Dragon Reflections #97

This issue features gorgons, improvised weapons, and more pages from the mages!
Dragon Publishing released Dragon #97 in May 1985. It is 100 pages long and has a cover price of $3.00.

DragonMagazine097_Page_001.jpg

The cover is titled "Music Lover" by Robin Wood, a whimsical piece showing an old silver dragon listening to a bard. It was the first of many covers Wood painted for TSR. The interior artwork includes contributions from Roger Raupp, Larry Day, Jim Holloway, Dave LaForce, Larry Elmore, Dave Trampier, Julius Shell, and Tony Moseley, with a few pieces from the Marvel Bullpen.

This month's special attraction is a convention pre-registration brochure for GEN CON 18. Unfortunately, my digital version of the magazine does not include an image of the brochure.

Gary Gygax kicks things off with a bold article titled "Deities and their faithful," which proposes a system for determining the power of gods based on the number of their mortal worshippers. In essence, the gods gain 1 hit point for every 1,000 worshippers and also 1 hit point for every 1,000 beings on the current plane that share their alignment. It's an attempt to wrap mechanics around that old fantasy trope of the gods getting their might from the faithful. In practice, it would require the DM to track religious demographics for each plane, and that scarcely seems worth it.

In "Sticks, stones, and bones," Stephen Inniss presents an extensive system for improvised weapons in AD&D. It's impressively detailed, covering everything from broken bottles to bowls of soup, including modifiers for size, weight, and material. As with several of the Inniss articles, there is a lot of detail to crunch through, but the impacts on gameplay are relatively minor. Then again, perhaps some tables want to know how exactly much damage a skillet of boiling soup would do (1-2 points, with a saving throw versus breath weapons allowing for half damage, rounded down).

"Only train when you gain" by David B. Reeder notes that training costs (1500 gp/level/week) disproportionately impact low-level characters in AD&D. Reeder suggests that training costs should only apply when the new level grants the character a significant new skill, such as a new spell level or additional weapons. His proposal makes sense, but it avoids the more obvious solution of making the training costs more affordable at lower levels. This article was Reeder's only RPG contribution.

"For a fuller background" by Paul Montgomery Crabaugh proposes a revised approach to determining character heritage in the DragonQuest game by introducing race-specific social status tables and modifiers for experience and wealth based on background. These changes aim to prevent implausible heritage combinations and encourage more consistent character origins. It was the ninth and final DragonQuest article published by Dragon, with about half of them authored by Crabaugh.

Ed Greenwood appears twice in this issue. First is "The ecology of the Gorgon," written in character as Elminster and referring to a notebook of the naturalist Djaril Phylapur. Along with the typical details about biology, ecology, and combat behaviour, there are some fun snippets, such as noting the creature's ongoing rivalry with rust monsters. It's a strong entry in a strong series.

Greenwood also contributes "Pages from the Mages IV," presenting more spellbooks from the Forgotten Realms, with such titles as Bowgengle's Book and Brief's Book of Shadows. Each entry includes the tome's appearance, its history, and a list of new spells. There are also some delightful touches, such as a complete homunculus recipe in the Book of Shadows. It's another excellent entry in a beloved series.

"The Only Good Captive…" by Lew Pulsipher starts by describing a recent game where half the party were captured by monsters and subsequently executed before their companions could rescue them. He explains plausible ways for Dungeon Masters to preserve captured player characters from execution, including ransom, slavery, and irrational behaviour. Although it's a pretty specific situation, it's not an uncommon one, and the suggestions are helpful.

"Blueprint for a Big Game" by Jim Dutton is a detailed guide to designing large-scale AD&D campaigns drawn from the author's experience building a play-by-mail world for hundreds of players. Dutton emphasises the importance of clear goals, detailed mapping, and, above all, organisation. There was nothing really new in his method, but it was interesting to hear about such a large-scale AD&D campaign running years ahead of Living City and Living Greyhawk. Dutton was president of Entertainment Concepts, Inc.

"Authentic Agencies, Part I" by Merle M. Rasmussen presents a detailed breakdown of real-world American intelligence agencies for use in Top Secret campaigns, blending publicly available data with creative extrapolation. The article profiles the mission, structure, and activities of major organisations like the CIA, NSA, and DIA. It's a terrific resource for espionage games.

