Dragon Reflections #85

Dragon Publishing released Dragon #85 in May 1984. It is 100 pages long and has a cover price of $3.00.

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This month's cover is by Susan Collins and is called "The Innocent Power." Interior illustrations are by Kurt Ericksen, Jeff Busch, Denton Elliott, Roger Raupp, Robert Lilly, Lora Louise Freeland, Nick Smith, Jeff Easley, Larry Elmore, and Dave Trampier.

The special attraction is "The Twofold Talisman: Adventure Two" by Roger Moore, Philip Taterczynski, Douglas Niles, and Georgia Moore. Having recovered the Heart of Light, the characters must now seek out the Ebon Stone, which lies in a mountain fortress. The dungeon is combat-focused and has fewer clever tricks and traps than you often find in tournament modules of this era. The monster selection is good, though, and some employ interesting tactics. It always surprises me how much content was in these tournament adventures—players must explore 30 locations in 4 hours!

There is a collection of three articles focused on the cleric. "Here's to Your Health" by Kim Mohan examines the mechanics and significance of healing spells, exploring their function, limitations, and impact on gameplay. "Special Skills, Special Thrills" by Roger E. Moore suggests granting clerics unique abilities based on their deities—such as clerics of Odin gaining the use of spears. "Clerics Must Be Deity-Bound" by Fraser Sherman argues that clerics should base their actions on the characteristics of their deities, not just their alignments. For example, a cleric of Thor might feel compelled to charge into battle eagerly. Sherman wrote several articles for Dragon around this period.

"PBM: Problems by Mail" by Michael Gray discusses the frustrations faced by players in the play-by-mail gaming industry due to unreliable companies, highlighting instances of lost money and unresponsive services. He describes efforts to clean up the industry by establishing a PBM Moderators Association and notes several quality games worth investigating.

"The Ecology of the Ixitxachitl" (pronounced 'ick-zit-sah-chitl') by Ed Greenwood explores the behaviour, society, and impact of this race of evil, manta ray-like creatures. Presented as an excerpt from the sage Nenemith's ramblings, the article delves into the creature's demonic worship of Demogorgon, aggressive hunting tactics, and complex interactions with other underwater races. Greenwood once more adds gaming mechanical information via footnotes, allowing him to stay in character for the narration. It's a terrific entry in this series.

"Valkyrie Settlement" by Susan Shwartz is a Norse-inspired tale about a queen's struggle with duty, loss, and empowerment. The story features rich imagery and strong character development. However, the pace occasionally slows due to extended descriptions and internal monologues. Shwartz published many short stories and novels, including several Star Trek adaptations.

"Three Cheers for Beowulf" by Robert Cooke, Roger E. Moore, and Kyle Gray presents three interpretations of the legendary hero Beowulf for use in an AD&D game. Each author offers a distinctive portrayal: Cooke emphasises Beowulf's wisdom and sense of responsibility, Moore presents a proud and courageous hero, while Gray focuses on his mighty power and readiness for battle.

"Modules: What We're Hunting For" by Kim Mohan provides guidelines for aspiring authors who wish to submit modules to Dragon Magazine. Mohan emphasises the importance of originality, adherence to game rules, logical consistency, and proper presentation. Common pitfalls to avoid are illogical encounters, inappropriate content, overused themes, and overpowered elements that disrupt game balance.

"A Stone's Throw Away" by Roger E. Moore is a light-hearted story about Tasslehoff Burrfoot, a curious kender who embarks on an unexpected journey involving a mysterious ring and dark magic. While the narrative crafts a vivid setting and maintains an engaging pace, it falls short in character development and struggles to move beyond fantasy cliches.

