Let's read the entire run

(un)reason

Legend
Dragon Magazine Issue 128: December 1987

part 2/5

A nightmare on elm street game. Man, the number of board games has been increasing recently. Either more general toy companies know about D&D and are putting adverts in here, or their standards have dropped. Worth noting, in any case.

Matters of mystery: It's a book review, but not as we know it jim. Role-playing mastery by Gary Gygax (at least the magazine isn't trying to whitewash him out of history) gets special attention. However, as with the Gord novel last month, that attention is not particularly favourable. Particular criticism is given to the poor organization, unclear writing objectives and schizophrenic design, at some points aimed at new people, at others expecting you to already have a decent grounding in what he's talking about at the time. It also falls heavily into one-true-wayism, advocating the idea that gaming can only be truly appreciated by few elite masters of the artform (which of course includes him and his inner circle) Overall, it seems more likely to drive people away than bring them into the hobby. As with Gary's farewell message in issue 122, I'm not sure how much of this is the reviewer's real opinion, and how much editorial interference has taken place. But given things like the 1E DMG, the nature of the criticisms seem entirely plausible. Which makes them more likely to stick and be taken seriously, unfortunately. In any case, this is some very definite bad-mouthing. They don't want New Infinities to succeed and become a viable competitor. As ever, it'll be interesting seeing just how much of this stuff shows up over the next decade, until the company collapses, and he is welcomed back into the fold.

To believe or not to believe: Ahh, here's a subject they've complained about in the forum recently. Adjudicating illusions is a pain in the ass. It's no surprise someone'd send in a article on it. If anything, the surprise is that they don't have multiple. Guess they're already reconsidering last year's idea of deliberately presenting multiple conflicting options so you can choose, if the forum is anything to go by.
Anyway, specifics. Looks like it's time for a new exception based subsystem. Not my favourite thing, but if done well, they can be better than applying the same rule formulae to everything. The writer takes a fairly simple approach, cross referencing the caster's level and the victims wisdom, adding a few other basic modifiers, and then rolling a % die (which since all the modifiers are in increments of 5, would work just as well as a d20 roll) This shows a definite FASERIP influence, and seems easy enough to use. On the other hand, it completely leaves out that can of worms of figuring out when you're supposed to try and disbelieve, and how much of the onus should be on the players to figure this out from the DM's descriptions. So it falls into the servicable, but unexceptional box. Probably not one I'll bother to use.

Role-playing reviews: Empire of the petal throne gets the spotlight on it this month. God, we haven't seen anything on this in years. As Ken points out in the introduction, too much originality is actually a bad thing from a commercial point of view. You need a decent number of familiar reference points to orient from, otherwise you don't have the context to take new things in and really understand them. And Tekumel certainly has unfamiliar elements in spades, even after being around over a decade, and 3 different editions. Mechanically, it may be just a fairly close relation of D&D, but the setting is a tremendously idiosyncratic one, with most of it's derivations from mayan & aztec culture rather than the more common medieval or oriental ones. For a third time in a row, Ken examines the current edition in contrast with previous editions, and finds it wanting in some respects. I suspect he may be feeling the pull of grognardia, as this is becoming a definite pattern. Still, better a new edition than a cool game like this goes out of print and can't be played by new people anymore. Hopefully this turned a few of the magazine's newer readers onto the game back in the day.
Skyrealms of Jorune is another highly distinctive game that takes rather a lot of buy-in to really capture properly. This is another case where Ken is torn between loving many of the ideas, and being frustrated by the flaws in their presentation. Character generation in particular is a bit of a chore, with some unclear writing and quite a bit of errata. But if you can make it through that, you'll get to enjoy a clever, richly detailed sci-fantasy game, with well integrated magic, mechanical design that encourages the players to become responsible citizens rather than hack and slashing sociopaths, and a generally delightful setting. Even if you don't play it, it's well worth stealing ideas from.
 

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(un)reason

Legend
Dragon Magazine Issue 128: December 1987

part 3/5

The game wizards: Jim Ward turns up to give a combination of advice and teasers this month. As ever, people are asking how you become a writer for TSR, and as ever, they are happy to provide their guidelines. Don't expect it to be easy getting in though, with competition as stiff as it is. Secondly, he gives us an overview of the big products coming next year. (which reminds me, what happened to TSR Previews? It's been AWOL for the last half a year. )

Castle Greyhawk (wacky edition with no input from Gygax ) will be out in January. Look forward to much humour, and much screwage. Sigh.

