Dragon Reflections #98

This issue features dragons, magical relics, and apocalyptic monsters!
Dragon Publishing released Dragon #98 in June 1985. It is 100 pages long and has a cover price of $3.00. This issue features dragons, magical relics, and apocalyptic monsters!

DragonMagazine098_Page_001.jpg

The cover is by Denis Beauvais and is his sixth painting for Dragon Magazine. Called "Allegory," it depicts a dragon's lair littered with office paraphernalia. Interior artists include Keith Parkinson, Jeff Easley, Roger Raupp, Bob Maurus, Valerie Valusek, Jim Holloway, Dave LaForce, Tim Truman, