(un)reason
Legend
Dragon Issue 104: December 1985
part 1/3
104 pages. Well, it looks like the meteoric rise is over. We get another look at their sales figures this month, and they're pretty much the same as last year, just a few thousand less. The magazine has reached it's commercial zenth, and now it's time for the long slow decline. We also have yet another D&D controversy to help that on its way. Ahh, the joys of misrepresentation. Anything can be done wrong. And a lie can travel halfway round the world before the truth has got it's boots on. We ought to know by now that most games are just harmless fun, not some unhealthy obsession. (says the guy who's spent several hours nearly every day for a year reading and writing about D&D, ahahahahaha! gibber!) So lets not stress too much. We can't change the past, all we can do is learn from it. So lets keep on learning. Looks like we have a thief special this month, with three articles devoted to them. Been a while since we had something like that. Still, I'm sure we will again.
In this issue:
Letters: We get a letter from the UK, pointing out the anachronisms in the city beyond the gate. I am not surprised at all. The author of the module replies that he based it heavily on reading the Borribles series, ( Hee, although I have to say I liked those books as well.) and he knew the police didn't have guns, but he put them in anyway so they could still be a challenge to the PC's. He also didn't do his research about decimalization, despite it being 15 years ago now. Dear oh dear. Shoulda run it past a real english person beforehand. This would be rather less likely to happen these days. Ahh, the joys of the internet. And that's our lot for now.
The forum: Richard W Emerich turns up for a third time, this time to chime up in favor of allowing PC's to pay to have magic items recharged. After all, once they're into the teen levels, and have the power to do this kind of thing, they also ought to have the money to get other people to do the tedious bits of maintaining the adventurer lifestyle for them. You should never miss an opportunity to streamline your magical capabilities, for it will save you much time and irritation.
Mark Deseck takes the time to introduce us to two new weapons, the sword-breaker, a real life example of a screwage counterweapon, and the pilium, a javelin designed to stick in shields so you can use it to make them useless. See the evil tactics you can do even without magic.
William Bond Jr thinks that no-one is perfect. Even paladins wind up doing neutral stuff sometimes. Don't judge them too harshly.
John Maxstadt contributes a fairly long piece, spread over three pages in different parts of the magazine. Ahh, the horrors of formatting without whitespace with the old technology. Still, at least they try, unlike 4e. Anyway, he makes the case that if anything is going to kill D&D, it's oversophistication. Something that still might turn out to be true. He also has lots of contributions on the morality in fantasy debate.
Nick Jamilla talks about media misrepresentation, and the crap that TV people go through to get good stories. They've got problems and pressures of their own. Is it any wonder that things turn out slanted. This is why you shouldn't believe what you see on the TV. Everyone's got an angle and a reason why they're doing something. Remember to read between the lines.
The well-rounded thief: Ahh, the thief who steals from their own party. Not a problem I've had to deal with, but obviously common enough back then that it needed addressing. So here's a look at some of the more common motivations for your characters that don't involve them being a complete sociopath with no regard for anything apart from personal enrichment. Maybe they want revenge. Maybe they want to look cool. Maybe it's just a job, and they're as loyal to the gang as anyone else, because no-one likes a snitch or turncoat. Maybe they followed their parent/elder sibling into the profession, and just want to make them proud. This definitely falls into the category of roleplaying advice that I've heard plenty of times before. Break out of the stereotypes, and play an individual, etc, etc. They obviously think it's still interesting enough to put in pole position. Can't say I agree.
Race is ahead of class: The roleplaying advice continues, with this examination of how the average thief of a demihuman race will differ from a human one. Info gathering elves, technically inclined dwarves, mischevious gnomes, thuggish half-orcs, home comfort loving halflings lured away by curiosity. Once again, there's no great surprises here, if you're already familiar with the basics of the races. Whether your character adheres to those tendencies or not, is of course, up to you. Once again, this is pretty solid, but superceded by later works that went into greater detail. This is the problem with starting off later and then going back to things. It doesn't have the impact it had to first time viewers.
Was it worth the risk?: And finally, we get some new crunch to finish off the themed section. If your thief wants to supplement their income by doing a little pickpocketing while in town, roll on this random table to see just who's pocket you pick. This of course has quite substantial dangers. During the daytime, you have an 18% chance of getting someone with significant class levels, or a disguised monster, that is capable of being a serious problem if they catch you. At night, this goes up to a whopping 35%, with demons and undead roaming the city streets. This is why thieves guilds are essential in D&D. Without that backup, 1st level characters trying their luck at larceny wouldn't survive their first day. Even the dungeon is safer than this. I find this very amusing. The table for what you get if you do make a successful lift is equally amusing. (yay for rubik's cubes) It's amazing what crap people keep in their pockets, most of which isn't very valuable. In general, this is a rather old skool article, which is best suited to mischievious and sadistic DM's running high fantasy games. It certainly makes an entertaining read, and would probably make for interesting (if rather lethal) games as well. The players won't be getting cocky anytime soon if they see you break out this one.
