Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out. Glad I did. This is one of my favorite issues. So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!
As usual, let's start with that cover. Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too. I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it. Perfect for Dragon really.
The Editorial cover the 1983 (and not the 1988 typo) Gen Con. Some nice reminiscing.
Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares. Nothing Earth shattering or terribly interesting to us today.
Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.
Arthur Collins is up first with
Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds. Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no). He spends nine pages discussing all sorts of situations that come in psionics. So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.
Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too. Three full pages of this advice too.
GREAT ad for what would become one of my favorite adventures, Ravenloft.
Yeah. I ate that up.
Next is
Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck. This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong. Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max. He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them. He also suggests some changes to psionic combat. I like all three of his suggestions and would use this as well. Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.
Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.
Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like. It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect. It is avialable to humans and half-elves only, but I would say that half-orcs could as well. No armor, no shields, minimal weapons and no spell use at all. So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on. This represents the psionicsts deepening devotion to mental pursuits and not physical ones. It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines, as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines. In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.
The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.
This article is followed, again by Collins, about the
Deryni race. It is adapted by Collins with the permission of Katherine Kurtz. We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.
We end this section with another one from Collins (seriously did anyone else write this month?) all about the
Heroes & villains of the Deryni. This includes the famous Camber of Culdi.
Honestly, if I stopped here that would make this a great issue. But we are less than halfway through.
Our big adventure is next.
Citadel by the Sea was designed by Sid Fisher. I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published. I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published. I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages. I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.
A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.
Ah, now here is something. I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question. Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (
x2) goodness of fit test to see if your dice are biased in any way. You get the basics of the Chi-square test and even a BASIC program to test them. I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my
upgraded Color Computer 3 yet) but I never could get it to work. I think now it is because I just didn't really understand how the Chi-square worked. Today I would just drop my numbers into Excel.
The hits keep coming. Roger Moore gives us a GREAT one.
The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign,
Come Endless Darkness, comes from these articles.
Kim Mohan is getting in on the psychic action too with
Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers. We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.
I know I do this one a lot, but here another ad for my favorite local game store. Of course at the time Games Plus was 200 miles away from me. Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.
They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.
Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.
Pop the clutch and roll! is a set of rules for car chases for Top Secret. It's a good-sized article, 4 pages, but I can really say anything intelligent about it.
Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in
The thrill of the hunt. DQ is one of those games I always wanted to try out but never did. I now have a copy of the 1st edition and I am looking forward to trying it out.
Oh and don't look, but the answers to the later "What's New" quiz are listed here.
A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.
Two pages of
What's New features some logic problems, maze, and other silliness.
A page of
Wormy, and three pages of
Snarf Quest.
We end with big ads for Hârn and Middle Earth Roleplaying games.
So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.
Just a great, great issue really.
Want to know what I said about White Dwarf from the same time? Check out
White Dwarf Wednesday #46.