Let's read the entire run

(un)reason

Legend
Dragon Issue 117: January 1987

part 2/4

Dungeoneers shopping guide: The onslaught of short crunchy articles continues, with a couple of pages of new equipment. If ever there was something inexperienced GM's dread, it's players asking for something which logically should be possible, but isn't detailed in the book. And someone is bound to want to buy something that isn't in the book, and you'll have to fudge prices. Well, now at least you can eat someone else's fudge instead of cooking up your own in a hurry and risking making a charred indigestible mess that upsets your campaign later on. Still, since this is hardly the most comprehensive add-on, I suspect there are still plenty of things that annoying players can ask for that aren't covered anywhere. Thoroughly mehsome.

Adventure Trivia!: Hmm. A set of questions about lots of AD&D trivia. It's been a few years since we had one of those. This is rather trickier than the last one I remember, with lots of questions with answers that are idiosyncratically 1st ed, rather than remaining the same from edition to edition. Plenty of questions are drawn from supplements, plus a few from modules, and even issues of this magazine. You'd have to be a real completeist to get them all. A timely reminder that even as versed in all things D&D as I am now, it would still be possible to attain yet another level of mastery of the rules and settings. Oh, for a photographic memory, so it wouldn't also take another quantum leap in the amount of time spent studying and playing the game to do so.

A touch of genius: So, what's the biggest dump stat in AD&D. Many would say charisma. Quite a few more would say comeliness, post UA. Vince Garcia, on the other hand, thinks that for non magic-users, it's intelligence you can skimp on without it harming your character. After all, you can still play them cleverly. Aside from strict GM'ing and creating situations where intelligence checks are needed, what can we do about this? Vince's solution is to make intelligence factor into training times and saves against illusion spells. The second of those isn't a bad idea, but since training times and costs are generally ignored anyway, I am very leery of the first one. Forcing dumb characters to spend more money, and take more downtime between adventures would annoy everyone, especially if there were also other time related constraints in the game, and everyone else is raring to get back to the dungeoneering and worldsaving. There may be plenty of real world examples of incompetent people in businesses who massively increase the annoyance factor and inefficiency of work for everyone else, yet somehow don't get fired; but in adventuring, people like that will find themselves replaced, terminally if necessary. Like making wizards weak at first, but game dominating later on, this is a form of balance that is very much not conductive to a good game. Oh well. 50% isn't a terrible score.

Sage advice returns, having also taken a three year break. Penny Petticord takes the reins to reign over and rein in the uncertainties in the rules created by Unearthed Arcana material. Yes, it has been over a year and it's still a big deal. Yet more evidence of how much slower paced things were back then. Anyway, to the questions.
Can name level cavaliers build strongholds and collect taxes. (yes. Use the same rules as for normal fighters, but double the money they get, because of their noble connections. The salary of virtue bleeds the serfs dry paying for it. )
Can you save the magic liquid from the Rainbow spell by decanting it (no. This is basic anti-weasel economics. Changing the location of something does not change what it is. )
When is Withdraw negated by other using spells. Does this ruin the other spell? ( When you actually apply it to the other person, not when you cast it. No, the negation of withdraw does not ruin the other spell. )
Can you use the illusionist rainbow spell as material component for the cleric rainbow spell ( ow, my head. Someone get the boys down in spell R&D a theasaurus. I'm sure Gary has several to spare. Anyway, the answer is yes. Super synergy strategy ahoy!)
What is the material component for phantom steed. ( A small silver horseshoe. I really ought to give a price for these, as that sounds like it'd need to be custom made, but I won't. )
You said in the DMG there's no such thing as magical elfin chain, but there is in UA. You contradict yourselves! ( That is for the same reason that we also raised the demihuman level limits in UA. Because you lot kept whinging and whinging and whinging at us for the past 6 years! You've got what you wanted. I hope you're happy now. )
How much should elfin chain cost to buy new( shitloads. We recommend at least 5 times the book price, with a waiting list of over a decade. Double that for members of another race. You're not going to follow this advice, are you? I thought not. Bloody munchkins. )
Since non-evil assassins are now legal, how do you introduce them to the game? ( We at sage advice towers still recommend that you do not. If you do so, we recommend the GM places extra obstacles in their way when it comes to training )
Do you get strength bonuses to damage on thrown weapons (yes. Some things are too obvious to forbid. )
Do high level bards gain hierophant druid powers (No. We designed the bard before we did druid levels above 14. By a strict reading of the PHB, they should, but that would be horrendously broken, so it's time for a bit of backpedaling. )
Can a cavalier use a crossbow. ( if he doesn't mind being looked down upon as unknightly by all his cavalier friends.)
If elfin chain is so fine, why does it still hinder your thieving abilities. (It may be lighter and more flexible than regular armour, but it's not better than no armour at all. It's not some magic cure-all. )
What is the armour class of a weapon when trying to disarm it. (you use the armour class of the wielder. Yes, even the bonuses granted by armour. Yes, this isn't particularly realistic. Do you have a problem with this?)
Do you lose all your spells if you change class with a hat of difference (yes. And then you need to rest to memorise spells available to your new one. Quick changes will not be helpful. )
How often can you change classes with a hat of difference (as often as you like, to any class you meet the requirements for. Note that this may play havoc with you experience gaining process, as it is split amongst so many classes. )
Do gray elves get both the race and subrace ability modifiers (yes. This is also the case for all other subraces. )
Can you cast spells while within an ottilukes resilient sphere. (yes. Yes, this includes dispelling. )

