(un)reason
Legend
Dragon Magazine Issue 178: February 1992
part 1/6
124 pages. Another fighter special this month. Round and round we go, as they refuse to add any new actual classes this edition, so we have to figure out how to make the most of the existing ones. Still, it does seem that the themed issues covering regular topics tend to be of higher average quality these days, so there may well be enjoyable and useful material herein. Let's see if they can make playing fighters more interesting again.
In this issue:
Wizards spell cards! I remember these. Damn cool, and save quite a bit of character sheet scribbling, until you lose them or want to memorize the same spell more than once. Not that I ever did that. You've got to have some variety in your blasty spells, cause you never know what is going to be immune to each one.
Letters: A whole bunch of different bits of errata here this month. Tactical errata about the fighter stuff from issue 169. Mathematical errata about the probability of getting spells in Dark sun. More fighter issues, caused by the irritating discrepancy between books in who can specialise in what when. An unfortunate name misspelling. And some hitchhikers guide errata, of all the mad things to bother with. (especially given the casualness that facts and continuity are treated with in that series. ) I've said it before, and I'll say it again. It's a hard life, working to the deadline.
Editorial: Oh god. Roger is continuing to invite ridicule with his attempt to appropriate the concept of Kinky in a gaming sense. Toon is the primary target, but shadowrun, paranoia, tekumel, jorune, elfquest, cthulhu, TMNT all get mentioned. That's such a broad net as to imply D&D is the gaming equivalent of the missionary position, and virtually everything else is kinky, which I think is pushing the metaphor well beyond breaking point, and also ignoring the amount of seriously gonzo stuff that D&D has incorporated right from it's early days. All goes to show that what you consider normal and weird is a seriously variable business, even in a single person over extended periods of time. Even the bible is pretty


ed up at times. Still, the stuff on breaking out of your own mould remains valid, even as the rest of this is risible and easily deconstructed. I wonder what he'll have to say to us next time.
The three faces of chivalry: Back to this almighty headache, I'm afraid. Paladins, cavaliers, and properly differentiating between the two when they're drawn from pretty much the same source, and often worked alongside each other. Both have pretty strict codes, although paladins have more to lose if they break them. And that distinction is what Len Carpenter picks to focus on. In an ideal world, you'd be able to balance temporal and spiritual pressures, no trouble. But in a world where adventurers are needed, and both gods and kings are frequently demanding and of questionable sanity, plus evil has it's own benefits that can seem all too tempting, this is a very real choice that you can use to shape your roleplaying. Will loyalty to your lord, serving your god, or pursuit of glory and love take priority for your character? If it's a paladin, you'd better believe your god'll know about anything you do wrong, while a temporal authority isn't so omniscient, so ordinary cavaliers can get up to some nasty stuff without losing everything, especially once they're too powerful to just dismiss casually. Pretty valid points, really, if not paradigm shaking. It also once again tries to deal with the problem of UA cavalier-paladins, which deserves credit. Not a terrible way to start things off, anyway.
Bazaar of the Bizarre: Since war is one of the biggest drivers of technological advancement in reality, that people would regularly be seeking a magical edge in fantasy worlds is no surprise. Even one moderately powerful item can mean the difference between victory and defeat. Both the battle itself and the logistics of moving and maintaining troops can be seriously expedited, if not to the extent having a high level cleric on the team. I wonder what angles these will tackle that problem from.
Battle Standards are pretty self explanatory. You hold them up, they buff all your troops as long as they're visible. Or maybe debuff all the enemy ones instead. Either way, substantial advantage your side, but make sure they're well protected, because smart enemies'll realise this and try to take them down.
Bigby's Demanding Ram is somewhat less amusing than it's name. It's just an extra damaging battering ram, no coming to life or ironic price for it's abilities at all. Most disappointing.
