Dragon Reflections #97

This issue features gorgons, improvised weapons, and more pages from the mages!
Dragon Publishing released Dragon #97 in May 1985. It is 100 pages long and has a cover price of $3.00.

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The cover is titled "Music Lover" by Robin Wood, a whimsical piece showing an old silver dragon listening to a bard. It was the first of many covers Wood painted for TSR. The interior artwork includes contributions from Roger Raupp, Larry Day, Jim Holloway, Dave LaForce, Larry Elmore, Dave Trampier, Julius Shell, and Tony Moseley, with a few pieces from the Marvel Bullpen.

This month's special attraction is a convention pre-registration brochure for GEN CON 18. Unfortunately, my digital version of the magazine does not include an image of the brochure.

Gary Gygax kicks things off with a bold article titled "Deities and their faithful," which proposes a system for determining the power of gods based on the number of their mortal worshippers. In essence, the gods gain 1 hit point for every 1,000 worshippers and also 1 hit point for every 1,000 beings on the current plane that share their alignment. It's an attempt to wrap mechanics around that old fantasy trope of the gods getting their might from the faithful. In practice, it would require the DM to track religious demographics for each plane, and that scarcely seems worth it.

In "Sticks, stones, and bones," Stephen Inniss presents an extensive system for improvised weapons in AD&D. It's impressively detailed, covering everything from broken bottles to bowls of soup, including modifiers for size, weight, and material. As with several of the Inniss articles, there is a lot of detail to crunch through, but the impacts on gameplay are relatively minor. Then again, perhaps some tables want to know how exactly much damage a skillet of boiling soup would do (1-2 points, with a saving throw versus breath weapons allowing for half damage, rounded down).

"Only train when you gain" by David B. Reeder notes that training costs (1500 gp/level/week) disproportionately impact low-level characters in AD&D. Reeder suggests that training costs should only apply when the new level grants the character a significant new skill, such as a new spell level or additional weapons. His proposal makes sense, but it avoids the more obvious solution of making the training costs more affordable at lower levels. This article was Reeder's only RPG contribution.

"For a fuller background" by Paul Montgomery Crabaugh proposes a revised approach to determining character heritage in the DragonQuest game by introducing race-specific social status tables and modifiers for experience and wealth based on background. These changes aim to prevent implausible heritage combinations and encourage more consistent character origins. It was the ninth and final DragonQuest article published by Dragon, with about half of them authored by Crabaugh.

Ed Greenwood appears twice in this issue. First is "The ecology of the Gorgon," written in character as Elminster and referring to a notebook of the naturalist Djaril Phylapur. Along with the typical details about biology, ecology, and combat behaviour, there are some fun snippets, such as noting the creature's ongoing rivalry with rust monsters. It's a strong entry in a strong series.

Greenwood also contributes "Pages from the Mages IV," presenting more spellbooks from the Forgotten Realms, with such titles as Bowgengle's Book and Brief's Book of Shadows. Each entry includes the tome's appearance, its history, and a list of new spells. There are also some delightful touches, such as a complete homunculus recipe in the Book of Shadows. It's another excellent entry in a beloved series.

"The Only Good Captive…" by Lew Pulsipher starts by describing a recent game where half the party were captured by monsters and subsequently executed before their companions could rescue them. He explains plausible ways for Dungeon Masters to preserve captured player characters from execution, including ransom, slavery, and irrational behaviour. Although it's a pretty specific situation, it's not an uncommon one, and the suggestions are helpful.

"Blueprint for a Big Game" by Jim Dutton is a detailed guide to designing large-scale AD&D campaigns drawn from the author's experience building a play-by-mail world for hundreds of players. Dutton emphasises the importance of clear goals, detailed mapping, and, above all, organisation. There was nothing really new in his method, but it was interesting to hear about such a large-scale AD&D campaign running years ahead of Living City and Living Greyhawk. Dutton was president of Entertainment Concepts, Inc.

"Authentic Agencies, Part I" by Merle M. Rasmussen presents a detailed breakdown of real-world American intelligence agencies for use in Top Secret campaigns, blending publicly available data with creative extrapolation. The article profiles the mission, structure, and activities of major organisations like the CIA, NSA, and DIA. It's a terrific resource for espionage games.

"Catacomb" by Henry Melton is about a teenage girl earning money in a deadly online dungeon game, alternating between her in-game adventures and her real-world problems. This story suffers from loose structure, overwritten passages, and a muted resolution. The concept, however, is decades ahead of its time. Melton went on to write many stories and several novels.

The ARES Section returns, presenting about a dozen pages of science-fiction and superhero gaming material. It includes three articles:
  • "Rogues of the Galaxy" by Igor Greenwald expands character options in Traveller.
  • "The Marvel-Phile" by Jeff Grubb profiles Talisman, Box, and Guardian.
  • "New Tools of the Trade" by Peter Giannacopoulos adds new artifacts to Gamma World.
Finally, we have a trio of game reviews. Element Masters by Escape Ventures is a fantasy RPG set in the world of Vinya, where players control element-bound adventurers struggling to restore balance after a magical catastrophe. The system emphasises skills, tactical combat, and gradual character progression. Reviewer Tom Armstrong predicts "a long and healthy future for Element Masters."