The ecology of the ankheg: Another monster that originated in the magazine returns triumphant, to cause devastation to farmers everywhere. Another of those creatures that is just about plausible enough to work in a proper ecology, this adapts plenty of tricks from real life bugs to create a pretty detailed lifecycle for the creature, full of exploitable points that canny adventurers can use to avoid becoming dinner. The fiction also takes a different tack yet again, as while there may be a pontificating sage, he certainly doesn't have the assurance or detachment of most of his ilk. Interestingly, once again the fiction and the gaming parts of the article are handled by different people. What's with that? Also contains a valuable lesson for adventurers. When you get to the domain management stage, if you don't do some actual managing, beware peasant unrest. Being a ruler has responsibilities. Another pretty good article in this series, full of stuff that would make it into the 2nd ed writeup of the creature.

Hounds of space and darkness: Stephen Innis returns like a dog to his vomit, to cover a topic he's examined twice before. Having handled real world tame dogs and wild canids in pretty decent detail, he now gives us three flavours of fantastic dog. Gith dogs are found among both the githyanki and githzerai, and were created by applying the same techniques to normal dogs that the illithids used on humans to make the gith in the first place, proving that the abused becomes the abuser in fantasy worlds as well. Lets hope they don't turn on their masters in turn, because they're pretty ferocious, and highly resistant to mental control, making them well suited to pounce on mind flayers in a pack, ignoring their primary attacks and ripping them to shreds. They're a pretty good addition to their tactical arsenal, that I'm vaguely surprised I've never seen before. We also get the Xotzcoyotl, or cave dogs, which can be found living with all sorts of underground creatures, in various breeds. With superlative hearing and smell, it's pretty much a waste of time trying invisibility around them. While not very pretty (unless you find hairless bats cute. ) they too can make a loyal companion for an adventurer, helping you deal with hazards even demihumans would be hard pressed to detect until it's too late. A welcome return for one of our regular writers. He's producing content as well researched and solidly designed as ever.

Fun without fighting: Speaking of regulars, here's Scott Bennie again, with another quick reminder that there are plenty of plots you can have without combat, and your personal badassedness and degree of social respect and influence are not always related. Romance, children, business, honour, social climbing. All are valid goals you can have a lot of fun striving for. While not bad at all, this is the third bit of basic roleplaying advice in one issue. I'm feeling a bit tired of that by now, especially as we're not even halfway through yet. I hope there were some more recently started readers that are getting more out of this stuff than I am, because they have been pushing it strongly since 1983, and I think I have it pretty well internalized by now. Course, that doesn't necessarily mean I'll be able to put it into practice, and actually run games any better, but we can certainly hope.
 

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(un)reason

Legend
And the magazine should be past the point where Gary left the company. Wasn't there a good-bye he wrote to the readers somewhere? I don't remember seeing it, though I've been busy the last week, and I've largely skimmed over the articles.
He quit for good in november, but the magazine doesn't get round to publishing an official goodbye from him for another 6 months. You haven't missed anything.
 


