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!

show-pic.jpg

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!
 

log in or register to remove this ad

M.T. Black

M.T. Black

This is all hypothetical of course. I occasionally think about such a journal, but I really lack the time.
Yeah, hard to overstate how much work it would be to wrangle a dozen or more freelancers, plus artists, plus the business end of publishing. Knock is a minor miracle, even if they've never hit the publication schedule they say they want to achieve.
 

log in or register to remove this ad

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 pocket 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.
I think it was more of Gygax and TSR distancing themselves from The Hobbit, not wanting anything in D&D or AD&D to come close to answering the question: "What have I got in my pocket?" :ROFLMAO:
 

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!

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.
Great cover! When was the last time a coke bottle showed up in a D&D illustration? The Vintage RPG podcast recently talked about how over-art directed current D&D art is. While it's the lows aren't as low, I think the heights aren't as high. You get less of an artist's personality coming through.

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.
Looking at Oriental Adventures, one thing that struck me is that the classes tended to be more powerful than the core AD&D classes, though more in line with those in Unearthed Arcana. I never allowed them outside of Oriental Adventures campaigns, and would've been skeptical of a player showing with OA in hand, asking to play a Kensai in Greyhawk.

Throughout its lifespan, Dragon went back and forth between being completely a house organ and making at least some movement towards a degree of independence. But I would imagine that the negative reviews of a TSR product that appeared could probably be counted on one hand, if even that. But I do get it - I'd feel uncomfortable writing a negative review of a work by Fred two desks over from mine! And I work in QA, I'm used to...let's say tactfully suggesting improvements.

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?
I would have. At 104 pages, that's almost as many pages as Eberron: Forge of the Artificer, for less money.
 


Except Dragon magazine contained a lot, and I do mean a lot, of adds. I would be curios what the actual content page count is. My guess is that it would be no more than 75% (probably less).
I actually liked a lot of the ads. Since it was pre-internet, that's how I found out what was coming soon. It was so exciting seeing a cool ad and being like, "I think I'm really going to want that!"
 

In the pre-internet age, Dragon Magazine’s advertisements were quite interesting, just to have some idea what products existed.

Beyond that, they could be nice sources of inspiration. I loved the ad/product art for Iron Crown Enterprise and Skyrealms of Jorune. And we never saw their actual products, but we added a “Judges’ Guild” of traveling self-appointed justices/enforcers to our 80’s campaign.
 


Except Dragon magazine contained a lot, and I do mean a lot, of adds. I would be curios what the actual content page count is. My guess is that it would be no more than 75% (probably less).
In issue 104, I counted roughly 33 pages of ads. No idea how that compares to other publications, but looking at old issues of Omni magazine, I don't think it's egregious.

As @CharlesWallace and @Riley pointed out, in the pre-internet world, those ads were providing value. It was one of the ways we found out about games. I can think of any number of games we picked up back in the day after hearing about them in Dragon magazine.
 

In issue 104, I counted roughly 33 pages of ads. No idea how that compares to other publications, but looking at old issues of Omni magazine, I don't think it's egregious.

As @CharlesWallace and @Riley pointed out, in the pre-internet world, those ads were providing value. It was one of the ways we found out about games. I can think of any number of games we picked up back in the day after hearing about them in Dragon magazine.
Yes, I enjoy the ads too. I always recall the Talislanta "No Elves" ads for some reason - they made an impact. So did the Skyrealms of Jorunne ads.

In terms of value for money, it's also worth remembering that Dragon articles were almost exclusively illustrated in black and white at this time, which is much cheaper than the full colour that is common now days. Personally, I'm completely fine with b/w illustrations - I often prefer them.
 


Recent & Upcoming Releases

Related Articles

Remove ads

Recent & Upcoming Releases

Remove ads

Top