Dragon Reflections #78

This issue features psionics, mind flayers, and a new AD&D adventure!

Dragon Publishing released Dragon #78 in October 1983. It is 100 pages long and has a cover price of $3.00. This issue features psionics, mind flayers, and a new AD&D adventure!

dragon cover 78.jpg

This month's special attraction is "Citadel by the Sea" by Sid Fisher. The adventure won Dragon's recent Module Design Contest in category A-1 (dungeon for AD&D characters of levels 1-3). Characters explore a ruined coastal stronghold abandoned after a series of mysterious events. This detailed adventure includes many traps, tricks, and tactically interesting combats. My main complaint, as always, is that the adventure background is overly long, but otherwise, it is a polished offering; it is a shame that Fisher has published nothing else.

The main feature is a series of articles exploring the psionics system in AD&D. First introduced in the 1976 Eldritch Wizardry supplement, psionics were and remain a controversial part of the game. Arthur Collins, a frequent Dragon contributor, acknowledges this in his "Psionics is Different" article. He notes that psionics are different from spells in several ways: they draw their power from the mind rather than the multiverse, they are a latent talent rather than a skill, and they are highly random in terms of incidence and power. He then lists numerous problems with the psionics rules in AD&D and offers guidance to overcome them.

Collins continues with an AD&D adaptation of the Deryni, a psychic race of humans from Katherine Kurtz's series of historical fantasy novels. In "The Deryni" and "Heroes & Villains of the Deryni," he describes their abilities, culture, and notable characters. The human subspecies trope is well-trodden (see books like "The Tomorrow People" and "The Chrysalids") and provides one way of incorporating psionics into an RPG campaign.

Finally, Collins proposes the "psionicist," a new AD&D class dedicated solely to using psionics. It addresses the problems of psionic balance by wrapping the abilities in a standard class progression framework. It also adds several new psionic abilities to those defined in the AD&D Player's Handbook.

"Overhauling the System" by Robert Schroeck discusses issues with the existing psionics rules, mostly related to balance and rule ambiguity. He proposes a new psionic progression and atrophy system to address these problems, and it makes a great deal of sense. In practice, it would probably result in characters deliberately hunting out psionic monsters to keep their powers sharp. Schroeck contributed to several RPG products in the 90s, primarily related to GURPS.

"Spells Can Be Psionic, Too" by Kim Mohan examines the similarities between magic and psionics. He is particularly interested in a Dungeon Masters Guide table suggesting that certain spells will likely attract psionic monsters to the party. Mohan gives in-game rationales for why this might happen, though the net effect is to show how much overlap exists between psionics and arcane magic.

A special three-page edition of "Sage Advice" is dedicated to answering the numerous queries TSR had collected about the psionic rules. Following is one of the more eclectic questions: "If a fighter gains the discipline of domination and then switches to the thief class (as a bard would do), would this character lose the domination power?" The answer is yes, by the way!

In "The Ecology of the Mind Flayer," Roger Moore delves into the lore of this iconic psionic monster, offering insights into its behaviour, society, and tactics. The article is framed as an interview with a githyanki and adds some helpful new ideas to the information found in the original Monster Manual and Fiend Folio.

This issue also includes several non-psionic features. "Be Thy Die Ill-Wrought?" by David Weeks explains how to test the randomness of dice using the chi-square test. It will be of interest to statisticians, both amateur and professional. Ed R. Teixeira's "Pop the Clutch and Roll!" introduces car chase rules for the Top Secret game. They are fiddly, and players would have been better off using the vastly more elegant classic Car Wars rules. These are the only RPG publications by Weeks and Teixeira.

In "The Thrill of the Hunt," Paul Montgomery Crabaugh introduces hunting rules for the DragonQuest game. These mechanics enable characters to find food in the wilderness and include modifiers based on terrain, equipment, and skill level. At the time, TSR owned DragonQuest and published a supporting article every few months. Crabaugh was a frequent contributor to the magazine.

The cover art is by Denis Beauvais. Interior artists include Denis Beauvais, Phil Foglio, Roger Raupp, Dave Trampier, Timothy Truman, and Larry Elmore.