Orius

Legend
He quit for good in november, but the magazine doesn't get round to publishing an official goodbye from him for another 6 months. You haven't missed anything.

Nod. That makes sense, given that they set up the magazines several months in advance. Maybe the last issues didn't take as long with desktop publishing and so on, but those advantages didn't exist in 1986, or at least TSR wasn't going to spend money on them at the time.
 

(un)reason

Legend
Dragon Issue 117: January 1987

part 3/4

The forgotten characters: So hirelings are starting to go out of fashion these days. With the influx of new more badass characters from UA and OA, there's less need for adventurers to travel in large bands with massive supply trains of animals, squires and support troops if they want a decent chance of taking out a monster lair. But we're still a long way from the unaccompanied 4 and 5 person parties of 3 & 4e, and they want to make sure their current love of proper characterization is extended to every part of the game. This means thinking up names, personalities and backstories for your henchmen and hirelings. What's their motivation, likes and dislikes, ambitions beyond following the PC's around, etc etc. Just build it up organically, rather than engaging in tons of work making personalities for people who may die on the first adventure. More ideas to mine, that could be turned to fun or tedium oh so easily. Which will it be?

By magic Masked: Another Elminster article covering a themed set of magic items, in this case m-m-m-m-MASKS! (the mighty power that will save the day. Ahh, the joys of the 80's :D ) Anyway, once again, we're getting a big batch of stuff from the ruins of Myth Drannor. (What's the betting that when FR becomes a full setting, that'll be one of the first places to get a supplement dedicated to it.) The horned mask gives you lots of cool perception related powers. The veil mask keeps your mind from being read. The winged mask lets you fly. The Skull mask protects you from undead special abilities, but also pisses them off, so they attack you first. Better make sure a Defender is wearing it then. The mask of magic lets you see magical energies. The fanged mask lets you chomp on your enemies. The mirror mask reflects gaze attacks back. The mask of silence lets you prevent other creatures from making any sound, perfect for assassins. And the mask of winds is basically just a gasmask, protecting you from nasty poisonous gasses and the like. Not a very inspired collection this month. Very few of them have the quirky additional effects we've come to know and love from Ed, and the setting and historical chatter has been almost completely cut to focus on their mechanical properties. You'd barely know it was him at all. Which isn't very pleasing, even if they're still entirely usable. What's up with that? Hopefully he'll get back on form soon.

Bazaar of the bizarre is back as well! This is pleasing. Looks like they're reviving a lot of the old names. Are they back for good, or will they flip-flop on this. Either way, we get to appreciate their abilities at alliteration. :p Anyway, we get another themed article in quick succession, this time focussed on magical rings. 23 of them, from a whole bunch of different authors. (although there's no big names on the list) I wonder how long some of them have been sitting in the slush pile until they thought they had enough to make a full compilation. While a mixed bag, there are more interesting ones here than in the last article, with funny stuff like the ring of animal magnetism, annoying stuff like the ring of annulment, quirky stuff like the rings of limited telepathy and distraction, and setting tied stuff with inherent plot hooks like the rings of Lolth and Crius. Overall, this is pretty pleasing, and yet more fodder for my random item tables. This should keep them getting repetitive for a few months more.

More power to you: Having given us tons of system light roleplaying advice articles, it now seems that we're getting an onslaught of short sharp chunks of crunch. 5 new skills, 6 new powers, and a new limitation for Champions. Weather control, super flexibility, enhanced senses, greater flexibility, and the great old story device of not being fully in control of your powers. All abilities that have well known comic antecedents, and richly deserve a place in the book. Once again we are reminded just how much development and playtesting it took to produce a system that fills in most of these gaps, and just how big a book you need to cover all this in one place. Most of these are deserving of a more permanent home in the next edition, whenever that may come.

Tanks for the memories: Hmm. An article for car wars? Now that's something that's been around for ages, and never got any attention here. I guess I shouldn't be too surprised, since TSR & SJG have recently started collaborating on the gameline. Anyway, tanks are also something that doesn't get a huge amount of attention, probably because modern games aren't very big in general. Anyway, tanks are far bigger and more heavily armoured than all but the most insanely rigged hod rod, but nowhere near as fast or maneuverable. If you want to beat them, you'd better be able to attack them from range and make sure they can't target on you to shoot you back. They're also exceedingly expensive. Whether it be fighting them or building one yourself, this is another thing that seems like it should add a little spice to your game.