"Catacomb" by Henry Melton is about a teenage girl earning money in a deadly online dungeon game, alternating between her in-game adventures and her real-world problems. This story suffers from loose structure, overwritten passages, and a muted resolution. The concept, however, is decades ahead of its time. Melton went on to write many stories and several novels.

The ARES Section returns, presenting about a dozen pages of science-fiction and superhero gaming material. It includes three articles:
  • "Rogues of the Galaxy" by Igor Greenwald expands character options in Traveller.
  • "The Marvel-Phile" by Jeff Grubb profiles Talisman, Box, and Guardian.
  • "New Tools of the Trade" by Peter Giannacopoulos adds new artifacts to Gamma World.
Finally, we have a trio of game reviews. Element Masters by Escape Ventures is a fantasy RPG set in the world of Vinya, where players control element-bound adventurers struggling to restore balance after a magical catastrophe. The system emphasises skills, tactical combat, and gradual character progression. Reviewer Tom Armstrong predicts "a long and healthy future for Element Masters."

Starstone by Northern Sages is a system-agnostic fantasy RPG module offering three interconnected scenarios filled with complex NPCs, dynamic encounters, and deep narrative potential. It provides extensive maps, history, and intrigue across over 200 encounter areas, with a strong emphasis on realism and social tension. Reviewer Eric concludes, "Starstone is one of the best-detailed modules I have examined."

Thieves Guild 10 by Gamelords Ltd. is the latest in a series of thief-centric supplements, offering new rules for bandit gangs and a compact but well-crafted burglary scenario. While the adventure is adaptable and flavorful, much of the book repeats material from earlier volumes. Reviewer Arlen P. Walker notes, "I, at least, have grown tired of the snippets of rules."

And that's a wrap! This issue felt packed, and I thoroughly enjoyed it. My favourite article was, no surprise, Greenwood's "Pages from the Mages IV." Next month is a big one, with dragonlore, new magic items, and apocalyptic monsters!
 

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M.T. Black

M.T. Black

or even better, don't have training costs at all. From what I remember of the final days of my last 1E campaign, I did away with them completely. 'Huge training costs' are one of the things that turn PCs into murder hobos...
I have training costs in my 5E game, but they are fairly modest (50 gp at 1st level) and scale with tiers. I also ask the players to write a short explanation of what training looks like for that level, and what skills they gained.
 

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Yeah, I have very vivid memories of this cover.

This issue is sort of what I feel is a doldrums era of Dragon, where it's got a lot of content, including stuff from Gygax, but a lot of it is either not useful -- seriously, Gary, no one wants to do accounting to figure out how many hit points the god of apple orchards has -- or is just OK.

I think the era just before this, when you had Roger E. Moore cutting loose with greatest hits like the Point of View articles, was peak Dragon for me. At this point, it feels like the really experimental stuff is over -- I think we've already seen most of the NPC classes we're ever going to see, outside of some Ed Greenwood ones that are very tied to the Forgotten Realms -- and Dragon is settling into becoming a TSR house organ and pretending that everyone's very excited about Buck Rogers, etc.
I enjoyed this issue, but I have to agree with you. The "Point of View" articles were phenomenal back in the day, and when you match them up with things like Greenwood's article on the Nine Hells - well, the current content does not compare.
 

My memories are the games I was in largely dropped training costs and time.
Training is one of the best ways to force characters to take some downtime - which they otherwise often would not - and interact with the setting in ways not necessarily related to adventuring.

Broadens the scope of the campaign considerably.
 

Dragon Publishing released Dragon #97 in May 1985. It is 100 pages long and has a cover price of $3.00.


The cover is titled "Music Lover" by Robin Wood, a whimsical piece showing an old silver dragon listening to a bard. It was the first of many covers Wood painted for TSR. The interior artwork includes contributions from Roger Raupp, Larry Day, Jim Holloway, Dave LaForce, Larry Elmore, Dave Trampier, Julius Shell, and Tony Moseley, with a few pieces from the Marvel Bullpen.

