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Dragon Reflections #80
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<blockquote data-quote="M.T. Black" data-source="post: 9441440" data-attributes="member: 6782171"><p><strong>Dragon Publishing</strong> released <strong>Dragon </strong>#80 in December 1983. It is 84 pages long and has a cover price of $3.00. This issue features a city in peril, rare treasures, and the keys to DM success!</p><p></p><p style="text-align: center">[ATTACH=full]377466[/ATTACH]</p><p></p><p>The issue's special attraction is "Barnacus: City in Peril" by Francois Nantel. This adventure won the Module Design Contest in category A-8 (an urban adventure for low-level <strong>AD&D</strong> characters). The city of Barnacus is under threat from within, and adventurers must navigate a web of power struggles before descending into a catacomb beneath an abandoned house. The module details over 70 buildings in the eponymous city, though most of these added little to the adventure. It was not uncommon to describe every structure in an urban environment in those days, as demonstrated most spectacularly by the <strong>City State of the Invincible Overlord</strong>. Opinions vary as to the usefulness of this approach. Regardless, this adventure was Nantel's only published RPG work.</p><p></p><p>The feature articles include "The Psychology of the Doppleganger" by Fraser Sherman, which delves into the mysterious and unsettling nature of these shape-shifting creatures utilizing a short story. The editors presumably thought having an "ecology" of the doppleganger made little sense, but I'm not sure I agree. Sherman went on to produce several articles for <strong>Dragon </strong>over the following years.</p><p></p><p>David Godwin's "How Many Coins in a Coffer?" tackles the perennial problem of treasure storage in <strong>AD&D</strong>. The author meticulously examines coin volume, weight, and the logistics of transporting it all. Many will find this material pedantic and tedious, but I've done similar calculations myself in the past! So, how many coins can you put in a portable hole? The answer is: 1,945,320.</p><p></p><p>Mike Beeman's "Five Keys to DMing Success" outlines essential strategies for Dungeon Masters to create engaging and sustainable campaigns while reducing the workload. The keys include maintaining continuity by linking adventures, developing rich character backstories, mastering the game rules, fostering creativity through "creative plagiarism," and sharing DM duties. The advice generally holds up. Beeman wrote several more articles for <strong>Dragon</strong>.</p><p></p><p>"Dungeon Master's Familiar" by John Warren is a BASIC computer program designed to help DMs manage the complexities of <strong>D&D</strong> gameplay by automating dice rolls and combat. It was the age of the microcomputer, and editor Kim Mohan mentioned that <strong>Dragon </strong>had received over a hundred computer program submissions in the previous year.</p><p></p><p>Katharine Kerr, a frequent <strong>Dragon </strong>contributor, presents "Who Lives in That Castle," offering a detailed guide for DMs on populating and presenting castles in medieval-era RPGs. The article explores the social structures within a castle, providing comprehensive descriptions of nobles, officials, and commoners and insights into the economic and administrative systems that keep the castle functioning. Kerr emphasizes the importance of integrating this social hierarchy into your campaign and provides tips for players wishing to run their own castles.</p><p></p><p>Ken Rolston's "A Set of Rules for Game Review" seeks to improve the professionalism of game reviewing in general. He starts by introducing three types of reviews:</p><ul> <li data-xf-list-type="ul">The capsule review provides a quick assessment shortly after a game's release.</li> <li data-xf-list-type="ul">The feature review offers more detailed analysis and playtesting.</li> <li data-xf-list-type="ul">The critical review thoroughly examines classic or notable games.</li> </ul><p>Rolston stresses the importance of integrity, clear communication, and balancing fact with opinion. He also notes the elements a good review should cover and offers style guidance. Rolston wrote dozens of game reviews for <strong>Dragon </strong>throughout his career.