Dragon Reflections #93

Dragon Publishing released Dragon #93 in January 1985. It is 100 pages long and has a cover price of $3.00. This issue features world crafting, high-level druids, and a fishy ecology!

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The cover is by Jeff Busch and depicts the transformation of a weretiger, with a real tiger standing guard in the foreground. I like it better than Busch's cover for Dragon #90, but the execution still feels a bit off. Interior artists include Jim Holloway, Bob Maurus, Atanielle Annyn Noel, Jane Hoffman, Marvel Bullpen, Dave Trampier, Denton Elliott, Richard Tomasic, and Larry Elmore.

This month's special attraction is "The Gypsy Train" by Richard Fichera. The article provides a vivid depiction of wandering travellers for your AD&D game, including descriptions of their wagons, lifestyle, and key personalities. The material is accompanied by several adventure seeds and some paper cut-outs, enabling you to assemble 3d wagons. It's a nice idea but marred by stereotyping. Fichera published a few articles in various RPG magazines around this time.

Gary Gygax contributes a pair of articles. In "Life Beyond 15th Level," he expands druids beyond their previous level cap (level 14 in the Player's Handbook, extended to level 15 in Dragon #65). Grand Druids can now relinquish their title and follow the path of the Hierophant, advancing up to the 23rd level and gaining abilities such as planar travel, longevity, and the power to conjure elementals. It's actually a fascinating demonstration of how AD&D lost the concept of an "end game" for characters.

In "Thinking for Yourself," Gygax addresses, in a general way, the controversies facing Dungeons & Dragons. It was the height of the satanic panic, and the game was under attack from various parties. Gygax defends role-playing games, emphasising liberty of conscience and the harmlessness of imaginative play.

Arthur Collins shares his insights on world-building in "The Making of a Milieu." He recommends beginning your world-building process around a single compelling concept—this could be inspired by a culture, a distinctive event, or even a unique map feature—and then steadily layering details like social exchanges, geography, and evolving political events. He also emphasises the importance of an overarching goal to tie your campaign together, supported by lively NPC interactions and dynamic socio-political developments to keep players actively invested in the world. I'll admit, it makes me feel a bit inadequate! Collins contributed many articles to Dragon as well as DMGR2: The Castle Guide.

In "The Ecology of the Eye of the Deep," Ed Greenwood delves into the biology and behaviour of this aquatic monstrosity, examining its habitat, hunting strategies, and breeding cycle. He presents the article as a scholarly dialogue among sages in Hillsfar, moderated by Auvras the Enquirer. Greenwood includes several game design notes, such as the mechanics of the eye-flash attack and explaining the limitations of its hold abilities. It's not my favourite monster, but Greenwood's description makes it compelling.

Stephen Inniss provides practical rules for jumping and leaping in "Short Hops and Big Drops," detailing distance calculations and impact consequences for AD&D characters. I'm growing a little weary of these maths-heavy simulationist articles! Inniss was a regular contributor to Dragon.

Frank Mentzer's "Ay PronunseeAY shun Gyd" tackles the challenges of pronouncing various AD&D words, mainly monster names. Anyone looking for the official pronunciation of "bulette" will be disappointed, as he gives four variants!

"Agencies and Alignments" by Merle Rasmussen expands the Top Secret game universe by detailing rival espionage organisations. Some of the naming feels a bit lazy, such as "The Agency," "The Cartel", and "The Exterminators." He also introduces a political alignment system, which looks useful, though underdeveloped.

"Eira," a short story by Josepha Sherman, is an atmospheric fairy tale about a young bard attempting to free a swan-maiden from a dangerous Faerie kingdom. Sherman, a prolific folklorist and novelist, uses evocative prose and creates a vibrant setting. However, the story leans too heavily on standard fairy-tale tropes and hence feels slightly stale.

Finally, the ARES section is back with 14 pages of science-fiction and superhero content:
  • "The Marvel-Phile" by Jeff Grubb presents more Avenger stats, this time covering Mockingbird and Shroud.
  • "New Ships for Old" by Stefan Jones shows how to redesign starships in Space Opera.
  • "New Brotherhoods" by Peter C. Zelinski introduces minor Cryptic Alliances for Gamma World.
  • "Rare Wines and Ready Cash" by Tony Watson provides practical guidance on agricultural trade in Star Frontiers.
And that's a wrap! The standout article was Greenwood's "Ecology," though I'm sorry there were no game or book reviews this time. Next month, we have ranger changes, the ecology of chimera, and a new Creature Catalog!
 

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M.T. Black

M.T. Black


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I agree but......

1: my math/physics skills improved a lot by applying them to D&D. It gave a young kid "real" world applications to a lot of stuff we studied in school. Not sure how my intelligence 11 fighter had access to advance math but we would exploit our player knowledge of it all the time.

