Dragon Reflections #104

This issue features thieves, the ochre jelly, and a Marvel Super Heroes adventure!
TSR Inc. published Dragon #104 in December 1985. It is 104 pages long and has a cover price of $3.00. This issue features thieves, the ochre jelly, and a Marvel Super Heroes adventure!

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The cover, “Spinning Tales”, is by Denis Beauvais and depicts a wizard with a unique method of storytelling. It’s another very memorable Beauvais painting. Interior artists include Jeff Busch, Bob Walters, Jim Roslof, Roger Raupp, Timothy Truman, the Marvel Bullpen, David Trampier, Richard Tomasic, Joseph Pillsbury, and Larry Elmore.

This month’s special attraction is “Sudden Dawn,” a Marvel Super Heroes module by William Tracy. It is 1944, and the evil Baron Blood plans to steal intelligence from the Manhattan Project and construct an atomic bomb. It is up to the Liberty Legion, led by Patriot, to stop him. The module is split into four chapters, each one centred around a battle. The adventure is very much a railroad, with character decisions having little impact on the flow of events. Instead, in each chapter, the army tells you where to go and what to guard or attack. I was struck by how cheesy some elements were (e.g. a villain named “Warrior Woman”), though that reflects the comic book source material. Those caveats noted, it looks like a fun story to play through. Tracy was a versatile RPG freelancer with credits across numerous systems.

This issue contains a three-feature special called “The rogues of role-playing,” focusing on thieves. “Was it worth the risk?” by Bruce Barber provides expanded rules for pickpocketing, including a nifty d100 table of pocket contents. Such tables are common now, but were wonderful back in the day. Barber published a handful of articles with Dragon.

“The well-rounded thief” proposes five types of thieves, depending on their motivation: greedy, professional, avenger, artist, and recreational. It offers a simple and useful extra dimension to character creation and is the sort of gaming article I like best. “Race is ahead of class” almost contradicts the prior article by suggesting racial attitudes will determine the type of thief you are: elves are secret-seekers, half-orcs are robbers, etc. Not an idea that will get much support today! John Bunnell, a prolific Dragon contributor, wrote both of these articles.

There are two “reviews” of new TSR products, though they are really advertorials. Oriental Adventures “has something for every DM and player,” while X10: Red Arrow, Black Shield shows you “how to build a world at war.” They are disappointing articles, and I’d even call them puff pieces. Obviously, TSR is going to use the magazine to promote its own products, but I prefer the approach where an editor interviews the creator about their new book—it feels a bit more honest.

“Meeting of the Minds” by Peter Zelinski expands the psionic encounter table from the Dungeon Masters Guide to include new monsters from the Fiend Folio and Monster Manual II. It’s a prosaic piece. Zelenski’s only other published credit was an entry in “Creature Catalog III,” in Dragon #101.

Len Lakofka returns with a new instalment of “Leomund’s Tiny Hut,” the column’s first new entry in two years. He has analysed the weapon specialisation rules in Unearthed Arcana and concluded that they make martial classes much more powerful. He suggests preserving game balance by beefing up opponents or toning down the specialisation bonus. Lakofka was head of the International Federation of Wargamers.

“The ecology of the Ochre Jelly” by Ed Greenwood details one of the classic D&D monsters, dating back to the original edition. The article starts with a typical framing device, as Elminster describes how a Cormyrean soldier used an ochre jelly to stop a brigand incursion. The rest of the text details the characteristics of these creatures: amorphous, non-intelligent, able to detect vibrations and so on. There’s a slight departure in format from previous columns—the section with game mechanical information is not numbered this time. A solid article, but with less fresh insight than I’ve come to expect from Greenwood.

“Assessing, not guessing,” by Lionel D. Smith, presents a subsystem that enables your character to estimate the worth of a valuable item, with their success influenced by class, race, and secondary skills. It is a coherent approach, but I’m sure it could be simplified. This was Smith’s only published article.

“Spy’s advice” by Merle M. Rasmussen answers reader questions about Top Secret. Examples include, “When a car is fired upon, how do you determine where the bullets strike the vehicle?” and “Does an increase in Charm increase the Deception as well?” TSR and Dragon were still providing plenty of support for this game.

One feature I missed in the last issue was the new “Staff Profiles” column, which offers brief sketches of TSR’s creative team. After opening with Gary Gygax, the column now turns to Harold Johnson, head of game design, and Zeb Cook, senior game designer. These columns are a treasure trove for those interested in the game's history.

Finally, the ARES Section is back, presenting about a dozen pages of science-fiction and superhero gaming material. It includes five articles:
  • "Star Law Returns" by Matt Bandy shares variant rules for the interstellar police in Star Frontiers.
  • "Hexes and High Guard" by Jefferson P. Swycaffer revises space combat for Traveller.
  • "The Exterminator" by John P. Mau and Brian Shuler presents a nasty encounter for Gamma World.
  • "The Kzinti Have Landed!" by Jon Slobins introduces Kzinti characters for Star Trek.
  • "The Marvel-Phile" by Jeff Grubb supplies stats for WWII-era characters in Marvel Super Heroes.
And that’s a wrap! It was a solid issue, elevated by the adventure and the thief special. Next month, we have invisibility, parallel worlds, and a new AD&D adventure!
 

