.
The magazine has also gone through a couple of cosmetic changes. The dark background banner "Magazine" now appears under "Dragon". There are other changes inside that I associate with the "2nd Edition" era, although that was not really due to start yet. I guess this could also be called the "Post Old Guard" era or even "The Roger Morre" era as he is the publisher.
Letters covers a wide gambit of people wanting more minis, people wanting to get their alt-rules D&D game published, and people talking about the visual change to the magazine.
Roger Moore's editorial talks about how modern times are weirder, and more dangerous than most sci-fi games.
Another ad for the Sci-fi book club. I think I read most of these books.
The Forum has the usual rules clarifications and questions from readers. One suggests removing the Illusionist class. Wait a year or so and you get your wish.
We get to the main feature of this issue, The Arcane Arts. A nice big section on magic. Not sure why I didn't buy this one then?
John N. Keane is up first with Get the Most From Your Magic. An article on what spells to take of various levels. It's a bit meta-gaming and a bit informed career advice. It is fairly specific to the oddities of 1st Edition, but I think some of it still applies to 2nd ed and of course most OSR books.
It is particularly useful for the list of spells, level, duration, and sleep and study times. So you know how often to use it. It is the sort of analysis that I really enjoy.
The article is interrupted for the small ads. Weird. I assume it is to right the page count so we can have the ships in the middle with the instructions surrounding them.
Magic from East to West by Len Carpenter covers spells found in the Oriental Adventures book that can be ported over to the Players Handbook. Again, fairly 1st specific.A couple of spells are added to round off the selections. There are some good ideas here of spells, but it's been so long since I read OA I am not sure if this is a good sampling or not.
Speaking of doomed Illusionists*, Brian Tillotson is next with Hold on to Your Illusions!
*Ok, I know illusionists did really go away, but the illusionist as a class as presented in AD&D1 did for the more flexible and more powerful AD&D2 illusionist. So this article still has a lot of value even in today's 5th Edition world. Some of the spells have changed, the principles are still there.
Worth a read if you ever play an illusionist.
Nice huge, full-color ad for GDW's MegaTraveller. I do not dwell on past regrets when it comes to the games I have played or not, but I do wish I had played more Traveller when I was younger. I am still not 100% sure what are the differences between all the versions of Traveller.
John N. Keane is back with magical disguises in The Faces of Magic. There are also spells listed that mimic thief abilities, as well as cleric and druid spells.
We come up to one of my favorite articles and one I remember the best from this issue. Better Living Through Alchemy by Tom Armstrong gives us not only an alchemist class (some D&D has needed in my mind) but also a primer on Alchemy and how could work in the game. There have been attempts both before (Bard Games "Compleat Alchemist") and after (Pathfinder), this is the one I liked the most. Playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack. I think one day I am going to need to do a Class Struggles on the Alchemist someday.
Come up to the fiction section next. "Shark-killer" by Carol Severance.
Continuing the Magic theme, The Game Wizards by Jon Picken covers magic and the wizard class of AD&D 2nd Edition.
I think there was something in the middle here, maybe some ships? But nothing is here. Checking the CD Rom and my other copy. Nope nothing. I could have sworn there was something here.
The Dragon's Bestiary has a collection of Gamma World monsters. I would have thought a collection of wizard/magic related monsters would have fit the theme better.
For Top Secret we get a collection of special watches in Keeping A Good Watch by Ryan Grandstaff. A lot of these seem quaint now, but this was cool stuff in 1988.
Remember when Richard Branson opened up some game stores? Me either, but Virgin Games Centre was totally a thing in 88.
Jody Lynn Nye has an article on Dungeon Etiquette or how not to be a jerk player.
Maybe this is why I thought this issue had ships. Margaret Foy has an article on The Oriental Sea. Here though the ships are just described and given game stats.
Malcolm Bowers ends the regular section with If Looks Could Kill. An article all about gaze weapons and attacks and how to avoid them.
Speaking of Bard Games, there is a nice ad for Talislanta miniatures.
The Marvel-Phile has a bunch of heroes I have never heard of.
Role of Computers covers software.
Dragonmirth has a batch of particularily unfunny comics this month. gah.
SnarfQuest and Wormy close out the issue.
Really a solid issue with a lot of material that can still be used today. My copy of this magazine is in pretty good shape too. I think I will find uses for it at my table.
Want to know what I was saying about White Dwarf around the same time? Check out my White Dwarf Wednesday #98.
Don't forget my newest book The Witch for Swords & Wizardry Continual Light is now out. At under a buck-fifty it can be yours!
Tuesday, October 31, 2017
New Releases Tuesday: The Witch for Swords & Wizardry Continual Light
I have been keeping this one under wraps for now, but it's Halloween and it's the time for witches.
Cover art by the wonderful Marlena Mozgawa, Lenamo Art. http://www.lenamo.art and https://lenamoart.deviantart.com/.
The Witch for Swords & Wizardry Continual Light includes:
All in 13 pages for your Halloween games.
The Witch for Swords & Wizardry Continual Light is designed for Swords & Wizardry Continual Light
Cover art by the wonderful Marlena Mozgawa, Lenamo Art. http://www.lenamo.art and https://lenamoart.deviantart.com/.
The Witch for Swords & Wizardry Continual Light includes:
- Seven levels of the Witch Class with three brand new witch traditions
- new, never before published witch spells
- rules for familiars and ritual magic
- new spells, monsters and magic items for Swords & Wizardry Light/Continual Light
All in 13 pages for your Halloween games.
The Witch for Swords & Wizardry Continual Light is designed for Swords & Wizardry Continual Light
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