Dragon Reflections 101

This issue features the third Creature Catalog, a new approach to alignment, and Moore on kender!
TSR Inc. published Dragon #101 in September 1985. It is 100 pages long and has a cover price of $3.00. This issue features the third Creature Catalog, a new approach to alignment, and Moore on kender!

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The cover, titled “Deadly Encounter,” is by David Martin and depicts an adventurer battling a fierce harpy. This was Martin’s debut piece for Dragon, and he would follow it up with a controversial cover for Issue #114. Interior illustrations are by Larry Elmore, Roger Raupp, Dave LaForce, Marsha Kauth, Jerry Eaton, Joseph Pillsbury, Timothy Truman, Jim Holloway, Dave Trampier, Edward Wagner, Tony Mosely, and Richard Tomasic.

This month’s special attraction is “Creature Catalog III,” the latest instalment in Dragon’s periodic compendia of new AD&D monsters. As with previous catalogs, this entry compiles submissions from multiple contributors, ranging from low-level curiosities to powerful apex threats. The quality varies greatly, with strong pieces by veteran designers Ed Greenwood, Roger E. Moore, and Scott Bennie. Of the monsters listed, only the burbur, mantimera, and orpsu were included in later hardcover compendiums.

“Update from the Chief” is a typically bullish article by Gary Gygax, which discusses the overwhelming fan support for a D&D feature film, the success of Unearthed Arcana, and upcoming projects such as Oriental Adventures, The Temple of Elemental Evil, and the new Greyhawk novels. Gygax also fires back at the “baseless accusations” being leveled against D&D in the media—referring to the Satanic Panic, which was in full swing.

Roger E. Moore presents “All about the Kender,” a thorough exploration of Krynn’s beloved pilferers. This article is very similar to the brilliant “point of view” series that Moore wrote a couple of years prior. He has a great knack for turning simplistic stereotypes (”kender steal stuff”) into a nuanced cultural portrait. He also shares many helpful tips for kender as PCs. Overall, an excellent article which features a terrific drawing by Larry Elmore.

“Plan it by the Numbers” by Frank Mentzer outlines a mathematical system for designing balanced encounters, enabling DMs to predict encounter difficulty with more precision. The system was originally written for the D&D Master Set, but was replaced due to its heavy mathematical focus. I can’t speak to the accuracy of the system, but such models are common in recent versions of the game.

“For King and Country” by Paul Suttie argues that AD&D’s absolute alignment system does not suit the complexity of modern campaigns, creating contradictions that constrain characters rather than guide them. Suttie suggests replacing alignment with a model in which beliefs arise from culture, religion, politics, and personal values, allowing characters to act logically within their world rather than according to moral absolutes. For example, a paladin’s code would flow from the expectations of his king and god rather than from an abstract definition of “lawful good,” enabling two paladins of opposed cultures to fight one another with full conviction. I remember this article well, and I found it so persuasive that I effectively eliminated alignment from my game. I’ve come full circle and am much more in favour of the traditional alignment system these days, though I think it needs some nuance. This appears to be Suttie’s only RPG publication.

"Charging Isn’t Cheap" by Peter Johnson outlines lore-rich procedures for recharging rods, staves, and wands in AD&D. He expands the sparse guidance on this topic in the Dungeon Masters Guide with ingredients, rituals, and experimental consequences. There is some lovely flavour text around the recharge rituals, which would be a great boon at the right tables. This article was Johnson’s only RPG publication.

“And Adventuring To Go…” by Brenda Gates Spielman follows four young would-be adventurers whose first foray into the wider world proves far more perilous than any of them imagined. The action is vivid and the party dynamics engaging, but the story leans heavily on exposition, and the payoff is a bit weak. Spielman published a small number of novels as well as the Umbar sourcebook for Iron Crown Enterprises.

There is a single game review in this issue. DC Heroes RPG by Mayfair Games is an ambitious, lavishly produced superhero role-playing system whose clear rules and strong theming reward those willing to embrace its complexity. The detailed combat options and wealth of ready-made heroes supply a robust toolkit, but the multiple books, conversion tables, and demanding character creation make it far from beginner-friendly. Still, reviewer Jeff Grubb states, “this is the best product I have yet seen from Mayfair Games.”

John C. Bunnell reviews the latest fantasy and science fiction novels:
  • The Destiny Dice by David Bischoff is an inventive multiverse story that unfortunately feels very incomplete.
  • The Isle of Glass by Judith Tarr is a thoughtful, character-driven alternate history that blends intrigue with a rich study of identity.
  • Cats Have No Lord by Will Shetterly is a witty, riddle-layered quest filled with charm and memorable personalities.
  • Ladyhawke by Joan D. Vinge is an engaging novelisation of a well-liked fantasy film.
  • The Sword of Calandra by Susan Dexter is a well-built, traditional fantasy quest with strong characters and a satisfying conclusion.
  • Dayworld by Philip José Farmer is a fast-paced, idea-rich thriller about a man juggling seven identities in a divided future.
The ARES Section returns, presenting about a dozen pages of science-fiction and superhero gaming material. It includes six articles:
  • “Starships and Star Soldiers” by Roger E. Moore looks at miniatures wargaming in a science-fiction style.
  • “Sorry, Wrong Dimension!” by Mike Manolakes introduces ideas for dimensional travel in superhero gaming.
  • “The Marvel-Phile” by Jeff Grubb features Beta Ray Bill and Lady Sif for Marvel Super Heroes.
  • “Out of the Sun…” by James M. Ward and Roger Raupp unveils the Man-Machines in Gamma World.
  • “The Empire of the Sun” by Roger E. Moore describes the home of the Man-Machines.
  • “The Stellar Diocese” by Michael Brown explores the role of clergy in the Traveller universe.
And that’s a wrap! I consider this a very solid Dragon issue, and I enjoyed it thoroughly - much more than the vaunted 100th issue. The strongest article was no doubt Moore’s treatment of kender, though there was plenty else to enjoy here. Next month, we have gully dwarves, a new AD&D adventure, and Gygax on gaming styles!
 

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M.T. Black

M.T. Black

I gamed through this period. It seems a lot of people either weren't interested in listening to reason or just didn't want to take the time to understand such a complex and revolutionary game. A simple, negative emotional response to an obscure hobby was easier for them.
So did I. And yeah, listening to reason was not something that the people under the sway of the Satanic Panic did. Even the people that didn't believe that you could hear devils screaming when you burned D&D books, might just think that there was something harmful about the game and that was enough for them.
 

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I gamed through this period. It seems a lot of people either weren't interested in listening to reason or just didn't want to take the time to understand such a complex and revolutionary game. A simple, negative emotional response to an obscure hobby was easier for them.
It always feels like people have an ANGER inside of them, and it needs to go somewhere. And lacking a grand cause to direct their anger, it will be vented upon small things.
 

It always feels like people have an ANGER inside of them, and it needs to go somewhere. And lacking a grand cause to direct their anger, it will be vented upon small things.
A lot of people lash out when they are scared or feel threatened. It doesn't make the response any better, but a lot of time, it's coming from a place of fear, rather than malice.
 



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