The Cask of the wind spy means a general doesn't have to rely on wizards quite so much for battlefield reconnaissance. On the other hand, it's neither as fast or powerful as an arial servant. Maybe you can get a cleric to make an upgraded version. But then it might go insane and come back to kill you. Compromises, compromises.
Durimal's philters are potion concentrates. Just add water and you have enough from one tiny bottle to affect 80 people. Now that's pretty damn handy for an army leader. They're probably cheaper than buying 80 potions too, so in a magic high campaign, these'll see plenty of use.
Excellent rods of engineering give you a whole bunch of powers to make buildings, and knock down other people's. This'll see plenty of use until it runs out of charges at an awkward time.
Fodder dust is another easy to transport concentrate, just add water for tons of food. Course, that won't be much help in a desert, and I wouldn't be surprised if it tastes like pot noodle, but nothing's perfect. It's probably better than dwarf bread.
Ipsissimo's black goose is a rather cute, but still effective mechanical guardian. Real geese can be scary in a way far greater than you'd think from their size, and this follows in their footsteps, protecting your territory from all comers and making an awful racket while at it. Easily my favourite of this collection.
The Iron forge of the armies takes care of that other great logistical hassle armies face, equipment maintenance. Still, it's only a force multiplier, not complete automation, and is a pain to transport itself. Unless you have a whole bunch of magitech conveniences, it won't be ideal.
The Manual of stratagems is another slightly quirky item that exemplifies the idea of beginners luck. Learn from the tactics it teaches, for the book'll soon stop helping you. And then you pass it on. At least it doesn't just disappear like old DMG ones.
A Quartermaster's chest is another supply aider, albeit a moderately costly and unpredictable one. It'll be a benefit over the long term, but frequently a pain in the short one. Just the thing I enjoy giving my players.
The Talisman of mire lets you create a swamp around you. The defensive benefits of this should be pretty apparent. Just don't use it when fighting lizard men, and don't let them get their mitts on it. Hmm. That's another pretty good plot hook, actually. This collection has been rather good in terms of inspiring me to think of variants and actual play uses for these items, which is a definite plus point. I can see myself getting quite a bit out of this lot.
part 1/6
124 pages. Another fighter special this month. Round and round we go, as they refuse to add any new actual classes this edition, so we have to figure out how to make the most of the existing ones. Still, it does seem that the themed issues covering regular topics tend to be of higher average quality these days, so there may well be enjoyable and useful material herein. Let's see if they can make playing fighters more interesting again.
In this issue:
Wizards spell cards! I remember these. Damn cool, and save quite a bit of character sheet scribbling, until you lose them or want to memorize the same spell more than once. Not that I ever did that. You've got to have some variety in your blasty spells, cause you never know what is going to be immune to each one.
Letters: A whole bunch of different bits of errata here this month. Tactical errata about the fighter stuff from issue 169. Mathematical errata about the probability of getting spells in Dark sun. More fighter issues, caused by the irritating discrepancy between books in who can specialise in what when. An unfortunate name misspelling. And some hitchhikers guide errata, of all the mad things to bother with. (especially given the casualness that facts and continuity are treated with in that series. ) I've said it before, and I'll say it again. It's a hard life, working to the deadline.
