Dragon Reflections #95

Dragon Publishing released Dragon #95 in March 1985. It is 100 pages long and has a cover price of $3.00.
This issue features the cockatrice, fantasy taxes, and a Forgotten Realms adventure!

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The cover is by Dean Morrissey and depicts "Toad's Cloak Armorsmith Shop," where old metal is fashioned into armour. It's a peculiar but memorable blend of genres. Interior illustrations are by Roger Raupp, Bob Maurus, Larry Elmore, and others, including notable contributions from Dave Trampier and Joseph Pillsbury.

This month's special attraction is "Into the Forgotten Realms" by Ed Greenwood. This AD&D tournament adventure sends the party into an abandoned wizardry school to prevent its magical treasures from falling into the wrong hands. I believe it might be the first published Forgotten Realms adventure, appearing two years before the first edition boxed set. The backstory is steeped in the setting lore, but not in a distracting way, and there is a clever mystery at the heart of it all. The school itself is full of little puzzles, and the tournament scoring rewards exploration and problem-solving. It looks like great fun!

Gary Gygax contributes two articles this month. The first, "Demi-humans get a lift," revises level limits for single-classed demi-human characters. He provides extended level caps for characters with exceptional ability scores, along with brief notes on drow, duergar, and svirfneblin as playable races. His tone is defensive, with Gygax still justifying the original limits but making the change as a concession to player pressure.

The second article, "The influence of Tolkien on the D&D and AD&D games," is a blend of personal memoir and rebuttal. Gygax insists that Tolkien's influence on D&D was minimal, citing pulp authors like Howard and Leiber as more formative. I've dived into the pulps myself pretty extensively in the last ten years, and I appreciate the point he is making. Still, historian Jon Peterson has demonstrated the crucial influence that Tolkien had on Chainmail via an amateur wargame by Leonard Patt.

In "How Taxes Take Their Toll," Arthur Collins offers an entertaining in-world interview with a fantasy Chancellor of the Exchequer, detailing a kingdom's tax system. He explains things such as seasonal and monthly taxes, tolls, tithes, and even a nobility tax. The mock interview format works well, and the tax ideas are likely useable in-game. Collins was a regular contributor to Dragon.

"The Ecology of the Cockatrice" by Ed Greenwood gives a detailed account of this monster's habitat, hunting patterns, and magical biology. It takes the form of a dialogue between the author and Elminster the Mage, a device increasingly common in Greenwood's articles. It includes an entertaining tale involving a ship race, the Red Wizards of Thay, and a strange whip. It's an immaculate entry in this series.

Katharine Kerr contributes "Credit Where Credit is Due," which notes that the AD&D experience point system does a poor job of rewarding players in non-combat adventures, such as political intrigue or a journey through hazardous terrain. Kerr's proposal personifies these non-combat obstacles as "monsters" with experience point (XP) values calculated using the standard table in the Dungeon Masters Guide. Her goal is to leverage this table to avoid a mere arbitrary assignment of XP to non-combat challenges. It's a solid idea, although the article feels overly wordy.

Glenn Rahman's "Prices for the Roaring 20s" provides an extensive price list of clothing, tools, accessories, and other items available in the mid-1920s. The target systems are Gangbusters, Call of Cthulhu, FGU's Gangsters, and Mercenaries, Spies and Private Eyes. I've often wondered why spy and gangster RPGs haven't remained popular. Rahman, an author and game designer, published numerous articles in Dragon, starting with issue #34. I believe this was his final one.

Stephen Inniss returns with "The Many Shapes of Apes," a short zoological guide to apes in AD&D. It includes individual stats for chimpanzees, gorillas, orangutans and an extinct genus called gigantopithecus. It's hard to get excited when the only difference is that the larger apes have a few more hit points and do slightly more damage. Each ape type should have had a special attack. Imagine if the chimps could do a swarming grapple while the gorilla could do an intimidating chest-pound - much more interesting! Inniss was a freelancer and a frequent contributor to Dragon.

Tim W. Brown's "Battles Above the Dungeon" offers advice for conducting outdoor combat. It includes basic guidance on mobility, ranged weapons, terrain, and other relevant factors. Much of the advice is either obvious or overly abstract, so I don't think this article is as helpful as it could have been. This article was Brown's only RPG publication. Note that he is a different person to Timothy B. Brown, who worked for TSR.

"Desperate Acts" by Gordon Linzner is a gritty tale of loyalty, pride, and betrayal in a place where the dead don't always stay dead. It's a tense, character-driven piece of military fantasy. Linzer founded Space & Time magazine of speculative fiction and is the author of numerous stories.

Finally, the ARES Section delivers 14 pages of science-fiction and superhero content:
  • "The Zuraqqor Strike Back!" by Brian Valentine presents alien starships for Star Frontiers: Knight Hawks.
  • "Antimissiles and Roundshot" by Jefferson P. Swycaffer introduces new weapon systems for Traveller.
  • "The Marvel-Phile" by Jeff Grubb presents part one of the Invincible Iron Man.
  • "The Dolphins of Known Space" by Sherman Kahn adds an aquatic species to the Ringworld game.
And that's a wrap! It's an above-average issue, with Greenwood's adventure being the standout article. Next month, we have more demi-human changes, character histories, and deck plans for Star Trek!
 

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M.T. Black

M.T. Black



I honestly never understood why Gygax was so adamant in downplaying Tolkien's influence on D&D. The level of influence seemed both very high and very obvious.
I know there are literally Hobbits, Ents, and Balrogs in OD&D - not to mention elves, half-elves, and dwarves - (and all spelled the Tolkien way which was not the standard way of spelling these creatures names (that would be elfs, and dwarfs)...
 

