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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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.
Those Talislanta ads really were stand-outs. One day I'll run a game of it. It has absolutely no pretense of balance, ignoring it in favor of its strange and unique peoples.

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.
Likewise, I wish more modern RPGs still had some b&w linework in their books. Like, there are some great color illustrations today, but there's something so evocative about black and white art. There is stuff with light and shadow that you just can't do with color:

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Yeah, there's some great art in that book. It's interesting to see how a similar aesthetic is propagating across third-party Shadowdark creators.
I think there's probably too much aping Shadowdark's look and feel in third party stuff (this was also true for 5E books trying to look like WotC books, IMO), but I will never complain about getting a bunch of new cool black and white old school fantasy art.
 

A strong issue during my favorite era of the magazine. Really good cover (Beauvais did some excellent ones, not just his best known "chess" series, and had some excellent background details that you spotted on the later viewings. Weird that he's apparently doing portraiture of the current US President these days?)

I really liked the articles on thieves; I always found pieces like that really useful to spawn ideas for where I wanted to take a character, whether they were one of my own PCs or an NPC, and while a "race before class" piece would get pilloried today, there's really no difference than treating them as possible attitudes in a uniform/closed culture.

I always like the Ecology articles when written by Greenwood. The framing devices were part of what got me into the Realms so heavily and he really did a wonderful job of making it come alive. Ochre Jellies aren't exactly the most inspiring monster in the world (hells bells, it took years for us to learn how to pronounce it correctly) but articles like this made them more interesting than just bags of xp.
 

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