February features the first volume of the Gamers handbook of the Marvel Universe. So many preexisting characters that need covering, it's going to take a total of 1024 pages. It's a bit excessive, frankly.

March has quite a lot of stuff. Top Secret is getting a snazzy mega adventure boxed set, High Stakes Gamble. It's also getting two books. Well, two halves of books. They're releasing books with two stories in, one a Top Secret one, and one an Agent 13 one. This smells like a gimmicky attempt to boost sales for two product lines that aren't doing well enough individually to credit continued releases. Dragonlance is also getting a book, The legend of Huma.

April sees a new wargame, The hunt for Red October. Based on the novel, this is another attempt to bring in new players that's not going to turn around the decline.

May sees another wacky licenced experiment. The Rocky and Bullwinkle roleplaying game? Man what. Who's gonna want to play that? What exactly do you do in it?

June sees the 1989 forgotten realms calendar, 6 months early. Now that's one you definitely ought to have held back on a few months if you want to maximize sales. No-one thinks of buying calendars in June. Agent 13 gets a graphic novel, while greyhawk gets a solo adventure gamebook. Is is just me or is he deliberately not taking about actual D&D products.

July sees another double whammy of board games, with Dragonlance and Buck Rogers both getting one.

August sees Greyhawk get a new corebook, 5 years after the last big setting book for it. Just how will it have changed in the meantime? Given it's war torn history, they have plenty of leeway to mess with the political situation.

September gives us another art book. Like the Dragon best of's, money for recycled material is an economical way to go if you can get away with it.

October sees Oriental adventures rewarded for it's continued popularity with a big boxed set giving extensive details on the realms of Kara-Tur. Now that's more like it. And of course, this helps fill out the forgotten realms as well, so it should sell extra well.

November is all about the spies, and the Buck Rogers. Bleah. Lorraine (roll of thunder, stab of organ music) has wasted no time in figuring out how to draw extra money from her new company.

December sees Lords of darkness, a sourcebook for the undead; the 10th D&D gazetteer (which means plenty more are coming out next year, even though they didn't mention them earlier) and another Oriental module.

So there are some cool things coming our way, but it also looks like there's lots of dross as well. With the new edition planned for 89, and everyone well aware of that, they've probably seen a drop in AD&D sales, so they're concentrating on the settings and diversifying their product base. Another interesting one to draw on for a little historical perspective. And so we wind ever closer to the present.


Fiction: The spirit way by Leigh Anne Hussey. Ahh, initiation tests. For becoming is among the most dangerous aspects of our life, and so it is the one the greatest number of stories are about. This is typical teen insecurity stuff, set in a generic tribal backdrop. The lead character is the niece of the shaman, and she'd really rather like to live up to her family legacy. But so far, she seems pretty lacking in magical talent. Will she come back from the wilderness a hero, a nobody, or dead. As this is currently a fairly family friendly magazine, and likes to encourage the heroic ideal, I think you can guess which one it is. Weep not for her, but for the ones that don't get to have stories told about their exploits. This does actually have a few interesting twists, so it's not that bad. But the formula is very much there. Writers gotta make a living, and all that.
 

February features the first volume of the Gamers handbook of the Marvel Universe. So many preexisting characters that need covering, it's going to take a total of 1024 pages. It's a bit excessive, frankly.

I had completely forgotten about this insane product. One of the gamers in my High School group bought the whole thing and had it in a huge binder. Insanity.
 

(un)reason

Legend
Dragon Magazine Issue 128: December 1987

part 4/5

King's table: Our centrepiece this month does not spring from the deranged minds of our game designers, but instead is an actual historical boardgame dug out from the historical records, and given to us to try out. Originally called Hnefatafl, and played by the vikings, this has been around for over 1,300 years, with several variants. The king is surrounded by marauding hordes. One side takes that role, and has to defeat them or get the king to escape by reaching the corner of the board. The other, of course, has to trap him if they want to win. It looks simple enough to set up and learn the rules too, and even the epic variant with 19x19 squares, and 73 pieces should progress at a pretty pacey speed as long as you don't have the kind of player who spends minutes deliberating over every move. They do admit that the king's side is slightly more likely to win, but the imbalance certainly isn't so great as to keep it from being fun. A nicely multipurpose centrepiece, that you could use as a bit of standalone entertainment, or incorporate into your campaign as a game played by the people within, and also gives us some real world historical info I didn't know before. This is well within their remit, and I quite approve.