Roughing it: This month's Top Secret support is another sideways transferral from another recent release. AD&D recently got the wilderness survival guide, so why not convert some stuff over. After all, the life of a secret agent is not all witty reparte and pristine underground hideouts. Forests, mountains, swamps, deserts, arctic landscapes, ocean voyages, all present their own challenges, and get corresponding rules. Training to handle this may be expensive ( $10,000! Just how much money do secret agents have? I suspect the same bureaucratic inflation that can make a spanner or lightbulb cost $50. ) but it can save your life. Once again, they're making the game feel more complete and comprehensive, which is nice.

The marvel-phile: As Jeff promised last month, here are the Marauders. Another incidence of the increase in brutal villains who actually kill people, these guys have caused much devastation recently and are mostly still at large. Scalphunter, Arclight. Harpoon, Scrambler, Riptide, Vertigo, Sabertooth, Malice, Blockbuster and Prism. Many of them I've never heard of, three are already dead (for now) and one would become Wolverine's iconic rival, and is still in regular use today. Another case where we get to see the coalface that would be distilled to make up the cartoons and movies. Not every story can be a classic, and deservedly so, but you can still learn something from them. And so it is with this month's installment of this column.

Even the bad get better: Stewart Wieck! One of the future founders of White Wolf gets an article published in the magazine! Now this is definitely one for the footnotes. The actual article isn't that impressive, being basically a single page article on how to advance your villains in a non fiaty way in Villains and Vigilantes. Whether you wind up using it for your PC's (playing the monster? surely not! ;) ) or just for your NPC's (save it for the big ones, because otherwise it'd be too much bookkeeping) this is a pretty cool idea, that shows you how to make characters behave in genre by controlling what they are rewarded for doing. (once again, it's notable in that in a mere couple of years, people are already a lot more open to the idea of killing in comics. Poor FASERIP.) Don't be afraid to houserule it for your game is you want to support different stuff. As ever, I am left curious if we'll see him in here again before he goes off and starts his own club, and becomes too important and busy for that.

Gamma III: So gamma world is getting it's third edition. And unlike their policy with D&D, they have made some quite substantial changes to the ruleset. A leaf has been taken from FASERIP's book, resolving everything using a single table, with odds of success largely based on your ability scores. Ahh, the joys of fashion. Of course this means you'll have to engage in a bit of conversion work to use characters from your old games with the new rules. It seems that in general they have tried to simplify things quite a bit, making it both quicker and easier to play, and more suited to long term campaigns. Seems both ambitious and laudable. But as we know all to well, such sentiments do not always translate into commercial success. Will we see several more years of good coverage before it dies out, horrible flamewars from a divided fanbase, or an embarrassing flop. This is definitely another interesting thread of history I look forward to following further.

OA3, the spirit warrior strikes gets a very pretty full colour ad.
 