There are several game reviews:
  • Warhammer: The Mass Combat Fantasy Roleplaying Game by Citadel Miniatures is a game that blends tabletop miniatures warfare with fantasy elements. It offers organised and straightforward rules, making it accessible for both beginners and experienced players. While it may lack some detailed wargaming aspects, it provides strong action potential and satisfying fantasy flavour. Ken Rolston concludes it is "a creditable step in the right direction" for those seeking a blend of wargaming and fantasy roleplaying.
  • Regular contributor Katharine Kerr also reviewed Warhammer. She was disappointed with its untidy writing and disorganised rules. While the combat and magic systems exhibit potential, character creation needs to be improved. The battle rules are clear, but the system lacks depth and flexibility. Kerr thinks it is "a sloppy, amateurish piece of work that needs rewriting, editing, and extending to be a playable system."
  • Reaper: Fantasy Wargame Rules by Table Top Games is a flexible mass combat system designed for fantasy miniatures enthusiasts. While the combat and manoeuvre rules are disorganised and fall short of regular wargaming standards, the magic system stands out with its customisable spell catalogue. Rolston thinks the system's main virtue is "flexibility" and that it offers significant value for dedicated fantasy wargamers.
  • Lost Worlds: Fantasy Combat Book Game by Nova Game Designs, Inc. is an engaging melee combat system featuring distinctive characters and vivid illustrations. The game offers easy-to-learn mechanics that allow for fast-paced and tactical battles. Rolston states the game has "atmosphere, action, tension, and strategy," making it a superb minor diversion for quick gaming sessions.
  • Cry Havoc by Standard Games and Publications Ltd. is a beautifully crafted medieval skirmish game featuring detailed two-colour maps and 228 illustrated playing pieces. The simple, clearly presented rules allow quick learning and fast-paced, tactical gameplay. Rolston praises "the beauty of its presentation, the charm of its medieval atmosphere, and the appeal of its simple mass combat systems."
Rolston also gives several capsule reviews:
  • Whispers from the Abyss by Tome is a collection of excellent, dramatic, and sophisticated scenarios for Call of Cthulhu.
  • The Snow King's Bride by Chaosium is a state-of-the-art solitaire adventure for RuneQuest that delivers challenge, humour, and atmosphere.
  • To Challenge Tomorrow by Ragnarok Enterprises is a roleplaying game covering the past, present, and future with interesting mechanics and ideas.
  • Shady Dragon Inn by TSR is a valuable play aid for D&D, containing over 100 pre-generated characters and detailed inn floorplans.
  • Palladium Roleplaying Game by Palladium Books is a complete fantasy RPG with attractive combat and magic systems, offering a useful alternative or supplement for campaigns with a D&D flavour.
The Ares Section returns with 14 pages of science fiction and superhero content. There are four articles:
  • "The Federation Guide to Luna" by Dale L. Kemper provides a tourist's guide to the Moon within the Star Trek game universe.
  • "Gamma Hazards" by John M. Maxstadt introduces a trio of inventive new monsters for Gamma World: the fungimal, humbug, and jungle lurker.
  • "Preventing Complacency in Traveller Gaming" by Roger E. Moore provides referees with practical strategies to keep Traveller campaigns dynamic and unpredictable, such as unusual planetary modifications.
  • Finally, "Lions, Tigers, and Superheroes" by Leonard Carpenter incorporates wild animals and animal powers into the Champions game.
And that's a wrap! My favourite article was "The Ecology of the Ixitxachitl". Next month, we have model castles, new enchanted items, and dragon gods!
 

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M.T. Black

M.T. Black

There is a Palladium RPG 2e. I think the big difference is that players get SDC (strucutral damage capacity) like in TMNT and Heroes Unlimited and Ninjas and Superspies. :)

So the three eras of Palladium.

1 - PFRPG 1e - you get PE(constitution) plus 1d6 hp per level. SDC is for objects like how much armor absorbs before wearing out.
2 - Palladium other games and PFRPG 2e. Hp plus SDC for characters, SDC goes first then hit points.
3 - Rifts where you get hp plus SDC plus possible MDC which are 100 SDC equivalent and MDC armor makes you immune to stuff doing less than 100 SDC/hp damage.
I truly do not like Palladium Fantasy Rpg 2e. Kevin slapped MDC on everything in sight and it was done in a sloppy sort of way and wasn't needed for PFRPG. I also didn't care for S.D.C. for characters as well. I do have that material but seriously, I am not a fan. I love Rifts, mess and all and get the MDC for it, I still don't like S.D.C. for characters.
 

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There is a Palladium RPG 2e. I think the big difference is that players get SDC (strucutral damage capacity) like in TMNT and Heroes Unlimited and Ninjas and Superspies. :)

So the three eras of Palladium.