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M.T. Black

M.T. Black


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Would people pay $10+/- for a monthly print Dragon magazine?

I think the real question is not if people would pay $10 for a monthly print mag, because some people would (I might even be one of those people), but would enough people do so? - and I think the answer to that is probably no.

Of course, there are also other questions regarding the relative cost of distribution, shipping, storing, and how much ad revenue (at what rate) there would be, in relation to back then, that would be be a huge influence on what you could charge for such a peridodical.
 


I was curious so I hit up some inflation calculators and Dragon #104 would cost $9.39 in 2026 USD. Would people pay $10+/- for a monthly print Dragon magazine?
There have been a few attempts that I've seen, but none seem to last. One problem is that you have several Dragon Magazine issues' worth of free content published on the web each week. It was a much easier market to sell these magazines into pre-Internet.
 


I think this issue came just after my brother and I stopped our shared subscription, following a move. Great cover, though.

This month’s special attraction is “Sudden Dawn,” a Marvel Super Heroes module by William Tracy. It is 1944, and the evil Baron Blood plans to steal intelligence from the Manhattan Project and construct an atomic bomb. It is up to the Liberty Legion, led by Patriot, to stop him. The module is split into four chapters, each one centred around a battle. The adventure is very much a railroad, with character decisions having little impact on the flow of events. Instead, in each chapter, the army tells you where to go and what to guard or attack. I was struck by how cheesy some elements were (e.g. a villain named “Warrior Woman”), though that reflects the comic book source material. Those caveats noted, it looks like a fun story to play through. Tracy was a versatile RPG freelancer with credits across numerous systems.
This was the golden age of comic book villains with blood names.

Baron Blood -- a British lord and Nazi sympathizer turned vampire, as I recall -- was fine, especially in the Invaders comics and their modern day equivalents.

But meanwhile, the New Teen Titans was turning in all-time great stories with Brother Blood, the cult leader with blood-related super-powers without technically being a vampire (although it was meant as a thematic continuation of Marv Wolfman's Dracula comics for Marvel).
“Was it worth the risk?” by Bruce Barber provides expanded rules for pickpocketing, including a nifty d100 table of pocket contents. Such tables are common now, but were wonderful back in the day.
Not common enough! If I was making a fantasy RPG, I'd put this in the core book, rather than requiring GMs to make their own table or track one down.

It was crazy that the G series of modules gave us multiple tables for what a giant might have in its sack (giants not having yet mastered the technology of pockets or even belt pouches) but the DMG didn't have a comparable table for pickpocketing. A detailed taxonomy of prostitutes, sure, but no answer to what the thief pulls out of someone's pocket in the tavern.
“Meeting of the Minds” by Peter Zelinski expands the psionic encounter table from the Dungeon Masters Guide to include new monsters from the Fiend Folio and Monster Manual II. It’s a prosaic piece.
While I like inspirational stuff the best in Dragon, there's something to be said for someone seeing a problem, addressing it, and sharing the article for other folks who want to use the new bestiaries in their psionics-heavy games.

(Caveat: I just put something up on DriveThruRPG and itch where I was addressing an issue I don't think that many other people are worried about. Based on sales so far, about 20 people care about the issue, other than me. ;) )
It is a coherent approach, but I’m sure it could be simplified.
That could be the motto for this era of D&D.
"The Kzinti Have Landed!" by Jon Slobins introduces Kzinti characters for Star Trek.
Man, people were crazy for the Kzinti in the 1970s and 1980s, a real "you had to be there" alien species, I think. Today, folks who love their cat people have many, many more choices.
 
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I have wondered if there would be a market for something like Knock! (which collects the "best of the web") that is aimed at modern D&D, not just old school play.
Where would it pull from? Knock relies on the OSR blogosphere (and the earliest issues from Google Plus). There are 5E blogs out there, but I don't know if there are the dozens of high quality ones necessary to feed a Knock counterpart. I don't think we'd really want a magazine that was just the same handful of writers every issue.
 


Where would it pull from? Knock relies on the OSR blogosphere (and the earliest issues from Google Plus). There are 5E blogs out there, but I don't know if there are the dozens of high quality ones necessary to feed a Knock counterpart. I don't think we'd really want a magazine that was just the same handful of writers every issue.
Yes, such a magazine would have to draw on old school as well as 5E bloggers. Most years, I think there are several hundred good quality articles published across the RPG blogosphere.

An annual magazine or journal that gathered 40 of the best could be of interest to people. How many people saw Jack Edwards post on player spotlighting, or JD Jarvis on undead landmines, or AEDyssonance on how to make a villain memorable? I think there's lot of undiscovered gold out there.

This is all hypothetical of course. I occasionally think about such a journal, but I really lack the time.
 

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