(un)reason

Legend
Dragon Issue 117: January 1987

part 4/4

The role of books: Windmasters bane by Tom Deitz gets a pretty positive review. It manages to combine celtic fantasy with a solid grounding in modern day ohio, with only the protagonist able to see both sides of the equation. Sounds like a good bit of reading for changeling players.
The architect of sleep by Steven R Boyett is the story of a man transferred to a parallel world inhabited by giant telepathic raccoons. (Run with us, etc etc.) This actually produces a surprisingly serious and well developed world, with extensive attention paid to history and sociological details. Only trouble is, there's so much worldbuilding to do that not as much plot happens as it could. Maybe the next in the series will get straight to the action.
The last knight of albion by Peter Hanratty thoroughly confuses the reviewer. It may appear superficially to be a tale of post arthurian britain, in which Percivale is tracking down sir Mordred. But there are all manner of anachronisms, presented in way which makes him think that the writer is trying to make some kind of political allegory. In the end, unsure of what's going on, and not that keen on the distant writing style, he is cautiously negative.
A multitude of monsters by Craig Shaw Gardner is a rather funny tale of a group of monsters attempting to form a union, and find a wizard to act as a spokesman. Plenty of stuff occurs that is both fun to read, and could be easily stolen to put in your game. The reviewer looks forward to reading future books in this series.
The troll's grindstone by Elizabeth Boyer is the 5th book in another series. In this case, experience has indeed honed her skill, making her characterization and plotting stronger than the previous ones, and her supporting characters memorable and nuanced. Remember, even if you aren't that good at something, the more you try, the better you'll get.
Her majesty's wizard and The warlock is missing are two new books from Christopher Stasheff. They get a mixed review, as the reviewer is starting to find him predictable, but is still enjoying his work nonetheless. He needs to develop or he'll get stuck in a rut.
The game of fox and lion by Robert R Chase is a sci-fi story of big business intrigue, as genetically enhanced constructs scheme against their creators. Plenty of Xanatos gambiting takes place. Can you figure out who's really manipulating who before it's revealed?
Silverglass by J F Rivkin is a rousing tale of adventure, politics, sorcery and bed-hopping, (all presented in the best possible taste) with just enough of an undercurrent of weirdness and philosophy to keep the reviewer off-balance. This time, he cautiously recommends it, but still isn't absolutely certain if he should. Is this kind of weirdness going to appeal to ordinary people or not?

Profiles: A pair of alliterative profiles this month, for some reason. Clyde Caldwell is another of our most notable artists, responsible for lots of covers in the past few years, plus a couple of cases of authorial insertion. A well educated fella, for him, the route of least resistance somehow led to freelancing for TSR, and then getting a full time staff job. But it seems he would likely be doing art even if he couldn't make a proper living at it. He advises you not to go into an artistic job unless you really love what you do as well. Being a bitter failure is not cool. We also get to find out the name of the model used on the cover of issue 94 (Why am I not surprised that one was painted from life) and the recent Red Sonja module. Intriguing. I wonder if they still have the outfits :p
Penny Petticord seems rather a perfectionist. Graduating at 15 and going on to get two degrees, she managed to achieve a level of rules mastery in a week that many players never manage. She then rapidly went on to become one of the top convention GM's in the country. (while also having a day job as a rocket scientist) It's no wonder that she's been handling the rules questions for the magazine for the last few years. That kind of precision may not be as essential in roleplaying as it is in aerodynamics, but it certainly doesn't go amiss. I have mucho envy for her talents.

TSR previews: Lazer tag! Hell yeah! I used to love playing games like that as a teenager! Our pole position product is another incredibly cool live action game. Join the official club and shoot people safely and with style. Now this is a company experiment I can get behind.
Another really weird experiment out next month is the Cheers family game. Of all the things to license. What exactly were you supposed to do with this one, and what were the rules like?
For D&D we have X12: Skarda's mirror. Marauding bandits? Surely a lower level group could handle them. On the other hand, marauding bandits with a magic mirror. Hmm. Interesting. What could lie within.
AD&D is still giving Oriental Adventures plenty of support with OA3: Ochimo, the spirit warrior. Is it an honorable wronged spirit, or a scummy tricksy one? Either way, you'd better lay it to rest.
Gamma world gets GW7: Beta Principle. Venture to a preapocalyptic amusement park and enjoy the easter eggs as the adventure from GW6 develops into a more epic story. Hmm. Combined with the new edition, is this leading to a resurgence for the property?
Finally, we have two anthologies. Amazing science fiction releases a best of covering 1926-35, it's early era. Includes stories from luminaries such as John Campbell and H P Lovecraft. Way to remind us, dude. If you want something more recent, Snarfquest has just finished it's first arc, and gets a compilation of the story so far. Now you can read it all without having to flip from one magazine to the next, spreading them all out on your bed to get a proper feel for the continuity.