Plane speaking belatedly delivers us the negative quasielementals. All of them have the lovely effect of absorbing their related element, to the detriment of the environment when on the prime material. Not a good idea to mess with them. But if you're a druid who wants to stop ecological devastation, as is your job, you may have too. Blasting them from long range with spells and magic weapons is probably the way to go here. A short and too the point contribution, that completes the symmetry here. (although I don't thing we've seen pure positive and negative elementals (energentals?)) I have no problem with this, but as we've already exhausted most of our talk about it, not much more to say either. I look forward to seeing if I can use them in actual play.

Stardate magazine. Another publication I don't remember. Any info on this one?

Chopper power!: Top Secret's articles continue to be behind the times, with these fairly crunchy stats for helicopters. Invaluable for both transport and combat, they're another thing that may push your game away from espionage, and towards military gaming if overused. Still, as they've pointed out recently, espionage and war go hand in hand a lot of the time, so drawing a hard line is tricky. It's up to your GM to choose if they want to allow this stuff. The magazine can't hold your hand the whole time. At least now you have the option.

A mutant by any other name: Gamma world skips the edition support questions this month with a system free one on slang and naming conventions in the far future. It's no surprise that things like that would carry on evolving, especially when the culture has changed radically, and there's no more mass media to standardize things across the world. There's the usual mix of corrupted existing cultural references, in-jokes, and stuff that seems random to me, but that may just because I don't get all the references. It certainly doesn't seem as immediately memorable and natural to slip into as planescape cant, but that may just be the familiarity speaking. Course, we're not likely to see this stuff go into common use, as it's just a magazine article, so it probably won't get the chance to grow on me either. Still, this is definitely the kind of world-building I approve of, so here's hoping.

Polyhedron took our second edition scoop. Sonofabitch. Do they want us to shell out money for three magazines now to keep up with everything D&D?

Robotech is now up to four books. Another game line is building up quite nicely.

The island in your computer: Another internet-centric article. One of the earliest MMORPG's gets a good looking over. Island of Kesnai is a game on Compuserve's network. (of course, they didn't have standardized protocols, so who had access to what and how much it cost varied widely from region to region. We have no world wide web yet) Anyway, this is a text based adventure game where you build your character, advance them, join teams of other adventures, and complete quests to deal with the (endlessly respawning) threats to the kingdom. Curiously, they deal with the powerful characters dominating the game problem, by giving each character a limited lifespan. So no matter how well you do, your character will die permanently after a while, and you'll have to start a new one. Now that's definitely a sign we're still a long way from home. There are plenty of familiar elements though, such as the classes, alignment system, and scenarios. The message boards and chat system are pretty friendly and helpful. This is another article that's very interesting indeed in terms of getting a view of historical progress. I never even heard of the internet until the mid 90's, when it was already exploding onto the mass market. Seeing stuff from when it was still the preserve of tech nerds with lots of money to burn does make me feel like I've missed something. Oh well, guess I get to see it from nostalgia free eyes. Let's hope there's some more of this stuff to come as well.
 

Ed_Laprade

Adventurer
I recall seeing a few issues of Stardate. I'd like to say that it was a strictly Trek mag, but my memory of it is so vague that I can't even say that much! (I don't remember it being a bad zine, but it couldn't have been a great one either. IMHO.)
 

(un)reason

Legend
Dragon Magazine Issue 128: December 1987

part 5/5

Gord the rogue is now up too three books plus a short story collection. Not bad for a character no-one apparently likes.

The marvel-phile: Jeff cedes the floor due to other writing commitments again, but this time allows the substitute freelancer to use the brand name. We get another case of an already existing character being covered again, due to recent continuity events changing that character. Due to government corruption, Captain America has recently become disillusioned with serving them, and quit. However, John Walker, formerly known as the Super-Patriot, has stepped into that role, bringing a new, more fundamentalist edge to the job. He's got some pretty big boots to fill, and given the nature of the story, we know he won't fill them entirely satisfactorily. We also get stats for Lemar Hoskins, the new Bucky, Karl Malus, the man responsible for augmenting both of them, but also lots of less successful augmentation experiments, creating flawed heroes and psychopathic monstrosities aplenty. Another of his creations, Demolition man, who may have badass strength and toughness, but also has a serious heart condition that could kill him any time. He really ought to get some Stark co medical assistance if he wants to last long as a hero. And on the definitely villainous side, we have Flag-smasher and the terrorist organization ULTIMATUM. Seems like they're going through one of their periods of political disillusionment, with grey being pitted against black, and no-one coming out brilliantly. It'll take a bit of work to get that reset button pushed without it seeming ham-fisted. As ever, I'm interested in hearing people's opinions on this arc, particularly if you were reading the comics at the time. Just how well was it handled, and did it mesh with contemporary concerns?