And that's a wrap! Most of the regular offerings were absent from this issue, and I missed them. My favourite feature was "Citadel by the Sea." In the next issue, we have magic resistance, adventuring tips, and a new Top Secret module!
 

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M.T. Black

M.T. Black

First introduced in the 1976 Eldritch Wizardry supplement, psionics were and remain a controversial part of the game.

5.5 is the the only PHB since 1e to include them in the core rule book and not a supplement. I don't own the 5.5 PHB yet but I assume it is the first PHB to also make them not an explicitly optional system (with the assumption that all books outside the PHB are by definition optional).
 

talien

Community Supporter
5.5 is the the only PHB since 1e to include them in the core rule book and not a supplement. I don't own the 5.5 PHB yet but I assume it is the first PHB to also make them not an explicitly optional system (with the assumption that all books outside the PHB are by definition optional).
They were included in the AD&D Player's Handbook, in the back as an appendix I believe.
 


talien

Community Supporter
This issue was probably the most influential on my campaign. I played Citadel by the Sea several times. The psionics system (which I didn't realize was from Eldritch Wizardry until much later, and was always a weird addendum in the AD&D Player's Handbook) blew my teenage mind. I was an instant fan of the psionicist but could never get anyone to play the class since I was the forever DM. The Mind Flayer ecology is one of the absolute best and haunts me to this day, making githyanki a terrifying force I had never considered outside of the Fiend Folio.
 

Von Ether

Legend
The strength to D&D's magic system is its predictability of what spells a player will use, in what order, and how often. Adding another system or a system that offers more flexible choices is always going to have a demerit right out of the gate for some GMs.

Also the whole, "Don't put sci-fi in my fantasy," is a complaint that says more about what the GM has been reading for their fantasy fix than it does about psionics.

As someone who was never a big fan of spell slots, I crossed my fingers that 3.5's psionics would be a good replacement for magic until the design team said they designed it specifically to live in the shadow of what magic and miracles could do. My soul died a little that day. 😭

5.5 is the the only PHB since 1e to include them in the core rule book and not a supplement. I don't own the 5.5 PHB yet but I assume it is the first PHB to also make them not an explicitly optional system (with the assumption that all books outside the PHB are by definition optional).

OTH, this allows Eberron to be fully playable right out of the box now for 5e. Go Team Kalashtar!
 
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Whizbang Dustyboots

Gnometown Hero
I love this era of Dragon covers, when there was no direction to make anything look like D&D standard critters, but just "we're buying cool fantasy paintings." I think all of these magazines (including White Dwarf) lost something when they became solely focused on their company's games. (Dragon+ by the end was especially grim in that regard.)

Psionics never did anything for me, but Citadel by the Sea was a great straightforward adventure. It's a shame the rights issues of these articles are such a mess, because this would be a nice adventure to see get a higher profile.

And I blame this issue for unleashing years of "well, you can't bring your dice to the table unless you've thoroughly tested them" that some weirdos insisted on into the 1990s. (Don't play with those weirdos, folks. It really doesn't matter that much if a number comes up 3% of the time too often.)
 


My most used Dragon magazine. I also love how in a few issues a letter from Mr Schroeck says that Mr Collin's Psionicist is way overpowered (as they did a different read on how power points worked) and then the Dragon people noted that reading the PH Mr Collins was correct. Then he wrote back in and said "The rules are complex and that is why we right the rules.
 

They were included in the AD&D Player's Handbook, in the back as an appendix I believe.
Yep. Many groups completely ignored the whole appendix. Probably the most commonly forbidden part of AD&D back in the day, or perhaps attempts at introducing "monster race" characters were slightly more hated by GMs.

Interesting that the Deryni get brought up at the same time they're trying differentiate psionics and magic. Kurtz's books certainly used psionics, but it had many trappings of both clerical and arcane magic in D&D terms. Lots of psionic rituals that bore similarities to IRL Catholic church rites, for ex. Religion and psionics were (at least for Deryni believers) pretty inextricably linked in those books, which gave them a unique flavor.
 

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