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.
 





“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.

This issue came out around the time I was really getting into D&D, although I only bought it somewhat later as a back issue. It is interesting to contrast Gygax’s upbeat tone with what we now know about the chaos happening behind the scenes at TSR. During EGG’s sojourn in Hollywood trying to make the movie happen, the Blume brothers were spending money even faster than TSR was making it. Gygax would soon lose control of the company, and be ousted altogether the following year.

I do not remember AD&D before UA, OA, ToEE, and the Greyhawk novels, although looking back now all of those products have a mixed legacy. My group used UA mostly for the spells and magic items, while tacitly ignoring the wildly unbalanced new classes and races - which were mostly EGG’s own work. OA was credited to EGG, but we now know that he had little to do with it. I wish I had used it more back then. ToEE loomed large in our minds as the ultimate super-dungeon, with an amazing cover that looked like heavy metal album art, but actual play was disappointing. Defeat a barrack room of goblins, then a room of hobgoblins, then bugbears, etc. I don’t think we ever finished it, but then neither did Gygax himself. Only the Village of Hommlet is completely his own work, as ToEE was a long-delayed project that was left for Frank Mentzer to finish after EGG’s ouster. The Gord novels paid Gygax’s bills for a while, until he blew up Greyhawk itself in a fit of pique - no, really!

Roger E. Moore presents “All about the Kender,” a thorough exploration of Krynn’s beloved pilferers.

Beloved? Citation needed! Seriously though, I read the early Dragonlance novels but never got very far into the modules. I have the dubious distinction of disliking Dragonlance before it was cool, but for the wrong reason. At the time I had never even heard of “railroad” adventure design, I just thought DL changed too many things about default D&D. “No clerics” - how were we supposed to survive an AD&D module without a cleric? “No orcs” - but wut about muh Tolkien? “Our gnomes are different” - steampunk? In my D&D? It’s more likely than you think! Steel pieces replaced gold pieces, so what about electrum (natural gold-silver alloy)? This was probably my first hint that I had slightly stodgy tastes in RPGs, although I am trying to get better. 😁

“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.

If this is the same article I remember, the author provided a detailed example of a hypothetical campaign setting inspired by Arthurian legend and medieval British history. It featured big conflict between major factions: Celtic druids, Merlin wizards, sylvan beings like elves and pixies, and maybe Scottish dwarves or something facing off against a feudal human society with an organized religion that was basically the medieval English church with the serial numbers filed off. He explained how the D&D alignment system would not allow Good-aligned beings to fight each other, whereas a “non-aligned” campaign could make all kinds of fascinating (and gut-wrenching) conflicts possible.

I found the article very interesting and provocative, but eliminating alignment completely was a bridge too far for me. It would have required a major revision of the AD&D rules, since eight out of eleven character classes in the 1E PHB had alignment and behavior restrictions, and UA introduced yet more. The existence of alignment languages, aligned magic items, and spells for knowing alignment means that at least some people in the fictional D&D universe are aware of the concept, presenting strange and amusing possibilities. Is alignment conflict obscure and philosophical, or are there caped crusaders of Law openly squaring off against the “Council of Chaos”?
 

Dragon readers know Roger E. Moore as one of the most consequential folks at TSR, who helped shape a lot of D&D through his great Dragon articles. But it feels like, outside of that community, his name rarely gets mentioned nowadays, which is a shame.

A D&D without his Dragon articles would be much more different than one without any module author other than Gary Gygax, Monte Cook or Bruce Cordell, IMO.

I remember reading an editorial note that made it clear to one curious reader that it was not that Roger Moore... 😅
 

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