Editorial: Oh god. Roger is continuing to invite ridicule with his attempt to appropriate the concept of Kinky in a gaming sense. Toon is the primary target, but shadowrun, paranoia, tekumel, jorune, elfquest, cthulhu, TMNT all get mentioned. That's such a broad net as to imply D&D is the gaming equivalent of the missionary position, and virtually everything else is kinky, which I think is pushing the metaphor well beyond breaking point, and also ignoring the amount of seriously gonzo stuff that D&D has incorporated right from it's early days. All goes to show that what you consider normal and weird is a seriously variable business, even in a single person over extended periods of time. Even the bible is pretty




The three faces of chivalry: Back to this almighty headache, I'm afraid. Paladins, cavaliers, and properly differentiating between the two when they're drawn from pretty much the same source, and often worked alongside each other. Both have pretty strict codes, although paladins have more to lose if they break them. And that distinction is what Len Carpenter picks to focus on. In an ideal world, you'd be able to balance temporal and spiritual pressures, no trouble. But in a world where adventurers are needed, and both gods and kings are frequently demanding and of questionable sanity, plus evil has it's own benefits that can seem all too tempting, this is a very real choice that you can use to shape your roleplaying. Will loyalty to your lord, serving your god, or pursuit of glory and love take priority for your character? If it's a paladin, you'd better believe your god'll know about anything you do wrong, while a temporal authority isn't so omniscient, so ordinary cavaliers can get up to some nasty stuff without losing everything, especially once they're too powerful to just dismiss casually. Pretty valid points, really, if not paradigm shaking. It also once again tries to deal with the problem of UA cavalier-paladins, which deserves credit. Not a terrible way to start things off, anyway.
Bazaar of the Bizarre: Since war is one of the biggest drivers of technological advancement in reality, that people would regularly be seeking a magical edge in fantasy worlds is no surprise. Even one moderately powerful item can mean the difference between victory and defeat. Both the battle itself and the logistics of moving and maintaining troops can be seriously expedited, if not to the extent having a high level cleric on the team. I wonder what angles these will tackle that problem from.
Battle Standards are pretty self explanatory. You hold them up, they buff all your troops as long as they're visible. Or maybe debuff all the enemy ones instead. Either way, substantial advantage your side, but make sure they're well protected, because smart enemies'll realise this and try to take them down.
Bigby's Demanding Ram is somewhat less amusing than it's name. It's just an extra damaging battering ram, no coming to life or ironic price for it's abilities at all. Most disappointing.
The Cask of the wind spy means a general doesn't have to rely on wizards quite so much for battlefield reconnaissance. On the other hand, it's neither as fast or powerful as an arial servant. Maybe you can get a cleric to make an upgraded version. But then it might go insane and come back to kill you. Compromises, compromises.
Durimal's philters are potion concentrates. Just add water and you have enough from one tiny bottle to affect 80 people. Now that's pretty damn handy for an army leader. They're probably cheaper than buying 80 potions too, so in a magic high campaign, these'll see plenty of use.
Excellent rods of engineering give you a whole bunch of powers to make buildings, and knock down other people's. This'll see plenty of use until it runs out of charges at an awkward time.
Fodder dust is another easy to transport concentrate, just add water for tons of food. Course, that won't be much help in a desert, and I wouldn't be surprised if it tastes like pot noodle, but nothing's perfect. It's probably better than dwarf bread.
Ipsissimo's black goose is a rather cute, but still effective mechanical guardian. Real geese can be scary in a way far greater than you'd think from their size, and this follows in their footsteps, protecting your territory from all comers and making an awful racket while at it. Easily my favourite of this collection.
The Iron forge of the armies takes care of that other great logistical hassle armies face, equipment maintenance. Still, it's only a force multiplier, not complete automation, and is a pain to transport itself. Unless you have a whole bunch of magitech conveniences, it won't be ideal.
The Manual of stratagems is another slightly quirky item that exemplifies the idea of beginners luck. Learn from the tactics it teaches, for the book'll soon stop helping you. And then you pass it on. At least it doesn't just disappear like old DMG ones.
A Quartermaster's chest is another supply aider, albeit a moderately costly and unpredictable one. It'll be a benefit over the long term, but frequently a pain in the short one. Just the thing I enjoy giving my players.
The Talisman of mire lets you create a swamp around you. The defensive benefits of this should be pretty apparent. Just don't use it when fighting lizard men, and don't let them get their mitts on it. Hmm. That's another pretty good plot hook, actually. This collection has been rather good in terms of inspiring me to think of variants and actual play uses for these items, which is a definite plus point. I can see myself getting quite a bit out of this lot.