This month's special attraction is a convention pre-registration brochure for GEN CON 18. Unfortunately, my digital version of the magazine does not include an image of the brochure.

Gary Gygax kicks things off with a bold article titled "Deities and their faithful," which proposes a system for determining the power of gods based on the number of their mortal worshippers. In essence, the gods gain 1 hit point for every 1,000 worshippers and also 1 hit point for every 1,000 beings on the current plane that share their alignment. It's an attempt to wrap mechanics around that old fantasy trope of the gods getting their might from the faithful. In practice, it would require the DM to track religious demographics for each plane, and that scarcely seems worth it.

In "Sticks, stones, and bones," Stephen Inniss presents an extensive system for improvised weapons in AD&D. It's impressively detailed, covering everything from broken bottles to bowls of soup, including modifiers for size, weight, and material. As with several of the Inniss articles, there is a lot of detail to crunch through, but the impacts on gameplay are relatively minor. Then again, perhaps some tables want to know how exactly much damage a skillet of boiling soup would do (1-2 points, with a saving throw versus breath weapons allowing for half damage, rounded down).

"Only train when you gain" by David B. Reeder notes that training costs (1500 gp/level/week) disproportionately impact low-level characters in AD&D. Reeder suggests that training costs should only apply when the new level grants the character a significant new skill, such as a new spell level or additional weapons. His proposal makes sense, but it avoids the more obvious solution of making the training costs more affordable at lower levels. This article was Reeder's only RPG contribution.

"For a fuller background" by Paul Montgomery Crabaugh proposes a revised approach to determining character heritage in the DragonQuest game by introducing race-specific social status tables and modifiers for experience and wealth based on background. These changes aim to prevent implausible heritage combinations and encourage more consistent character origins. It was the ninth and final DragonQuest article published by Dragon, with about half of them authored by Crabaugh.

Ed Greenwood appears twice in this issue. First is "The ecology of the Gorgon," written in character as Elminster and referring to a notebook of the naturalist Djaril Phylapur. Along with the typical details about biology, ecology, and combat behaviour, there are some fun snippets, such as noting the creature's ongoing rivalry with rust monsters. It's a strong entry in a strong series.

Greenwood also contributes "Pages from the Mages IV," presenting more spellbooks from the Forgotten Realms, with such titles as Bowgengle's Book and Brief's Book of Shadows. Each entry includes the tome's appearance, its history, and a list of new spells. There are also some delightful touches, such as a complete homunculus recipe in the Book of Shadows. It's another excellent entry in a beloved series.

"The Only Good Captive…" by Lew Pulsipher starts by describing a recent game where half the party were captured by monsters and subsequently executed before their companions could rescue them. He explains plausible ways for Dungeon Masters to preserve captured player characters from execution, including ransom, slavery, and irrational behaviour. Although it's a pretty specific situation, it's not an uncommon one, and the suggestions are helpful.

"Blueprint for a Big Game" by Jim Dutton is a detailed guide to designing large-scale AD&D campaigns drawn from the author's experience building a play-by-mail world for hundreds of players. Dutton emphasises the importance of clear goals, detailed mapping, and, above all, organisation. There was nothing really new in his method, but it was interesting to hear about such a large-scale AD&D campaign running years ahead of Living City and Living Greyhawk. Dutton was president of Entertainment Concepts, Inc.

"Authentic Agencies, Part I" by Merle M. Rasmussen presents a detailed breakdown of real-world American intelligence agencies for use in Top Secret campaigns, blending publicly available data with creative extrapolation. The article profiles the mission, structure, and activities of major organisations like the CIA, NSA, and DIA. It's a terrific resource for espionage games.

"Catacomb" by Henry Melton is about a teenage girl earning money in a deadly online dungeon game, alternating between her in-game adventures and her real-world problems. This story suffers from loose structure, overwritten passages, and a muted resolution. The concept, however, is decades ahead of its time. Melton went on to write many stories and several novels.