I honestly never understood why Gygax was so adamant in downplaying Tolkien's influence on D&D. The level of influence seemed both very high and very obvious.
Jon Peterson's Playing at the World makes it clear Gygax wasn't using Tolkien as a base when he started out, but Tolkien was massively influential (in the way Star Wars would later be) at the time he was writing D&D and so he wisely made those connections in Chainmail, etc. The problem was he sort of did it just to make the game appealing to the then-nascent fantasy fan genre, which at the time was always subservient to either historical or sci-fi contexts, and thus "new" -- and then as fantasy got more popular, I think he regretted the "popular option," a marketing sop to make the game broadly appealing. And of course, the Tolkien estate was mad.

To put it another way, every time this came up, Gygax was reminded of the "amateur days" where he was cribbing from popular culture even if it didn't necessarily fit his vision of Conan the Barbarian-style adventure. But it was so popular he couldn't remove it either, so it stuck, and I got the sense he resented that he couldn't ever disentangle D&D's roots from Tolkien with what (as he seemed to characterize is) was sort of a concession to fantasy fandom that grew completely out of his control, and D&D along with it.
 

Jon Peterson's Playing at the World makes it clear Gygax wasn't using Tolkien as a base when he started out, but Tolkien was massively influential (in the way Star Wars would later be) at the time he was writing D&D and so he wisely made those connections in Chainmail, etc. The problem was he sort of did it just to make the game appealing to the then-nascent fantasy fan genre, which at the time was always subservient to either historical or sci-fi contexts, and thus "new" -- and then as fantasy got more popular, I think he regretted the "popular option," a marketing sop to make the game broadly appealing. And of course, the Tolkien estate was mad.

To put it another way, every time this came up, Gygax was reminded of the "amateur days" where he was cribbing from popular culture even if it didn't necessarily fit his vision of Conan the Barbarian-style adventure. But it was so popular he couldn't remove it either, so it stuck, and I got the sense he resented that he couldn't ever disentangle D&D's roots from Tolkien with what (as he seemed to characterize is) was sort of a concession to fantasy fandom that grew completely out of his control, and D&D along with it.
Note that we (and Jon) didn't find out about how much and how directly Chainmail borrowed from an amateur Middle Earth wargame until four years after Playing at the World was released. Gary's story was that he borrowed from Tolkien due to popular appeal, but that hasn't entirely been supported by the facts.

Chainmail expands on Patt's game, but monsters from Middle Earth still make up a large fraction of its units, and the two biggest sources of monsters in OD&D, correspondingly, are Tolkien and classical mythology.

When TSR put names from Tolkien in OD&D and then published the unauthorized Battle of the Five Armies wargame directly based on The Hobbit, The Saul Zaentz' company's Tolkien Enterprises (which held Tolkien licenses, but is an outside company, not the actual Tolkien Estate) did threaten to sue TSR and made them stop publishing the wargame and change a few creature names in D&D.

So there were multiple borrowings, direct and indirect, from Tolkien underpinning Chainmail and D&D.

I'm sure Gary was sincere that he wasn't a big LotR fan and preferred The Hobbit, and that Vance and Leiber, Howard and Anderson and so forth were much more inspirational to him in terms of fantasy. He was saying that even back in '74 before the cease & desist/legal threats. But it absolutely makes sense that he'd be defensive given his multiple borrowings from Tolkien and getting his wrist slapped by Zaentz.
 

I also think we need to take the notion that D&D was meant to be some sort of Conan simulator with a big grain of salt.

What became the World of Greyhawk had a lot of focus on the Great Kingdom (which was the original name of the entire setting, as I recall), with its fallen Camelot vibe, along with more knights running around all over the place. The cover of the World of Greyhawk boxed set featured a knight in full medieval rig as its featured image. And, of course, we get a ton of information about heraldry and endless information about troops in the two 1E World of Greyhawk setting compilations.

D&D has always been a gumbo of a lot of different ingredients. Gygax may have memory-holed or downplayed one ingredient or another, but Tolkien was in there just as much as Mallory and Howard and everyone else.
 

EGG's "raising the demi human limits' was one I wasn't able to use at first since I was in between gaming groups when this issue came out. But I did look it up a couple of years later and write down the pertinent facts after I joined a new group as the DM. Ignored all the stuff about drow/duergar/svirfneblin as I generally didn't allow them and no one in the group wanted to play them anyway.
 


Love that Morrissey cover. The blend of genres and times really gives it an otherworldly feel.

I also think we need to take the notion that D&D was meant to be some sort of Conan simulator with a big grain of salt.

What became the World of Greyhawk had a lot of focus on the Great Kingdom (which was the original name of the entire setting, as I recall), with its fallen Camelot vibe, along with more knights running around all over the place. The cover of the World of Greyhawk boxed set featured a knight in full medieval rig as its featured image. And, of course, we get a ton of information about heraldry and endless information about troops in the two 1E World of Greyhawk setting compilations.

D&D has always been a gumbo of a lot of different ingredients. Gygax may have memory-holed or downplayed one ingredient or another, but Tolkien was in there just as much as Mallory and Howard and everyone else.
Yeah, it's one big stew. The wargaming inspirations are there, too - implicit in the higher level domain game. Were D&D solely Conan and Fafhrd and the Grey Mouser, you wouldn't have dragons, for example.
 

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