</p><p></p><p>In "Treasures Rare and Wondrous," Ed Greenwood replaces generic treasure rolls with unique and imaginative items. The article offers a table of 100 distinct treasures, such as a "candelabra made of tarnished silver, with branches shaped like curling stems, each holding a candle in the open mouth of a delicately carved dragon," valued at 500 gold pieces. The goal is to liven up the treasure hoard and increase player engagement. In my experience, while fancy descriptions can add some immersion, you must pick your moment.</p><p></p><p>"Leomund's Tiny Hut" returns with a detailed proposal from Gary Gygax and Lenard Lakofka, introducing new combat and experience point charts. The authors suggest modifying the combat results table to provide fighters with a consistent 5% improvement in hit chances at each level. The article also proposes revising saving throw matrices and experience point values to apply a similar principle. The goal is to provide a fairer and more consistent return for levelling, and it also allows all attack matrices to be presented in a single table. This single-table approach became standard in later editions.</p><p></p><p>Chris Henderson returns and has some holiday gift ideas in "Off The Shelf":</p><ul> <li data-xf-list-type="ul"><em>The Anubis Gates</em> by Tim Powers is a refreshingly inventive fantasy novel with complex characters and an intriguing plot; it is "a solid, mainstream fantasy novel."</li> <li data-xf-list-type="ul"><em>The House of Wolf</em> by Basil Copper is a uniquely captivating werewolf story that stands out from the genre, and for horror fans, "this novel is a must."</li> <li data-xf-list-type="ul"><em>The Right Stuff</em> by Tom Wolfe is a powerful and heroic account of the US space program and a "masterpiece of romantic reporting."</li> <li data-xf-list-type="ul"><em>Where the Evil Dwells</em> by Clifford D. Simak is a subtly insightful fantasy novel that "leaves you wishing for more."</li> <li data-xf-list-type="ul"><em>The Zen Gun</em> by Barrington J. Bayley is an unusually thought-provoking science fiction novel with a critical edge and "excellent for those readers seeking a tale with a bit more substance."</li> <li data-xf-list-type="ul"><em>Bug Jack Barron</em> by Norman Spinrad is a classic and gripping reprint exploring the power of media and politics and is a "superb stocking-stuffer."</li> <li data-xf-list-type="ul"><em>Lest Darkness Fall</em> by L. Sprague de Camp is an engaging time-travel novel where an archaeologist attempts to prevent the fall of Rome, and "one of the best ideas de Camp ever had."</li> <li data-xf-list-type="ul">Finally, <em>The Sea of the Ravens</em> by Harold Lamb is a gripping historical fiction that seamlessly blends truth and fantasy, featuring a "wonderful plotline."</li> </ul><p>There are several game reviews:</p><ul> <li data-xf-list-type="ul"><strong>Timeship </strong>by <strong>Yaquinto</strong> is an original and imaginative time-travel RPG emphasizing simplicity and common sense over complex mechanics. There are some flaws in the organization and presentation of the rules, but when the reviewer playtested it with his local group, he concluded, "I don't believe I've seen FRP gamers have so much fun in years."</li> <li data-xf-list-type="ul"><strong>Illuminati </strong>by <strong>Steve Jackson Games</strong> is a cleverly designed game of paranoia and conspiracy, where players manipulate various organizations to achieve secret goals. Although the game components are poorly packaged, it has the potential to become a classic, appealing to "folks who will never play a wargame in their lives."</li> <li data-xf-list-type="ul"><strong>Privateers and Gentlemen</strong> by <strong>Fantasy Games Unlimited</strong> is a historical role-playing and miniatures game set in the age of sail, combining dramatic realism with historical accuracy. While the rules are disorganized and lack scenarios, the game excels in atmosphere and character, delivering "an effective mixture of heroic romanticism and grim realism."</li> <li data-xf-list-type="ul"><strong>Man, Myth & Magic</strong> by <strong>Yaquinto</strong> is a fantasy RPG set on historical Earth that fails to deliver due to poor game design and a rambling style. Despite some intriguing scenarios, the game's lack of historical plausibility, disorganized presentation, and uninspired rules make it "disappointing" and "not up to industry standards."</li> </ul><p>The cover art is by Clyde Caldwell. Interior artists include Dave Trampier, Phil Foglio, Roger Raupp, Harry Quinn, and Larry Elmore.</p><p></p><p>And that's a wrap! This issue felt packed with good content, with my favourite being "The Keys to DM Success." In the next issue, we have poison, spell components, and a high-level <strong>AD&D</strong> adventure!</p></blockquote><p></p>
[QUOTE="M.T. Black, post: 9441440, member: 6782171"] [B]Dragon Publishing[/B] released [B]Dragon [/B]#80 in December 1983. It is 84 pages long and has a cover price of $3.00. This issue features a city in peril, rare treasures, and the keys to DM success! [CENTER][ATTACH type="full"]377466[/ATTACH][/CENTER] The issue's special attraction is "Barnacus: City in Peril" by Francois Nantel. This adventure won the Module Design Contest in category A-8 (an urban adventure for low-level [B]AD&D[/B] characters). The city of Barnacus is under threat from within, and adventurers must navigate a web of power struggles before descending into a catacomb beneath an abandoned house. The module details over 70 buildings in the eponymous city, though most of these added little to the adventure. It was not uncommon to describe every structure in an urban environment in those days, as demonstrated most spectacularly by the [B]City State of the Invincible Overlord[/B]. Opinions vary as to the usefulness of this approach. Regardless, this adventure was Nantel's only published RPG work. The feature articles include "The Psychology of the Doppleganger" by Fraser Sherman, which delves into the mysterious and unsettling nature of these shape-shifting creatures utilizing a short story. The editors presumably thought having an "ecology" of the doppleganger made little sense, but I'm not sure I agree. Sherman went on to produce several articles for [B]Dragon [/B]over the following years. David Godwin's "How Many Coins in a Coffer?" tackles the perennial problem of treasure storage in [B]AD&D[/B]. The author meticulously examines coin volume, weight, and the logistics of transporting it all. Many will find this material pedantic and tedious, but I've done similar calculations myself in the past! So, how many coins can you put in a portable hole? The answer is: 1,945,320. Mike Beeman's "Five Keys to DMing Success" outlines essential strategies for Dungeon Masters to create engaging and sustainable campaigns while reducing the workload. The keys include maintaining continuity by linking adventures, developing rich character backstories, mastering the game rules, fostering creativity through "creative plagiarism," and sharing DM duties. The advice generally holds up. Beeman wrote several more articles for [B]Dragon[/B]. "Dungeon Master's Familiar" by John Warren is a BASIC computer program designed to help DMs manage the complexities of [B]D&D[/B] gameplay by automating dice rolls and combat. It was the age of the microcomputer, and editor Kim Mohan mentioned that [B]Dragon [/B]had received over a hundred computer program submissions in the previous year. Katharine Kerr, a frequent [B]Dragon [/B]contributor, presents "Who Lives in That Castle," offering a detailed guide for DMs on populating and presenting castles in medieval-era RPGs. The article explores the social structures within a castle, providing comprehensive descriptions of nobles, officials, and commoners and insights into the economic and administrative systems that keep the castle functioning. Kerr emphasizes the importance of integrating this social hierarchy into your campaign and provides tips for players wishing to run their own castles. Ken Rolston's "A Set of Rules for Game Review" seeks to improve the professionalism of game reviewing in general. He starts by introducing three types of reviews: [LIST] [*]The capsule review provides a quick assessment shortly after a game's release. [*]The feature review offers more detailed analysis and playtesting. [*]The critical review thoroughly examines classic or notable games. [/LIST] Rolston stresses the importance of integrity, clear communication, and balancing fact with opinion. He also notes the elements a good review should cover and offers style guidance. Rolston wrote dozens of game reviews for [B]Dragon [/B]throughout his career. In "Treasures