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

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."
This particular one is a great cover, very eye-catching, but even as a kid I recall wondering what the heck was going to happen when those eggs finished hatching. Unless the young can fly from word one, there's no nest to keep them from falling and precious little room on that spire for seven chicks. Not even really sure how the adult plans on landing safely. Also note that the eggs are literally embedded in the surface of the plant (mushroom? whatever?), which at least explains why they didn't need a nest to stay up there long enough to hatch.

We had a lot of bird boxes when I was young. Once you see how nesting actually works it's harder to suspend disbelief even with butterfly-bird-dragon-things. :)
I think all of these magazines (including White Dwarf) lost something when they became solely focused on their company's games.
I think I'd say "especially White Dwarf" myself- it started out with so much variety and promise and fell so far into house organ land. That said, one spot where being a house organ didn't hurt was Challenge, which actually improved post-JTAS in my opinion. Plenty of art and article variety there.
 
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the DM in my college group ran us through the Citadel module, one of the last published adventures I went through with them, as I finished college at the end of the semester that Dec. Most of what I remember is that we were really slow in figuring out the mystery, and didn't do so well in trying to bash our way through it...
 

They were included in the AD&D Player's Handbook, in the back as an appendix I believe.
Correct, that's why I said since.
only PHB since 1e

Where you are directed to check with your DM if they are included much like with the Bard.

5.5 makes them part of the game with no permission needed. Sure DMs have final control on what sub classes you can use in the game, but they are the most accessible than they have ever been.

I'm firmly in the "psionics bad" camp. But now like dragonborn and charisma based spell casting looks like they are here to stay.
 


Lanefan

Victoria Rules
Arguably the best cover of all.

I tried re-doing psionics from the ground up in the past to better emulate the Deryni, to mixed-at-best results; so for my current campaign I mostly* dropped psionics for PCs while keeping them for iconics like Mind Flayers, Demons, and the like.

* - a few minor abilities appear as possible inherent background quirks, rolled randomly on an optional table that also includes some quirks you don't want.
 

Starmaster

Explorer
This was definitely one of my favorite covers. I liked the bright colors and style. It was also one of my favorite imaginings of a faerie dragon.

I started gaming with 1e and we used psionics from the start. The 1e rules gave a low percentage chance that any player would have psionics, so it didn't come into play very often (other than encountering psionic monsters), but it was fun when it did. It seems that some DMs have a problem dealing with any optional system doesn't perfectly mesh 100% with all the other mechanics, but one of the DM's jobs is to interpret any rule conflicts that arise when these systems clash. My group embraced any all the optional rules. We enjoyed anything new and different from the standard 1e ruleset. It made AD&D more complex, but the added complexity enriched the whole rule system. If something didn't exactly fit, we tinkered with it to make it fit. Different groups may prefer simpler, more streamlined rules, of course, but we always felt that anything that added a new and different dimension to the game was great. Psionics consisted of an extensive ruleset (spread through both the 1e PHB and the 1e DMG) that operated completely differently from standard magic, and that's exactly what made the system feel so alien and awesome.
 

I don't think any of the PCs in my college campaign had psionics... not because the DM forbid them, but because IIRC, it was kinda hard to get them. The one time I remember them being used was in one of those bad cases of "The DM runs his own PC in our group to beef up the numbers, and he's way OP". The DM had this PC try to use psionics on a group of monsters to calm them down.... forgetting that they don't work on undead.
 

Starmaster

Explorer
I don't think any of the PCs in my college campaign had psionics... not because the DM forbid them, but because IIRC, it was kinda hard to get them. The one time I remember them being used was in one of those bad cases of "The DM runs his own PC in our group to beef up the numbers, and he's way OP". The DM had this PC try to use psionics on a group of monsters to calm them down.... forgetting that they don't work on undead.
Right, as I mentioned, the 1e rules gave a low percentage chance that any player would have psionics. According to the 1e PHB: PCs with one or more unmodified intelligence, wisdom or charisma scores equal or greater than 16 rolls percentile dice. A roll of 100 gets them psionics. They add 2% for each point of Int over 16 and 1% for each point of Wis & Cha over 16 before rolling.
 

I'm curious - what's your argument against charisma-based casting?

Argument? Nah more a distaste.

Look I get that that having all three mental ability scores power casters makes some sort of logical sense, but I would be happier if intelligence powered arcane, wisdom powered divine, and charisma powered some third type of magic, let's call it glamours, that was distinct from arcane and divine. Having one person cast Fireball with Int and another cast it with Cha just bothers me. Sure a few spells cross over from wizards to clerics, but most are different.

Second i dont really like any of the Cha casters. I can live without the sorcerer and I think the warlock is an ok idea, but don't think it's separated enough from a cleric in they both are granted spells by a mystical patron. Bards are ok but I think their magic should be very subtle and not flashy.

Third learning to play back in the 1e and 2e era Charisma was a Stat that only a few charachters had high scores and for most of the party it was a dump Stat. If you had a high Charisma it was because you wanted to be "the face" not just because your class required it (paladin excluded of course).

Fourth sometimes I can be a old man who shakes his fist at anything that wasn't in the game back when I walked up hill both ways home from school.
 

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