Dragon Reflections #86

Dragon Publishing released Dragon #86 in June 1984. It is 100 pages long and has a cover price of $3.00.

dr86.jpg

The cover is by Denis Beauvais and depicts a pair of knights battling on a multi-level chessboard. Beauvais painted many Dragon covers. Interior artists include Harry Quinn, Roger Raupp, Dave Trampier, Dennis Kauth, Kurt Erichsen, Jerry Eaton, Craig Smith, Jeff Butler, and Larry Elmore.

This issue's special attraction is "Great Stoney," a miniature cardboard castle designed by Arthur Collins and adapted for print by Dennis Kauth. This unusual feature offers readers a complete cut-and-assemble castle, including detailed floor plans and campaign-ready background material. TSR was experimenting with cutout terrain, which was also featured in B6: The Veiled Society, which was released the same year. Arthur Collins later worked on DMGR2: The Castle Guide.

Ed Greenwood presents "The Ecology of the Slithering Tracker," offering fresh insight into this underutilized predator. Delivered as the notes of the wizard Aluthandee, the article describes the monster's appearance, hunting tactics, and reproduction. Greenwood now has these articles down to a fine formula, including an evocative piece of fiction with the game information in the endnotes and an appendix. The slithering tracker first appeared in 2E and then was dropped, reappearing in 5E.

In "Familiars with a Special Use," Stephen Inniss notes that evil magic-users seem to have the most potent supernatural familiars. To balance things, he proposes new supernatural familiars called the galadur and the lomendur. He also proposes the burzugdur as an overall term for imps, quasits, and other weak fiends. I like the idea of minor celestials, but none of these terms caught on. Inniss published many articles for Dragon.

In "The Suel Pantheon," Len Lakofka introduces some gods worshipped by the Suel people of Greyhawk. Lakofka was a good friend of Gary Gygax, and he notes that this information came directly from him. The article describes just two gods: Lendor, Prince of Time, and Norebo, God of Luck, but future articles will add to the pantheon.

"Dragons and Their Deities" by Alan Zumwalt introduces the surprising (but logical) idea of dragon clerics. The article is ok, but the narrow focus means it doesn't deliver on the excellent title. A broader look at the theological and devotional lives of dragons could have been fantastic. Zumwalt published two articles with Dragon but has no other RPG credits.

Craig Barrett brings us "The Warrior Alternative," a DragonQuest variant introducing non-magical characters. The core rules severely penalize characters that don't practice magic, so this option seeks to address that. Barrett published about a dozen articles in Dragon and other magazines.

"Five New Enchanted Objects" introduces unique AD&D magic items to surprise seasoned players overfamiliar with those in the Dungeon Master's Guide. These items, by various authors, are Staff of the Couatl, Scepter of Defense, Rust Dust, Necklace of Alteration, and Dragonhelm. Overall, they are well-crafted and flavorful. Dragon used to have a regular column of new magic items called "Bazaar of the Bizzare", and it's a shame they dropped it.

"Mzee" by Charles R. Saunders is the story of Imaro, a young outsider hoping to earn his tribe's respect. It is set in a richly detailed African savannah and explores themes of resilience, belonging, and destiny. The author skillfully develops Imaro as a sympathetic protagonist with a lyrical style focusing on character growth rather than overt action. Saunders was known for pioneering the "sword and soul" sub-genre and featured Imaro in a series of novels.

The Ares Section has 14 pages of science fiction and superhero content and includes four articles:
  • "Know Your Enemy" by James Ryan is a guide to supervillain groups.
  • "A World Gone Mad" by James M. Ward describes the moon in Gamma World.
  • "Fast and Deadly" by Carl Smith contains new ships and scenarios for the Knight Hawks game.
  • "Interstellar Athletics" by Michael Brown is a new career for Traveller.
There are two game reviews in this issue:
  • Battlesuit by Steve Jackson Games is a man-to-man combat board game set in the Ogre universe. Players maneuver armoured infantry units on a gridless map and exchange deadly fire, creating a tense cat-and-mouse dynamic. The components are eye-catching, and the scenarios offer great replayability. It's an intense, fast-playing "shoot-'em-up" experience, and reviewer Jerry Epperson thinks it "well worth picking up."
  • Phantasy Conclave is a fantasy RPG boxed set containing dice and three small books. The rules evolved from a gaming club of the same name, and though they are clearly derived from AD&D, they lack depth and balance. No monsters, incomplete combat guidelines, and an underdeveloped magic system hinder playability. It is a game by enthusiastic amateurs, and reviewer Steve List concludes it "cannot really compare to other products of this type on the market."
And that's a wrap! It was a solid issue, though not outstanding, with the story by Saunders catching my eye. Next month, we have wilderness adventures, Star Law, and a Top Secret mission!
 

