Grabbing the next issue of the top I see we are moving to the end of the 80s. September 1989 I was in my Junior year at University. I was not playing a lot, though I did have an occasional game going. AD&D 2nd Ed was the game on the shelves and tables, but it was still mixed with 1st Ed for the most part. The music scene at the time was a vapid collection of soft AOR and look-a-like, sound-a-like hair metal bands. To give you an idea Milli Vanilli was the number #1 act on the radio. Tough times. But we won't let that stop us. It's September 1989 and this is issue #149 of This Old Dragon!
The cover of this issue is one I remember fondly. It is another really awesome piece by Robin Wood called "The Trinket". Personally, it is the look of joy our protagonist has when she sees this little bauble that attracts me.
You can tell this is Roger Moore-era Dragon and not Kim Mohan-era. The Moore era was a bit more stylized and had better layout and internal art. Also, most, if not all the magazine is in color. I am not passing judgment. A lot of this can be attributed to evolution and better layout software. In fact, there is very much a "Macintosh" feel to this. I could be wrong though.
Also at this time, we begin to see names of people that are still active in the industry today.
Well, maybe not active in the strictest sense, but certainly infamous. Case in point the big ad on the next page is for Mutazoids from "Whit Productions, Inc.", yes the first company from Ken Whitman.
This is followed by ads for various TSR book lines. The novels got a HUGE pushback then and hundreds were written.
The
Letters are a bit of fun. I guess Issue #137 had a letter from a player discussing his 358-level Magic-user who had destroyed Greyhawk with a nuclear bomb he had invented. I guess he demanded that everyone mail in their character sheets so he could calculate Waldorf's XP.
I say he should have sent in Waldork's sheet for characters from other worlds to try to take him out. ;)
Sage Advice is up from Skip Williams. This issue covers the new Player's Handbook for 2nd Edition AD&D.
Gregory W. Detwiler is up with our first real article, Magic for Beginners. Basically some interesting ideas for magic items for 1st level characters. While I try to avoid giving 1st level characters any magic, there are some great ideas here and ones that work with an edition of the game. Except for maybe 4th. 4th Ed had some pretty detailed magic-item rules and budgets.
Few more pages in we get the 1988 Origins Awards winners.
The Dragons Bestiary: Not quite horses but perhaps better from Kurt Martin gives us a lot of different kinds of horses. Interestingly enough the stats are still in 1st Edition. Or I suspect not so surprising.
Another Sage Advice of sorts again from Skip Williams. This time on Gamma World 3rd Edition.
Ken Rolston is up with
Orcs in Space! Role-playing campaigns in Games Workshops WARHAMMER 40,000 universe. Or how to do more role-playing in WH4k. My knowledge of any WH is limited to watching guys at my FLGS paint armies after armies and then playing on these huge tables in the game room. This article addresses that perception and also talks about how to get more a role-play element in.
Articles are notably longer than previous issues.
Cheryl Peterson has a true oddity and one that really could only appear in a handful of issues around this time. Certainly not before and not really after either.
Kesmai and Beyond Updating the Island of Kesmai on-line fantasy game. Now. By online they mean online via CompuServe. So no graphical interface, but you can LOOK AT things or FIGHT them. If you are lucky you might even kill a monster and TAKE COINS. I am being flip, but remember what it was like back then? Suddenly you could interact with others, and time and distance did not matter! Computers and computer gaming grew up with D&D and both influenced the other in a multitude of untold ways.
We get some boats and ships for Star Frontiers. No really.
From Freighters to Flying Boats Traveling the high seas in the STAR FRONTIERS game by Matthew M. Seabaugh details a lot of boats. It's actually a neat idea. In a couple more years Scotty will let the rest of his Enterprise crewmates know he is ready for retirement and he "just bought a boat". So it's really not all that out there.
We get to the middle section and there are the small ads normally seen at the end of the magazine. Makes me wonder if I am missing something, like a poster.
Richard W. Emerich has some advice on running games at Cons in
Getting It Right the First Time. It's a good article with solid advice. Though the advice "Be prepared and run your adventure before you get to the con" won't give you the same pay-per-word count.
So there are some interesting ads in this issue. Not the normal game-related ones but ads that I consider more mainstream.
American Heart Association, American Cancer Socity and the Give Five campaign.
Interesting really. I wonder if the TSR management wanted to reach out to other sources of ad revenue. Makes sense to me really.
Following these, we get the
TSR Previews. Heavy on the 2nd Edition books and Campaign books.
In fact we get a nice big ad for the New Spelljammer system.
John C. Bunnell has some book reviews in the
Role of Books.
The Role of Computers talks about the new Azure Bounds computer game. I have to admit, I have a desire to try this game out as part of my Forgoten Realms education. I seem to recall that their were for sale somewhere. Anyone remember that?
In Role-Playing Reviews, Jim Bambra covers GURPS Autoduel, Cyberpunk and Top Secret SI Lancers. Of these, R. Talsorian Games' Cyberpunk has had the longest lasting effect on the industry. Not just for the system, or even the genre but for the introduction of "Maximum" Mike Pondsmith. Mike had already given us Mekton and in a few more years he would give us the groundbreaking Castle Falkenstein.
Oddly enough the only article I can remember from this issue is this next one.
Time Marches On
An RPG campaign creates its own history as you play by Thomas M. Kane discusses that as the game moves on and ages it builds up it's own mythology. I can remember sitting in my dorm and reading this, but nothing else in the issue. Strange.
Con Calendar and Dragonmirth wraps up this issue.
So a good issue, but not a memorable one (well for me, but it was college).