The ARES Section returns, presenting about a dozen pages of science-fiction and superhero gaming material. It includes three articles:
  • "Rogues of the Galaxy" by Igor Greenwald expands character options in Traveller.
  • "The Marvel-Phile" by Jeff Grubb profiles Talisman, Box, and Guardian.
  • "New Tools of the Trade" by Peter Giannacopoulos adds new artifacts to Gamma World.
Finally, we have a trio of game reviews. Element Masters by Escape Ventures is a fantasy RPG set in the world of Vinya, where players control element-bound adventurers struggling to restore balance after a magical catastrophe. The system emphasises skills, tactical combat, and gradual character progression. Reviewer Tom Armstrong predicts "a long and healthy future for Element Masters."

Starstone by Northern Sages is a system-agnostic fantasy RPG module offering three interconnected scenarios filled with complex NPCs, dynamic encounters, and deep narrative potential. It provides extensive maps, history, and intrigue across over 200 encounter areas, with a strong emphasis on realism and social tension. Reviewer Eric concludes, "Starstone is one of the best-detailed modules I have examined."

Thieves Guild 10 by Gamelords Ltd. is the latest in a series of thief-centric supplements, offering new rules for bandit gangs and a compact but well-crafted burglary scenario. While the adventure is adaptable and flavorful, much of the book repeats material from earlier volumes. Reviewer Arlen P. Walker notes, "I, at least, have grown tired of the snippets of rules."

And that's a wrap! This issue felt packed, and I thoroughly enjoyed it. My favourite article was, no surprise, Greenwood's "Pages from the Mages IV." Next month is a big one, with dragonlore, new magic items, and apocalyptic monsters!

Dragon Publishing released Dragon #97 in May 1985. It is 100 pages long and has a cover price of $3.00.


The cover is titled "Music Lover" by Robin Wood, a whimsical piece showing an old silver dragon listening to a bard. It was the first of many covers Wood painted for TSR. The interior artwork includes contributions from Roger Raupp, Larry Day, Jim Holloway, Dave LaForce, Larry Elmore, Dave Trampier, Julius Shell, and Tony Moseley, with a few pieces from the Marvel Bullpen.

This month's special attraction is a convention pre-registration brochure for GEN CON 18. Unfortunately, my digital version of the magazine does not include an image of the brochure.

Gary Gygax kicks things off with a bold article titled "Deities and their faithful," which proposes a system for determining the power of gods based on the number of their mortal worshippers. In essence, the gods gain 1 hit point for every 1,000 worshippers and also 1 hit point for every 1,000 beings on the current plane that share their alignment. It's an attempt to wrap mechanics around that old fantasy trope of the gods getting their might from the faithful. In practice, it would require the DM to track religious demographics for each plane, and that scarcely seems worth it.

In "Sticks, stones, and bones," Stephen Inniss presents an extensive system for improvised weapons in AD&D. It's impressively detailed, covering everything from broken bottles to bowls of soup, including modifiers for size, weight, and material. As with several of the Inniss articles, there is a lot of detail to crunch through, but the impacts on gameplay are relatively minor. Then again, perhaps some tables want to know how exactly much damage a skillet of boiling soup would do (1-2 points, with a saving throw versus breath weapons allowing for half damage, rounded down).

"Only train when you gain" by David B. Reeder notes that training costs (1500 gp/level/week) disproportionately impact low-level characters in AD&D. Reeder suggests that training costs should only apply when the new level grants the character a significant new skill, such as a new spell level or additional weapons. His proposal makes sense, but it avoids the more obvious solution of making the training costs more affordable at lower levels. This article was Reeder's only RPG contribution.

"For a fuller background" by Paul Montgomery Crabaugh proposes a revised approach to determining character heritage in the DragonQuest game by introducing race-specific social status tables and modifiers for experience and wealth based on background. These changes aim to prevent implausible heritage combinations and encourage more consistent character origins. It was the ninth and final DragonQuest article published by Dragon, with about half of them authored by Crabaugh.

Ed Greenwood appears twice in this issue. First is "The ecology of the Gorgon," written in character as Elminster and referring to a notebook of the naturalist Djaril Phylapur. Along with the typical details about biology, ecology, and combat behaviour, there are some fun snippets, such as noting the creature's ongoing rivalry with rust monsters. It's a strong entry in a strong series.