The role of computers: Shadowgate is another brutal old skool fantasy game, where you have to solve puzzles using the items you encounter along the way in your quest. Save frequently, click on everything, and be prepared for much frustration as you try and figure out how to get through this place. If you enjoyed the Tomb of Horrors, this is one for you.
S.D.I is an arcade game where you have to defend the USA from attacking soviet rebels. It has a pretty broad set of objectives, and you need to master both tactical and strategic thinking to survive and win. Still, once you've got the hang of it, it doesn't have that much replay value.
In to the eagles nest features another of our legitimate real world bad guys. Nazi's! Infiltrate the eponymous nazi stronghold, rescue prisoners from it, them blow the place sky high. A nice combination of shoot-em-up, and strategy game, as you have to sneak around, and conserve your health and ammo carefully.
Plenty of other mini-reviews in this month as well, including one of an after-school special, Drug Alert! and Delta patrol, another arcade shoot-em-up. Looks like it's back to business as usual for this column.

U2 kan ern BIG BUX: Another amusing questionnaire (and beefcake pics of Rogar of Mooria ;) ) finishes off this year's articles. Just how experienced an adventurer are you? Have you got what it takes to make a living by killing people and taking their stuff? Or would a nice accountancy job suit you better? Do not take their advice seriously, for it is not meant to be done so, and may result in the unfortunate loss of much of your money. Another good example of Roger bringing more of a sense of mischief to his job than Kim did, even in the non-april issues. Which is one change I have no real objection to. This year may have seen things become more erratic than they were under Kim's tenure, but there's still been plenty of entertaining moments. Whether things will get better or worse next year is still uncertain, but it's still going to be interesting finding out.

The 1988 Dragonlance calendar. And a dragonlance graphic novel as well. I guess quite a few people like it.

Things go horribly wrong again in snarfquest. Dragonmirth is unusually highbrow this month. Wormy once again has the ogres think they're smart when they aren't.

A pretty good finisher to this year. As I'd hoped, skipping the theme also meant they mostly skipped the filler, with most of the articles at average or above. Let's hope that doesn't mean they've exhausted their current buffer of good stuff, and the nexdt few issues are going to be crap again. A little consistency is just what they need to recover their lost readerbase. So let's press on, through these borderlands. We've left behind the old ways, but we still haven't reached 2nd edition. Just how painful will the next year of transitions be? Read along with me, or skip ahead, and see for yourself. As ever, the choice is yours.
 


(un)reason

Legend
Dragon Magazine Issue 129: January 1988

part 1/5

108 pages. Another month, another return to familiar themes. Back in 1982, we had a whole series of issues devoted to the various demihuman races. This time, they're all getting lumped together, and being given a special collectively. Well, at least it's not a straight off rehash. Since Roger was responsible for writing the originals, that means the contents probably won't be a straight recycle either. And it has been 6 years, so it wouldn't be too unreasonable if they did reuse a bit. Can they surprise me this time? Onward, through another year.

In this issue:

Letters: A letter asking two basic questions about the contents of the magazine. Yes, we do have an article on running a business. No, most of our short stories are self-contained works.
A letter asking for Top Secret mini's. Use GI joes! :p
A question on the winners of previous year's Origins awards. Also, what does the S.I in the new top secret stand for? Special Intelligence, apparently.
And we finish off with some of the amusing titles people sent in for issue 127's cover. Ha. Unfortunately, none of them really tickle me.