The game wizards: Another format change. With Gary fully gone now (not that they've actually said so yet. ) they need a new column to communicate the intentions of the company top brass. Of course, the new very top brass (Roll of thunder, stab of organ music) is not inclined to dirty her hands by communicating directly with the hoi polloi that buy the products, so that means Michael Dobson, Jeff Grubb, "Zeb" Cook, Doug Niles and Jim Ward all contribute their own scuttlebutt.
Mike handles the personnel news. Tracey Hickman and Margaret Weis are back from computer game land, and ready to rock our settings again. Warren Spector has been poached from Steve Jackson games to work as a new editor. (and top secret is getting a new edition, which is also his first project. ) Jim Ward has also returned to the fold after freelancing for a bit, and Harold Johnson has shifted positions. The usual round of reshuffles then. You can check out any time, but you can never leave.
Jeff reports on his progress through the writing of the Manual of the Planes. He's trying to keep the sense of wonder and infinite scope the planes should have and not explain them too much. If he gets a good response, he'll do a column containing stuff cut from it for size, or thought up afterwards to supplement the material in there. I think this project is in good hands.
Zeb is of course in charge of writing the second edition of AD&D. Send letters in saying what you want! Lots of them! We can't revise it for the better unless we have an idea of what you consider better. Nice to see them still listening to their fanbase.
Doug Niles is also hard at work on the new top secret edition. Now with a greater emphasis on actual investigation rather than commando raids. Last word in State of the art? Ha. You can always make more improvements.
Jim Ward is most vague of all, with a heavily redacted statement that reveals very little, but hopefully will stoke interest in whatever he's up too.
Well, I guess they're never really going to be able to replace Gary, but they're certainly trying to maintain an air of fun in these missives, with jokes, hints and asides aplenty. Maybe with the superstar writer/CEO gone, the game'll feel like more of a team effort. Maybe it'll give them more chance to establish their individual personalities. Maybe it'll suck. In any case, it seems pretty likely that the vitriol count will be way down compared to the old days. Lets hope they continue to give me something worth talking about in future installments.

Oh noes! Havoc Con III has been canceled. However, Dundracon, Orcon, Folie-con and King Kon :rolleyes: are still going ahead. Once again their names cause me amusement.

Snarf slays the dragon and gets a happy ending. Until next month anyway, when they start a new storyline. Dragonmirth gets newstandalicious. Wormy has a plan to deal with the giants.

Although not longer in actual length than their other recent issues, they really seem to be getting the hang of packing more into each one. With tons of small articles, and relatively few adverts, this really did feel like a mammoth issue, and has produced a mammoth sized review in response. Some of the articles are good, some are bad, and some are merely meh, as is standard by this point, but in this one, I definitely preferred the more crunchy articles. Also interesting is the fact that in some ways they seem to be regressing, reverting to formats not seen since 1981. Guess they meant it literally when they said they were going to try and recapture the spirit of the old issues. All in all, the range of stuff covered here has been so broad that I can't really say if overall it was good or bad. I think I'll return a mildly positive one, as they are definitely still developing and doing new things, even if it is mixed in with lots of routine crap. And once again I am left wondering just how much bigger my reviews will get before this journey is over. The magazine is still going to get bigger, and if it stays this efficient, then each one could wind up going to pages more. This is actually pretty scary. One article at a time. Just keep telling yourself that. One article at a time. That's the way to get through this.
 

(un)reason

Legend
This thread is now fully caught up with the first viewings. Form now on, things will slow down a bit further, and any disruptions in my writing schedule will be reflected in here. Hopefully we won't have too many of those. However, it's not all bad news. As Orius so nicely asked a month ago, I've now brought this thread to dragonsfoot. It'll certainly be interesting seeing what they make of my opinions over there, and if any of the big name writers will drop in to comment.
 

Deuce Traveler

Adventurer
Very good question. I get the impression that the word conversion is the important one there. They may start above starting level, but they certainly won't be the same as they were in the other game. Hopefully there's someone reading who can tell us just how butchered they get in the transfer.

At the time, all those games were made by Sierra, and they wanted the fans to be able to use their favorite characters across their published games. I'm not sure how the conversion went, but I admire Sierra's attempt to do something for the fans.
 

Orius

Legend
As Orius so nicely asked a month ago, I've now brought this thread to dragonsfoot. It'll certainly be interesting seeing what they make of my opinions over there, and if any of the big name writers will drop in to comment.

I was just being snarky! I got a kick out the idea of those guys over there going up in flames about some of the comments on the classic issues. :p

I don't even post there, I just know the forum by repuation.
 