Greenwood also contributes "Pages from the Mages IV," presenting more spellbooks from the Forgotten Realms, with such titles as Bowgengle's Book and Brief's Book of Shadows. Each entry includes the tome's appearance, its history, and a list of new spells. There are also some delightful touches, such as a complete homunculus recipe in the Book of Shadows. It's another excellent entry in a beloved series.

"The Only Good Captive…" by Lew Pulsipher starts by describing a recent game where half the party were captured by monsters and subsequently executed before their companions could rescue them. He explains plausible ways for Dungeon Masters to preserve captured player characters from execution, including ransom, slavery, and irrational behaviour. Although it's a pretty specific situation, it's not an uncommon one, and the suggestions are helpful.

"Blueprint for a Big Game" by Jim Dutton is a detailed guide to designing large-scale AD&D campaigns drawn from the author's experience building a play-by-mail world for hundreds of players. Dutton emphasises the importance of clear goals, detailed mapping, and, above all, organisation. There was nothing really new in his method, but it was interesting to hear about such a large-scale AD&D campaign running years ahead of Living City and Living Greyhawk. Dutton was president of Entertainment Concepts, Inc.

"Authentic Agencies, Part I" by Merle M. Rasmussen presents a detailed breakdown of real-world American intelligence agencies for use in Top Secret campaigns, blending publicly available data with creative extrapolation. The article profiles the mission, structure, and activities of major organisations like the CIA, NSA, and DIA. It's a terrific resource for espionage games.

"Catacomb" by Henry Melton is about a teenage girl earning money in a deadly online dungeon game, alternating between her in-game adventures and her real-world problems. This story suffers from loose structure, overwritten passages, and a muted resolution. The concept, however, is decades ahead of its time. Melton went on to write many stories and several novels.

The ARES Section returns, presenting about a dozen pages of science-fiction and superhero gaming material. It includes three articles:
  • "Rogues of the Galaxy" by Igor Greenwald expands character options in Traveller.
  • "The Marvel-Phile" by Jeff Grubb profiles Talisman, Box, and Guardian.
  • "New Tools of the Trade" by Peter Giannacopoulos adds new artifacts to Gamma World.
Finally, we have a trio of game reviews. Element Masters by Escape Ventures is a fantasy RPG set in the world of Vinya, where players control element-bound adventurers struggling to restore balance after a magical catastrophe. The system emphasises skills, tactical combat, and gradual character progression. Reviewer Tom Armstrong predicts "a long and healthy future for Element Masters."

Starstone by Northern Sages is a system-agnostic fantasy RPG module offering three interconnected scenarios filled with complex NPCs, dynamic encounters, and deep narrative potential. It provides extensive maps, history, and intrigue across over 200 encounter areas, with a strong emphasis on realism and social tension. Reviewer Eric concludes, "Starstone is one of the best-detailed modules I have examined."

Thieves Guild 10 by Gamelords Ltd. is the latest in a series of thief-centric supplements, offering new rules for bandit gangs and a compact but well-crafted burglary scenario. While the adventure is adaptable and flavorful, much of the book repeats material from earlier volumes. Reviewer Arlen P. Walker notes, "I, at least, have grown tired of the snippets of rules."

And that's a wrap! This issue felt packed, and I thoroughly enjoyed it. My favourite article was, no surprise, Greenwood's "Pages from the Mages IV." Next month is a big one, with dragonlore, new magic items, and apocalyptic monsters!
100 pages and $3, about $8 adjusted for inflation.

That's so much goodness for $8.

That play-by-mail thing sounds cool. I do not remember it. "Advanced Dungeons & Dragons" Play-By-Mail game, Entertainment Concepts, Inc., 1985.
 



“Catacomb” (the short story) was incredibly prescient. It may not be the best written story, but it absolutely nailed the MUD (and later MMO) feel years before such things existed. I still have the torn out pages of that around here somewhere. Yeah, blasphemy I know. What can I say. In those days it was “just” a magazine.
 

Gary Gygax kicks things off with a bold article titled "Deities and their faithful," which proposes a system for determining the power of gods based on the number of their mortal worshippers. In essence, the gods gain 1 hit point for every 1,000 worshippers and also 1 hit point for every 1,000 beings on the current plane that share their alignment. It's an attempt to wrap mechanics around that old fantasy trope of the gods getting their might from the faithful. In practice, it would require the DM to track religious demographics for each plane, and that scarcely seems worth it.
I missed this issue for some reason, but this? This is the same premise behind Peter Adkison's The Primal Order: The Primal Order - Wikipedia

The Primal Order is now known far more for the legal battles it created than the actual system. I do love the system's concept, but have had difficulty implementing it in any game.
 