Oriental opens new vistas: They've been promoting it heavily for several months now. Just in case you hadn't noticed, here's a piece by David Cook, essentially giving a synopsis of what's in it. 8 new classes, tons of new weapons, martial arts, spells, monsters, plus the campaign world (or at least continent) of Kara-tur. Buy it, and you'll have tons of new stuff to play with, both as players and GM's. And you don't even need to stop your regular game to do so. Traveling, picking up new characters and dual-classing will allow gajin to experience the joys of the lands of the east as their players do. While if you do want to play a native, we have tons of everyday setting stuff to help you build a well characterized and integrated character. While obviously a pure shill piece, this is a good shill piece, that makes what they're selling seem desirable. I am rather tempted to pick it up second hand so I can make a more informed commentary. After all, it was rather popular.
part 1/3
104 pages. Well, it looks like the meteoric rise is over. We get another look at their sales figures this month, and they're pretty much the same as last year, just a few thousand less. The magazine has reached it's commercial zenth, and now it's time for the long slow decline. We also have yet another D&D controversy to help that on its way. Ahh, the joys of misrepresentation. Anything can be done wrong. And a lie can travel halfway round the world before the truth has got it's boots on. We ought to know by now that most games are just harmless fun, not some unhealthy obsession. (says the guy who's spent several hours nearly every day for a year reading and writing about D&D, ahahahahaha! gibber!) So lets not stress too much. We can't change the past, all we can do is learn from it. So lets keep on learning. Looks like we have a thief special this month, with three articles devoted to them. Been a while since we had something like that. Still, I'm sure we will again.
In this issue:
Letters: We get a letter from the UK, pointing out the anachronisms in the city beyond the gate. I am not surprised at all. The author of the module replies that he based it heavily on reading the Borribles series, ( Hee, although I have to say I liked those books as well.) and he knew the police didn't have guns, but he put them in anyway so they could still be a challenge to the PC's. He also didn't do his research about decimalization, despite it being 15 years ago now. Dear oh dear. Shoulda run it past a real english person beforehand. This would be rather less likely to happen these days. Ahh, the joys of the internet. And that's our lot for now.
The forum: Richard W Emerich turns up for a third time, this time to chime up in favor of allowing PC's to pay to have magic items recharged. After all, once they're into the teen levels, and have the power to do this kind of thing, they also ought to have the money to get other people to do the tedious bits of maintaining the adventurer lifestyle for them. You should never miss an opportunity to streamline your magical capabilities, for it will save you much time and irritation.
Mark Deseck takes the time to introduce us to two new weapons, the sword-breaker, a real life example of a screwage counterweapon, and the pilium, a javelin designed to stick in shields so you can use it to make them useless. See the evil tactics you can do even without magic.
William Bond Jr thinks that no-one is perfect. Even paladins wind up doing neutral stuff sometimes. Don't judge them too harshly.
John Maxstadt contributes a fairly long piece, spread over three pages in different parts of the magazine. Ahh, the horrors of formatting without whitespace with the old technology. Still, at least they try, unlike 4e. Anyway, he makes the case that if anything is going to kill D&D, it's oversophistication. Something that still might turn out to be true. He also has lots of contributions on the morality in fantasy debate.
Nick Jamilla talks about media misrepresentation, and the crap that TV people go through to get good stories. They've got problems and pressures of their own. Is it any wonder that things turn out slanted. This is why you shouldn't believe what you see on the TV. Everyone's got an angle and a reason why they're doing something. Remember to read between the lines.
The well-rounded thief: Ahh, the thief who steals from their own party. Not a problem I've had to deal with, but obviously common enough back then that it needed addressing. So here's a look at some of the more common motivations for your characters that don't involve them being a complete sociopath with no regard for anything apart from personal enrichment. Maybe they want revenge. Maybe they want to look cool. Maybe it's just a job, and they're as loyal to the gang as anyone else, because no-one likes a snitch or turncoat. Maybe they followed their parent/elder sibling into the profession, and just want to make them proud. This definitely falls into the category of roleplaying advice that I've heard plenty of times before. Break out of the stereotypes, and play an individual, etc, etc. They obviously think it's still interesting enough to put in pole position. Can't say I agree.
Race is ahead of class: The roleplaying advice continues, with this examination of how the average thief of a demihuman race will differ from a human one. Info gathering elves, technically inclined dwarves, mischevious gnomes, thuggish half-orcs, home comfort loving halflings lured away by curiosity. Once again, there's no great surprises here, if you're already familiar with the basics of the races. Whether your character adheres to those tendencies or not, is of course, up to you. Once again, this is pretty solid, but superceded by later works that went into greater detail. This is the problem with starting off later and then going back to things. It doesn't have the impact it had to first time viewers.
Was it worth the risk?: And finally, we get some new crunch to finish off the themed section. If your thief wants to supplement their income by doing a little pickpocketing while in town, roll on this random table to see just who's pocket you pick. This of course has quite substantial dangers. During the daytime, you have an 18% chance of getting someone with significant class levels, or a disguised monster, that is capable of being a serious problem if they catch you. At night, this goes up to a whopping 35%, with demons and undead roaming the city streets. This is why thieves guilds are essential in D&D. Without that backup, 1st level characters trying their luck at larceny wouldn't survive their first day. Even the dungeon is safer than this. I find this very amusing. The table for what you get if you do make a successful lift is equally amusing. (yay for rubik's cubes) It's amazing what crap people keep in their pockets, most of which isn't very valuable. In general, this is a rather old skool article, which is best suited to mischievious and sadistic DM's running high fantasy games. It certainly makes an entertaining read, and would probably make for interesting (if rather lethal) games as well. The players won't be getting cocky anytime soon if they see you break out this one.
Oriental opens new vistas: They've been promoting it heavily for several months now. Just in case you hadn't noticed, here's a piece by David Cook, essentially giving a synopsis of what's in it. 8 new classes, tons of new weapons, martial arts, spells, monsters, plus the campaign world (or at least continent) of Kara-tur. Buy it, and you'll have tons of new stuff to play with, both as players and GM's. And you don't even need to stop your regular game to do so. Traveling, picking up new characters and dual-classing will allow gajin to experience the joys of the lands of the east as their players do. While if you do want to play a native, we have tons of everyday setting stuff to help you build a well characterized and integrated character. While obviously a pure shill piece, this is a good shill piece, that makes what they're selling seem desirable. I am rather tempted to pick it up second hand so I can make a more informed commentary. After all, it was rather popular.