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M.T. Black

M.T. Black

This is probably my all time favorite Dragon. I don't recall if I bought any with my own money before this, but, this is the one that started me on my road to longtime subscription. This thing was freaking fantastic. When I moved after uni, I sold off all my old Dragon magazines, and this is the one I miss the most. Just all great stuff.
 

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This is probably my all time favorite Dragon. I don't recall if I bought any with my own money before this, but, this is the one that started me on my road to longtime subscription. This thing was freaking fantastic. When I moved after uni, I sold off all my old Dragon magazines, and this is the one I miss the most. Just all great stuff.
What articles stand out to you now?
 

For me, it would be Great Stoney and Mzee. Both great stuff. Then again, I'm looking back on this with my fuzzy memory, so, nostalgia glasses and all. But this one and the other chessboard cover one are the two most memorable issues for me.
 

I know it will be while until we get to Dragon 290 and have plenty of fun memories to reflect on as we read @M.T. Black ’s articles but I’m reading 290 tonight and had me smiling….and wishing like many we had something like this that still around and commercially successful enough to have it happen.
 

This particular Dragon magazine was foundational for me in my D&D journey. I bought it off the shelf as a twelve-year-old and used the familiar article to make a familiar for my brand-new wizard character, Chagroth Durinhelm. That character ended up being the ur-wizard of my homebrew setting that is still going today. He's my self-insert character and he's guy in the HeroForge image to the left! What a lot of great memories from this issue!
 

This particular Dragon magazine was foundational for me in my D&D journey. I bought it off the shelf as a twelve-year-old and used the familiar article to make a familiar for my brand-new wizard character, Chagroth Durinhelm. That character ended up being the ur-wizard of my homebrew setting that is still going today. He's my self-insert character and he's guy in the HeroForge image to the left! What a lot of great memories from this issue!
That's great! What were your favourite articles in the issue?
 


  • Battlesuit by Steve Jackson Games is a man-to-man combat board game set in the Ogre universe. Players maneuver armoured infantry units on a gridless map and exchange deadly fire, creating a tense cat-and-mouse dynamic. The components are eye-catching, and the scenarios offer great replayability. It's an intense, fast-playing "shoot-'em-up" experience, and reviewer Jerry Epperson thinks it "well worth picking up."
Before I knew this game existed, my first attempt at game design as a kid was a powered armor game which was so 70s/80s in design.

You took your actual measurements to earn your build points to make your suit. (I was not aware of Villains and Vigilantes yet.) I was slanting towards skinny people making fast, deadly suits while larger people got more tanky suits. The math nightmare I created killed my enthusiasm to make more games for many, many years afterward. And I never did finish that game.
 


Craig Barrett brings us "The Warrior Alternative," a DragonQuest variant introducing non-magical characters. The core rules severely penalize characters that don't practice magic
says Barrett, but as someone who had been running DQ for many years at that point, I didn't agree then and thought this was an absolutely terrible article. These days, after having played the game to the (literal) breaking point, I concede that he may have had a point. DQ was my first RPG and IMO the 2nd edition was a marvel of a game (and it certainly delivered many wonderful hours of play and most of my best gaming memories), but for long-term character development it needed further playtesting and additional work, but of course none of that ever had a chance to happen. Over the years I have considered re-doing the game to make it work better, but ultimately I decided it was just easier to go with other game systems that typically require, at most, a little fine-tuning rather than the wholesale reworking that DQ needs.
 

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