Ok. Let's stop here and look at this cover. The Art is pure fantasy, but not really D&D is it. Doesn't matter. Dragon has had some great artists grace their covers over the decades. Many started here and got famous. Some were famous before but still growing in their fame. Not this artist. This is Boris Vallejo. He was famous and popular before this. Dragon made a lot of A-listers in the world of fantasy art, but Boris was an A-lister already. Let's look at this cover again. A Faerie Dragon hatching from an egg. A woman looks on (likely a faerie herself) while mountains float in the background. It's not D&D as it was then, but it
Next page is a big ad for new D&D Basic Set. I loved these ads and wanted to find them all to see how the story progressed.
The Dragon Rumbles deals with the various different looking dragons that have appeared on their covers the last few issues. Gamers like things to be well defined I guess. I know I was no different then. Also don't give money to Michael Stoner and his Beholder Zine. I guess a bunch of readers did and he ran off with the cash. Some things never change.
The Letters cover various praise and criticism of the last few magazines. It's issue 52 and some readers want Dragon to "go back to the way it was". What was I saying about change?
Robert Plamondon is up first with a feature on Clerics in The Role of the Cleric. This is immediately followed by This Land is My Land... by Douglas Loss which also covers clerics, churches and land and The Sense of Sacrifices also by Douglas Loss.
All articles strive to give the players of clerics more insight on how to play these classes with an eye towards medieval realism AND good fantasy play. In a way this pre-sages the "feature" issues we will see more of in the next 5 to 6 years.
Sage Advice covers various questions about spells and a lot about clerics. If you are into clerics then this is a good issue to look back too. Interesting how there is so much in this issue that appeals to me now AND would have appealed to me then as well. In 81 I was all about clerics, Basic D&D and already thinking a little about my future witch classes.
The next article is a two for one deal, and a must read for any student of D&D's history.
Basic D&D Points of View...From the Editors Old and New by J. Eric Holmes and Tom Moldvay is a fascinating look back at the "1st Edition Basic Game" and the "2nd Edition Basic Game". There is an interesting disclaimer on the first page of the article that says "the opinions expressed are those of the authors and not Dragon or TSR." Interesting. I wonder what they say to merit such a notice.
Holmes is first discussing his version of the Basic rules. His rules, he says, were designed to teach people how to play the game that had not seen the game played before. By contrast, the "three little brown books" (what we refer to as "White Box" today) were for people already playing and are "incomprehensible" to new players (his words, not mine, but I tend to agree).
Here we learn that Holmes had the express permission from Gary to create a "beginners guide" to D&D. He used wording from the White Box where he could and he wanted a Spell Point system (!) that Gary quickly rejected. The classes chosen were the ones they felt starting players would want to try. Given this logic, there is a clearer path to AD&D from Holmes Basic D&D.
Holmes then compares his edition to Moldvay's "2nd Edition". We are given reasons for the simplified alignment system and for the use of a Caller. In general, I get the feeling that he approves of it and lauds many of the new ideas it brings.
Moldvay says his piece on why a new edition of the Basic set was even needed. I think anyone that has read and played both editions can see the reasoning now but was the reasoning then? Well, they wanted to correct some of the flaws found in the earlier edition (corrections that Holmes applauds) and they wanted the rules to follow the same outline as the upcoming Expert edition. So now Basic flows to Expert and not to Advanced. This shift seems to come from the idea that that Basic rules need to be flexible to allow the DM to do what they want while AD&D needs to be more rigid and codified. I wonder though, what was the business decision to move to a new separate path of D&D? Not just what gave us the Moldvay D&D, but what prompted the desire for an Expert Set so that a new Moldvay-edited Basic was needed?
I can go on forever about Basic D&D. But we are only to page 17 as is!
Moving on we get a new one from Len Lakofka in Leomund's Tiny Hut. This is so new in fact that I think this might be the first ever Tiny Hut article ever! There is an introduction by Gary himself. This installment covers giving more depth to the humans of the Flanaess. Cool article and one that every Greyhawk DM should have handy. Actually, it is good for most DMs. The article is pretty long, longer than most Tiny Hut articles in my memory.
Paul Montgomery Crabaugh gives us The Undercover Job Guide for Top Secret, though I think it could work with any spy game. I have to admit looking at the starting salaries for some of these jobs in 1981 is interesting.
Bryce Knorr has the big feature of this issue. Boris details the life and art of Boris Vallejo.