2: the static jump distance in 5e are boring. Their is no risk in jumping you go the distance you go and you know what it is. Sometimes it's fun to have to roll dice and have tension to see if you can leap that pit. Im not asking for lots of calculations, but my dwarf in heavy armor with a backpack full of gear should probably not jump the same as my elf ranger.
I think those times are long gone, but YEAH . . . my math, physics, and reading improved from playing D&D obsessively as a middle and schooler.

I don't see that happening with the current generation of middle-schoolers who show up for my afterschool D&D Club . . . but that could just be anecdotal bias . . .
 

I don't see that happening with the current generation of middle-schoolers who show up for my afterschool D&D Club . . . but that could just be anecdotal bias . . .
I also am part of a middle school D&D club and let me tell you it's not just you. The vast majority can't be bothered to learn the rules. There are some exceptions, as always, but man it was alot different when I was in middle school. Learning the rules to "real game" like D&D or whatever at that stage was proving your were a competent adult, or something like that.

Also, it is annoying to explain to the same kid for the 15th time how the basic D20 resolution mechanic works.
 

I think those times are long gone, but YEAH . . . my math, physics, and reading improved from playing D&D obsessively as a middle and schooler.

I don't see that happening with the current generation of middle-schoolers who show up for my afterschool D&D Club . . . but that could just be anecdotal bias . . .
Just retired in 2024 and afterschool RPG / game clubs aren't what they used to be. Long reads are not what these kids want to do, even for something they enjoy.
 

Just retired in 2024 and afterschool RPG / game clubs aren't what they used to be. Long reads are not what these kids want to do, even for something they enjoy.
It's really not just kids. Modern game design trends laud the light and deride crunch (much less any kind of simulation) and it does so because so many customers these days of any age won't touch a book over 200 pages, and many draw the line much lower than that.

Even I feel a little tired when confronted with a 350+ page hardback, and I used to love a good chunky tome for the pleasure reading it would give me, much less the table time it might get..
 

"Ay pronunseeAYshun gyd" was one of my all-time favorite Dragon articles. It was short and useful and it was written by Mentzer rather than a freelancer, somebody who would have the official word on such matters. I always thought (and still do) that every monster with an unusual name should have the proper pronunciation listed right after the name or somewhere in its stat block. I know it doesn't matter one bit to some people, but I think it would be a nice addition for those of us who care about such things.
I like it to, and it was undoubtedly the most influential article coming out of this issue. Still, I wish they hadn't given alternate pronunciations and had just nailed their colours to the mast for each one.
 

I remember this one. It's cool to see the old issues from my childhood popping up. I think I actually tried to make the wagon IIRC. One of the mail reasons I never turned to modeling. I was absolutely crap at this sort of thing. All thumbs and frustration.
 

the official expansion of the druid's levels was nice, but.... I can't recall anyone ever in any of the groups I was in actually running a druid character. Which was odd, because when it was all so new back in 1E days and there wasn't a lot of official material, I saw people trying about everything else... monks, assassins, even a couple of bards, and quite a few of the unofficial NPC only classes from Dragon. But never a druid.
Yes, I think it's cool to expand the druid levels in this article.

I liked 1e druids and at least one person in my group ran a druid once, but I understand why nobody in your group wanted to run one. I remember EXACTLY why people in my group weren't too fond of running druids back in the day. It boiled down to several big reasons:

1) Strict armor and weapon restrictions.

2) Having to waste a high stat on the minimum 15 Charisma requirement. Charisma wasn't a terribly useful stat in 1e.

3) They could only go up to 14th level. It's true that assassins also had a level cap, but assassins could at least go up to 15th and they were a lot cooler. Not that assassins necessarily had better abilities, but the players just thought it was cooler to run an assassin than a "tree hugger".

4) Before the druid could attain level 12, he had to fight another druid. If he lost, he'd drop down to half the experience points between the previous level and the one he was trying to attain. He'd have do the same thing again once he got the XP to reach level 12 again and keep doing it until he finally bested the other druid. And then he'd have to repeat the procedure again at level 13 and yet again at level 14. Keep in mind that it took a long, long time to accumulate the XP to get to the higher levels in 1e.

5) The emphasis on 1e was dungeon delving, where the druid's effectiveness was pretty limited, or at least that was the players' perception of the class's abilities. Dragon issue #48 even had an article entitled "Druid in a Dungeon . . . Why not?" to address that very thing.
 
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Druids are one of the most unique classes in the game. What other class gets 3rd level spells so early? They level up lightning fast until the duels start...
The implementation is not perfect, same as for every other D&D class, but it is a noble effort to create an option that feels very different from the other spellcasters in play.
 

Charisma wasn't a terribly useful stat in 1e.
Most often said by folks whose GMs weren't using the rules for henchmen and hirelings back in the day, and probably not the morale rules either. Awful lot of people who were forced to play without the extra manpower they were meant to have and never saw what Charisma could do. Or the worst case scenario where they used a variant of the rules to have hirelings constantly betray the PCs. Those GMs led to a lot of bad cases of "Never Trust An NPC" syndrome.

1e was a peculiar time, even if it was my main edition as a kid.
 

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