1 - PFRPG 1e - you get PE(constitution) plus 1d6 hp per level. SDC is for objects like how much armor absorbs before wearing out.
2 - Palladium other games and PFRPG 2e. Hp plus SDC for characters, SDC goes first then hit points.
3 - Rifts where you get hp plus SDC plus possible MDC which are 100 SDC equivalent and MDC armor makes you immune to stuff doing less than 100 SDC/hp damage.
I only played any of the other Palladium games in the context of Rifts. Rifts ate every other Palladium game once it got popular enough and even if it wasn't really integrated, we FORCED it to fit.
 

Very good points. I know back in the day when it came out and I leaped on it, I quickly started making house rules to clear up some mechanics for my table. Some were changes to make some aspects less tedious when we found. All these decades later, the one I recall clearly was changing when armor took S.D.C damage.

We decided that armor degraded far to quickly and it was a PITA to run that way. So we did a couple things (I say we but mostly it was me as the GM coming up the fixes while having conversations with the players at my table). First we basically (if I recall exactly) made all the armor have x10 S.D.C so it didn't fall apart in one battle, which could happen we found far to often. We increased the amount repaired from the armor repair kits as well, don't recall if it was x10 or not.

We did something else in regards to armor S.D.C. and when armor took damage but I no longer recall the exact mechanical changes. I'd have to crack open the book and read through the mechanics to help jar my old mind to recall. lol
You just summarized every Palladium game I ever played. Tweak, tweak, tweak, and mostly to make it compatible with Rifts. "Hey lookit all these cools spells I can use with Rifts? Did you know there's all these fun monsters in PITA?"
 

I feel like Palladium's philosophy is the "anti-edition" -- it's still "the GM changes everything anyway, we throw rules at you and you pick and choose what you want" so to create a new edition is to imply an authority the game doesn't quite know what to do with. Of course, D&D has fluctuated between telling players they can do whatever they want, to declaring "official rules" to embracing the community created content and its offshoots. Palladium's still Palladium: "cool ideas, and if they don't work well together, don't use them in your game" sort of philosophy. It's quaint. It's also probably not that new gamer friendly as that can be seriously daunting when you potentially have to argue with each new set of players why you do or don't include glitterboys and dragons as playable characters.
Yeah, I looked at my copy of TMNT recently and had to wonder how much we just ignored our house-ruled back in the day. Because I didn't remember the mechanics being as cumbersome as they looked to my modern eyes.

I truly do not like Palladium Fantasy Rpg 2e. Kevin slapped MDC on everything in sight and it was done in a sloppy sort of way and wasn't needed for PFRPG. I also didn't care for S.D.C. for characters as well. I do have that material but seriously, I am not a fan. I love Rifts, mess and all and get the MDC for it, I still don't like S.D.C. for characters.
Ugh, our feeling was that mega-damage made a mess of things, and we kinda tapped out of Palladium games shortly after Rifts came along (though I can't remember if Robotech also had it or not).
 

Yeah, I looked at my copy of TMNT recently and had to wonder how much we just ignored our house-ruled back in the day. Because I didn't remember the mechanics being as cumbersome as they looked to my modern eyes.
Despite ALL this, we had an amazing game where our heroes were chased by a dragon, flew into space, landed on a space laser, the vampire in the party had to withstand radiation to prevent a meltdown, a tribble-like explosion of vermin nearly overwhelmed them, they made it back to earth, and then fired the giant laser at the giant dragon.

We used at least five different Palladium systems, including the vampire one, the superhero one, and Rifts. It was gonzo and surely not balanced in any way.

It was absolutely nuts and we loved every minute of it.
 

Despite ALL this, we had an amazing game where our heroes were chased by a dragon, flew into space, landed on a space laser, the vampire in the party had to withstand radiation to prevent a meltdown, a tribble-like explosion of vermin nearly overwhelmed them, they made it back to earth, and then fired the giant laser at the giant dragon.

We used at least five different Palladium systems, including the vampire one, the superhero one, and Rifts. It was gonzo and surely not balanced in any way.

It was absolutely nuts and we loved every minute of it.
Same. We had some wild, gonzo games and characters, and had a blast. Until we didn't, and moved away shortly after Rifts came out.
 

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