We get eight pages of information about the man and his art. I would have liked to have seen more art, to be honest, but I understand that it could not have been cheap to get us what we see. Also there four photos of the artist that are all essentially the same. Not sure why that was included. The article itself is very interesting
Giants of the Earth is next. This time Katharine Kerr covers sorcerers that like to hang out on islands. We have Shakespeare's Prospero, Ariel, and Caliban. Though sadly no Sycorax.
She does give me a wonderful version of Circe though. Circe, of course, is a Magic-User here, but I built my own version as a witch and shared that with you all yesterday.
Our centerpiece is an introductory Gamma World adventure Cavern of the Sub-Train by Gary Jaquet. A fun adventure on a subway line. A fun little adventure that captures what I liked best about Gamma World; taking something as mundane as a subway line and turning it into something exciting and dangerous.
Ooo. Just when I thought the issue could not get better we get a Dragon's Bestiary! Victor Selby and Ed Greenwood give us a lizard thing in the form of the Rhaumbusun and the vaguely Lovecraftian Pelins by Lewis Pulsipher.
Ok. If you are keeping score at home this issue has content from Ed Greenwood, Lew Pulsipher, a bit from Gary Gygax, Tom Moldvay, Eric Holmes, Katherine Kerr and Len Lakofka. Oh. And art by Boris. To quote a popular song on the radio of the time "They Don't Write Like that Anymore"!
Michael Kluever has a good bit on the history of siege warfare in Knock! Knock!
Great if you can't tell your catapult from a trebuchet.
Next, we get a new class. No! Three versions of the same new class!
In Wanted: the editors tell us about getting three new Bounty Hunter classes all at once and they can't tell which one is the best.
The contributors are Scott Bennie, Tom Armstrong, Robert L. Tussey, and Kenneth Strunk. With the last two giving us our last Bounty Hunter class.
Back in the day, I would have totally worked out one class from these three. I wonder if I should try it for a Class Struggles someday. That could be fun really.
Lew Pulsipher is back again with some DM advice in To err is human, to repair divine. It's interesting since a lot of it runs very counter to the adversarial DM philosophy that was popular then and often misattributed to all old school DMs and creators.
This is followed up with The best DMs will look further than the book by Tom Armstrong.
Both articles could be reprinted today and still hold 100% true and valuable.
The Minarian Chronicles continue with The evolution of the Shucassamites by Glenn Rahman. I really don't have enough of a background to speak to this, to be honest, but I am fascinated about learning some more.
And the hits keep on coming! John Prados is next with his Simulation Corner (a feature that completely predates my first time encounters with Dragon). His continuing series is on game design, or maybe I should say his first one since this is 1: Choosing a Topic. I love all the Game Design posts, blogs and videos I can get to today, but some of what they are saying was already said here if we decide to go looking for it. In this overview, though he mentions some of the new up and comers in game design that sadly are not around at all today. If there is a meta-lesson here it is while game design is not rocket science, managing a game company still takes a fair amount of knowledge, skill and no short amount of luck.
Reviews are next and we look to another "Basic" this time Chaosium's Basic Roleplaying, reviewed by John T. Sapienza, Jr. in Basic Role-Playing Made Easy. He gives these basic rules a "highly recommended". Given that the same rules still exist more or less in the same format and guise some 36+ years later it is a good indication that he was correct in his assessment.
Off the Shelf reviews books by Larry Niven, Robert Adams, and C.J. Cherryh. A paperback book will set you back $3.00.
We get some comics namely What's New and Wormy. But none of the small ads that dominated the pages before the comics.
Wow. Seriously. How packed was this issue?
When Ed Greenwood is providing the "lesser" content you know it is good.
This is Dragon at it's best. Great articles, helpful tips and plenty of things you can use on your table for $3.00.
Want to know what White Dwarf was doing at this time? Check out my White Dwarf Wednesday Issue #20.
3 comments:
Wow. I'm going to have to get me a copy of this one! Thanks for sharing.
What amazes me is that in some non tsr diplomacy zines there are alternate classes that would have become character classes in basic D&D. Dwarf had the ability to craft magic weapons and mithril armour...which shows up in icewind dale.
Hobbits would have had clerical and druid spells.
The ability to ignite a sword with fire like on game of thrones shows up with a pyromancer class.
This was the first Dragon Magazine I ever bought. I carried it to and from school -- must have been fall of 9th grade -- every day and pored over it in class and at every opportunity. Actually ran the Gamma World scenario for a couple of friends. Great stuff!
Post a Comment