Starstone by Northern Sages is a system-agnostic fantasy RPG module offering three interconnected scenarios filled with complex NPCs, dynamic encounters, and deep narrative potential. It provides extensive maps, history, and intrigue across over 200 encounter areas, with a strong emphasis on realism and social tension. Reviewer Eric concludes, "Starstone is one of the best-detailed modules I have examined."

Thieves Guild 10 by Gamelords Ltd. is the latest in a series of thief-centric supplements, offering new rules for bandit gangs and a compact but well-crafted burglary scenario. While the adventure is adaptable and flavorful, much of the book repeats material from earlier volumes. Reviewer Arlen P. Walker notes, "I, at least, have grown tired of the snippets of rules."

And that's a wrap! This issue felt packed, and I thoroughly enjoyed it. My favourite article was, no surprise, Greenwood's "Pages from the Mages IV." Next month is a big one, with dragonlore, new magic items, and apocalyptic monsters!
 

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M.T. Black

M.T. Black

I think you underestimate how many fantastical bean counters were playing AD&D, especially among the former wargamers, despite the fact that spreadsheet software was still several years in the future.

The problem is that most worlds have too much blank space. Greyhawk, FR, Dragonlance, etc. all only cover a fraction of the world. Even if you were able to track the individuality of every single worshiper in those areas, you'd still have to make up all the rest; which undermines the point of tracking in the first place. Also, that level of granularity is far beyond what wargames required. Even ASL and The Campaign for North Africa aren't that opaque.
 

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The problem is that most worlds have too much blank space. Greyhawk, FR, Dragonlance, etc. all only cover a fraction of the world. Even if you were able to track the individuality of every single worshiper in those areas, you'd still have to make up all the rest; which undermines the point of tracking in the first place. Also, that level of granularity is far beyond what wargames required. Even ASL and The Campaign for North Africa aren't that opaque.
Throughout his writings in Dragon, Gygax regularly suggested stuff that he'd clearly never tried or even thought all the way through. Heck, that's pretty obviously the case for much of the 1E DMG and Unearthed Arcana as well.
 

In "Sticks, stones, and bones," Stephen Inniss presents an extensive system for improvised weapons in AD&D. It's impressively detailed, covering everything from broken bottles to bowls of soup, including modifiers for size, weight, and material. As with several of the Inniss articles, there is a lot of detail to crunch through, but the impacts on gameplay are relatively minor. Then again, perhaps some tables want to know how exactly much damage a skillet of boiling soup would do (1-2 points, with a saving throw versus breath weapons allowing for half damage, rounded down).

Contrary to some online reviewers, this is the only nugget dragon has had in several months from my perspective as a DM, as while this wouldn't come up often it would come up and Stephen Inniss presents comprehensive and well thought out rules that are entirely balanced. It also opens up some interesting scenarios where the players find themselves scrambling for weapons and even foes that would be normally pushovers become quite threatening if all you have for weapons is what you can pick up.

If I was condensing down articles from Dragon magazine that actually could have impacted my campaign or that I'd want on hand if running 1e AD&D, this would make this list and not a lot else TSR had published in this era.
 

I never had this issue, but I often admired its cover, as it was often used in later issues to advertise ordering back issues.

In "Sticks, stones, and bones," Stephen Inniss presents an extensive system for improvised weapons in AD&D. It's impressively detailed, covering everything from broken bottles to bowls of soup, including modifiers for size, weight, and material. As with several of the Inniss articles, there is a lot of detail to crunch through, but the impacts on gameplay are relatively minor. Then again, perhaps some tables want to know how exactly much damage a skillet of boiling soup would do (1-2 points, with a saving throw versus breath weapons allowing for half damage, rounded down).

My own review of Dragon of this era (which really doesn't get going until #102 as I am using my own collection as the basis for reviewing) is repeatedly very critical of Innis's encyclopedic submissions that support what I call "unnecessary hyperspecificity" in D&D. But I guess when this series gets to the issues I still own and have recently re-read, I will have more to say about it.
 
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What a beautiful cover. One of the most iconic of that period.
Sadly, Robin Wood passed away in 2021, having battled both fibromylogia and cancer. Many great Dragon covers, but this is probably the most iconic.

That era is so much worse then this one. Coming down from the peak, but there is much farther to go.
I would argue that there's a still a ton of greatness coming in Dragon; the real slide into House Organ territory doesn't come for several years yet and Moore's early tenure as E-in-C is quite strong with some stunning covers coming up.
 

My own review of Dragon of this era (which really doesn't get going until #102 as I am using my own collection as the basis for reviewing) is repeatedly very critical of Innis's encyclopedic submissions that support what I call "unnecessary hyperspecificity" in D&D. But I guess when this series gets to the issues I still own and have recently re-read, I will have more to say about it.
Where can we see your reviews?
 




Trying to square that in your world-building seems like it would be way too much work. And it completely breaks down if you have a small pantheon. If you just have three deities in your campaign, each one would have infinite HP for all intents and purposes.
I don't think you really need to get that analytical about it. You could just pick your pantheon leader and say he has X followers for Y hit point, and that there are XX people of the same alignment for YY hit points or something. And then repeat for the rest of the gods. It wouldn't be hard and you'd only have to track it if someone made a concerted effort to change the alignment of a large mass of people or went after a god's followers.

Where I do think it breaks down is if 100,000 people who are CG give a CG god 100 hit points, then that's how much power they can give. So what happens if you have multiple CG gods? Do you divide the power and therefore hit points, or do the mortals suddenly give off more power and give each god 100 hit points?
 

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