Forum: Scott Whitmore is not happy with the restrictions on weapons and armour faced by wizards, finding them illogical. Clerics are almost as good at spellcasting, and they still get to wear heavy armour and be fairly capable in combat. It can't just be because of game balance. A passionate argument, but not enough to overcome decades of design inertia, I'm afraid.
Kurt R A Giambastini, on the other hand, warns against powering up wizards. Anything you do to make them balanced at lower levels will result in them outclassing everyone else even more at higher ones, unless you do a complete redesign. Not to deny that tweaks aren't needed, but if it were that simple to balance them someone would already have done it.
Larry Madden is also against the idea of powering up magic-users further. They really do not need it, especially when played cleverly. Ironically, he suggests as a joke, and then mocks, ideas that would go on to be taken seriously in 3rd ed, such as allowing higher level casters to use certain lower level spells at will. The joke's on you sir.
Bruce Johnson also has amusing contributions to make on the power of magic users debate. Overall, it seems people do not want it powered up further.
Keith Sutton, on the other hand, thinks that they should be allowed to wear armour, but suffer chances of spell failure on spells with somatic components. How very visionary. Once again we see that quite a few things that would become actual rules in 3rd ed were being used as houserules in people's games long before.
Elizabeth Atwood takes a tangent, picking apart the ridiculous size and thickness of magic-user spellbooks. How the hell are they supposed to carry these things? What exactly are they made of. Even the biggest real life books aren't that big. Yes, but real life books don't let you cast spells. Maybe if we did make books of those dimensions, they would. ;)
Douglas M Burck picks holes in the arguments of several other recent forumites. Oh, Globbits.
Stephen C Paylor dislikes the idea of putting a character in jail for things that they probably would have logically done, but their player didn't explicitly say they did. One of those cases where both sides have a valid argument, and I'm really not sure which to support.

Arcane Lore: Once again Len Carpenter takes this series away from covering the same old wizardly tomes, with some discussion of, and new spells for dwarven clerics. You certainly can't expect them to regard and apply their spells in exactly the same way as humans. So this is approximately 45-55% advice on existing spells and new spells. Since most of them are designed for the underground lifestyle, they are generally pretty useful for adventurers as well. After all, detecting precious materials, extending your senses through the ground, and healing your siege fortifications can lead to great profit. As it also includes optional rules removing some spells from their list, but also adding some appropriate MU ones in turn, it definitely helps differentiate dwarven clerics from other races. Since this is pretty good, both mechanically, and flavourwise, this is one I would rather like to incorporate into my own game. Another strong choice to kick off a section with.

Children of the spider goddess: Ahh, drow. One of the great jackass prettyboy races. Even more so than regular elves, they attract a certain kind of fanbase. When you combine the dominatrix females, the brooding outcasts, the spider fetishism, and the quite considerable amount of magical tricks and powers they have up their sleeves, it's no wonder people flock to them. But how do they hold together as a society, when they're so arrogant, backstabbing and chaotic? The answer, of course, is ego, and tribal loyalty. By constantly competing to prove their family superior, they ensure their individual badassedness, and even if a family dies, the race survives. This is one of the articles that probably increased the frequency of good Drow PC's quite a bit, as it talks about them as an entirely viable PC option, and goes into detail on the way they tend to approach each class, and other races. The awesomeness of Drow rangers is mentioned (Drizzt is coming, Drizzt is coming!) and we get plenty of roleplaying hints. So another pretty solid article, that has something to say that hasn't been detailed before. Course, they get whole books on them later, so it will be said again, in far greater detail. Such are the rewards of notoriety.

Give demihumans an even break: Hmm. UA included twinked new ability generation methods, but restricted them to humans. Of course, some people aren't happy with this, even though they did get a substantial boost to their class capabilities, and want yet more equality. Once more unto the power creep here, as they give a new optional system for ensuring your various races have appropriate high stats, with a few wiggle dice to allow you to customize for your desired class. Sigh. No thanks.
 

Ed_Laprade

Adventurer
Dragon Magazine Issue 129: January 1988

part 1/5
Elizabeth Atwood takes a tangent, picking apart the ridiculous size and thickness of magic-user spellbooks. How the hell are they supposed to carry these things? What exactly are they made of. Even the biggest real life books aren't that big. Yes, but real life books don't let you cast spells. Maybe if we did make books of those dimensions, they would. ;)
Wanna bet? At the Higgins Armory Museum here in Worcester (home of one of the world's largest collections of plate armor) they have a book that's bigger than I am!
 

(un)reason

Legend
Wanna bet? At the Higgins Armory Museum here in Worcester (home of one of the world's largest collections of plate armor) they have a book that's bigger than I am!

Well, how else are they to do life sized renditions of the various armour types? :p I suppose that's one way of making it hard for people to copy or steal your stuff.
 

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