(un)reason

Legend
Dragon Issue 118: February 1987

part 1/5

110 pages. A lovely cover from Dennis Beuvais here. Now that's a scheming villain with style. I want that outfit as well. The contents look promising as well. Finally, this month's special topic is PvP! Oh joy, for I have oft dreamed of this day! Well, not quite, as actually it's about other types of competitions within the game. But it's certainly not impossible that multiple PC's would wind up competing against each other in one. And it's nice to see them avoiding the all co-operation all the time mantra that Roger has spouted before. (see issue 73) I am cautiously optimistic. Now, if they could just do something about the chaos in the office, and the reorganizations in the magazine. One thing after another, don't know if I'm coming or going. Forget my own ears if they weren't stuck on.

cover_500.jpg


In this issue:

Letters: A letter asking them if they plan to do any more cardboard cutout things in the future, and if they'll publish call of cthulhu articles. The answer is yes, and if they get any good ones sent in. Can't publish what we don't have, as they've said before.
A letter complaining about a monty hauling DM. Roger gives his usual advice, that the best thing to do in this situation is to end the game and start a new one, preferably with a new DM.
Another letter asking them to cover more non TSR games (BRP is getting a lot of love. ) and maybe do miniatures reviews again. Roger is once again cautious. You gotta send that stuff in if you want us to cover it. We also intend to keep Dungeon strictly D&D for the time being. All this is subject to change due to demand.

Forum: David Carl Argall points out that due to sloppy math, it's impossible for a horse in barding to carry a fully armed and armoured knight. Encumbrance would make them collapse. Dear oh dear. How very amusing. Will they fix that next edition?
Thomas Kane thinks that if the magazine wants to grow further, the game needs to market itself better. No matter what you do to the magazine, nongamers won't read it. To aid this, the D&D and AD&D games ought to be as simple and compatible as possible. Don't keep messing around with things. Someone else would probably prefer it if D&D was treated as a perennial rather than a supplement mill.
Paul Griffin thinks the alignment system is stupidly written. Where's the room for pragmatists who do whatever is most convenient at the time, or people who try to be good most of the time but cave and betray their friends when things get tough? This badly needs fixing.
Greg Surbeck has a problem with the xp for gold system, as it produces wildly unpredictable results that can really mess up the game, particularly where thieves are involved. What are we to do with these awkward level disparities?
Ethan Sicotte thinks that the ease with which D&D can be modified is actually a strength. If it were a more internally consistent ruleset we wouldn't be able to do that without breaking things. I find this opinion highly amusing. You can't break it if it's already broken, eh? Amazing what you can rationalize.
Chris Lincoln and Ed Friedlander give some fairly solid opinions on how illusions should work. Perception can only do so much.
Nelson E Hemstreet expresses his contempt for the chauvinists out there. They don't know what they're missing.
Dave Robinson thinks that the magazine should have a few laughs in it. Even a serious game needs the tension relieved every now and then.
Peter C Zelinski thinks that multiple weapon specialization shouldn't be allowed at 1st level, as it's too unbalancing. Only higher level slots should be applicable that way. You mean how BD&D does it then. ;)
Slyvain Robert is another writer in favour of greater differentiation of clerics via the god they serve. You know, I don't think I've seen anyone actively against that idea. It's just the implementation that can be problematic.

The fighting circle: Gladiatorial fighting is an interesting business. Amusingly enough, if you want to bypass the crappy wandering around in nasty environments and looking for traps part of adventuring, and just have lots of fights with interesting people and creatures of a similar power level, it's a very good way to go for an aspiring adventurer. You get more fame, controlled encounters, that you (or at least the house) can pace to a reasonable level, and if there are clerics around, you might even get healed up between bouts. You could actually gain levels and fame a lot faster than people wandering the world. (although you'd probably end up with below average treasure & equipment. ) Course, it's not as easy as that, and most people come to the profession as slaves, thrown in and not surviving beyond one or two fights. Even if you do get decent training, your odds of surviving the three year term are not good. This 9 page article goes into plenty of detail on the whole charming business, including historical and sociological details, and plenty of variations to make things more interesting than an endless series of white room fights. A pretty strong start that opens up another campaign style for you to try, be it as a brief diversion, or an entire plot arc. (Once again, paper mario makes good inspiration, amusingly enough ) You get to live. ;)
 

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