Magnificent cover. One of my all-time favorites!

@M.T. Black reading this column motivated me to pick up a few back issues from a local used bookstore.

Training costs in AD&D are primarily a way of siphoning off the gold that players need to collect to gain levels. If you do away with training every level, then the PCs quickly become insanely rich. If you view AD&D primarily as a free-form tactics/exploration game, it is an elegant solution. But from a world-building and simulationist perspective, it has terrible repercussions.

Personally, I like the fact that AD&D incentivizes treasure-hunting rather than monster-killing. I am using the training rules as-is because in the modules there is so much wealth lying around that something has to take it away. But I am drawing a bubble around that game rule to isolate it from the world's economy, and just living with the cognitive dissonance.
 

That is a fantastic cover. It has a dreamy feeling evoking medieval legends that was not often present in D&D of any era. The game began with pulp sword & sorcery influences before becoming its own brand of fantasy, itself quite influential on other TTRPGs and CRPGs, but Greyhawk and the Forgotten Realms never seemed like the kind of worlds where the music of a lone harper might enchant a dragon.

There was a strong simulationist tendency in the 1980’s RPG scene which has appeared in many previous Dragon issues (looking at you, multi-issue debate about falling damage... 😑). It tended to produce very detailed, crunchy systems designed to cover every edge case, the kind of thing that probably appealed more to world-building DMs than to most players. I usually prefer rules over rulings, the exact opposite of the well-known OSR credo, because I generally value consistency over spontaneity. However even I don’t need or want a rule for absolutely everything, and this issue features two articles that seem like overkill.

A bean-counting system for expressing a divinity’s clout in hit point form is exactly the kind of thing that Gary Gygax seems to have loved, but it also seems like a lot of busywork for little benefit. I think it was a terrible idea to give deities game stats like hit points or AC in the first place, because it absolutely invited power gamers and Monty Haulers to run books like Deities & Demigods as modules (“Good work guys, next week we’ll take out the Mesoamerican pantheon!”).

I also prefer fantasy deities to be distant, inscrutable, ineffable beings, not soap opera characters, and have always disliked the sort of messy “war of the gods” metaplots that have been used to reset campaign worlds like the Forgotten Realms or Golarion whenever a new game edition rolls out. I suppose there is precedent in mythology about petty squabbling among the denizens of Olympus or Asgard, but I prefer the epic grandeur of divine battles against titans, monsters, and giants to devious scheming that mere mortals really should not know anything about, if it happens at all.

Even if the improvised weapon system is well designed, it does not seem worth the effort since the stakes are so low. Everyday objects like chairs or frying pans are likely to do just a few hit points of damage, so unless you are running the kind of urban campaign where tavern brawls outnumber dungeon crawls, the DM can probably just wing it.

I do like the article on training only when a PC gains major new abilities, because I have had similar ideas myself and it seems reasonable in-universe. The training could be run as a downtime activity or even played out to some extent, with the higher level NPCs who can teach new skills, spells, or weapons becoming a recurring part of the local setting.

Ed Greenwood’s articles were usually entertaining. I always wondered why D&D split the Gorgons of Greek mythology into “generic brand medusa” and “metal bull that breathes petrification gas”. Wikipedia says that the latter might be a result of confusion with the catoblepas, which also appears in the MM as a monster in its own right because of course it does 😁. I also liked the way “Pages From the Mages” made spellbooks into unique magic items with their own lore, almost like real medieval manuscripts.

A few final thoughts:
  • Play by mail games began in the 70’s, peaked in the 80’s, and declined in the 90’s before the Internet more or less finished them off.
  • I wonder why espionage RPGs never really caught on, given the popularity of the James Bond and Tom Clancy franchises, or TV series like Mission Impossible or Get Smart.
  • The short story sounds like Sword Art Online and lots of other media featuring virtual reality games.
 

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