Rare and Wondrous," Ed Greenwood replaces generic treasure rolls with unique and imaginative items. The article offers a table of 100 distinct treasures, such as a "candelabra made of tarnished silver, with branches shaped like curling stems, each holding a candle in the open mouth of a delicately carved dragon," valued at 500 gold pieces. The goal is to liven up the treasure hoard and increase player engagement. In my experience, while fancy descriptions can add some immersion, you must pick your moment. "Leomund's Tiny Hut" returns with a detailed proposal from Gary Gygax and Lenard Lakofka, introducing new combat and experience point charts. The authors suggest modifying the combat results table to provide fighters with a consistent 5% improvement in hit chances at each level. The article also proposes revising saving throw matrices and experience point values to apply a similar principle. The goal is to provide a fairer and more consistent return for levelling, and it also allows all attack matrices to be presented in a single table. This single-table approach became standard in later editions. Chris Henderson returns and has some holiday gift ideas in "Off The Shelf": [LIST] [*][I]The Anubis Gates[/I] by Tim Powers is a refreshingly inventive fantasy novel with complex characters and an intriguing plot; it is "a solid, mainstream fantasy novel." [*][I]The House of Wolf[/I] by Basil Copper is a uniquely captivating werewolf story that stands out from the genre, and for horror fans, "this novel is a must." [*][I]The Right Stuff[/I] by Tom Wolfe is a powerful and heroic account of the US space program and a "masterpiece of romantic reporting." [*][I]Where the Evil Dwells[/I] by Clifford D. Simak is a subtly insightful fantasy novel that "leaves you wishing for more." [*][I]The Zen Gun[/I] by Barrington J. Bayley is an unusually thought-provoking science fiction novel with a critical edge and "excellent for those readers seeking a tale with a bit more substance." [*][I]Bug Jack Barron[/I] by Norman Spinrad is a classic and gripping reprint exploring the power of media and politics and is a "superb stocking-stuffer." [*][I]Lest Darkness Fall[/I] by L. Sprague de Camp is an engaging time-travel novel where an archaeologist attempts to prevent the fall of Rome, and "one of the best ideas de Camp ever had." [*]Finally, [I]The Sea of the Ravens[/I] by Harold Lamb is a gripping historical fiction that seamlessly blends truth and fantasy, featuring a "wonderful plotline." [/LIST] There are several game reviews: [LIST] [*][B]Timeship [/B]by [B]Yaquinto[/B] is an original and imaginative time-travel RPG emphasizing simplicity and common sense over complex mechanics. There are some flaws in the organization and presentation of the rules, but when the reviewer playtested it with his local group, he concluded, "I don't believe I've seen FRP gamers have so much fun in years." [*][B]Illuminati [/B]by [B]Steve Jackson Games[/B] is a cleverly designed game of paranoia and conspiracy, where players manipulate various organizations to achieve secret goals. Although the game components are poorly packaged, it has the potential to become a classic, appealing to "folks who will never play a wargame in their lives." [*][B]Privateers and Gentlemen[/B] by [B]Fantasy Games Unlimited[/B] is a historical role-playing and miniatures game set in the age of sail, combining dramatic realism with historical accuracy. While the rules are disorganized and lack scenarios, the game excels in atmosphere and character, delivering "an effective mixture of heroic romanticism and grim realism." [*][B]Man, Myth & Magic[/B] by [B]Yaquinto[/B] is a fantasy RPG set on historical Earth that fails to deliver due to poor game design and a rambling style. Despite some intriguing scenarios, the game's lack of historical plausibility, disorganized presentation, and uninspired rules make it "disappointing" and "not up to industry standards." [/LIST] The cover art is by Clyde Caldwell. Interior artists include Dave Trampier, Phil Foglio, Roger Raupp, Harry Quinn, and Larry Elmore. And that's a wrap! This issue felt packed with good content, with my favourite being "The Keys to DM Success." In the next issue, we have poison, spell components, and a high-level [B]AD&D[/B] adventure! [/QUOTE]
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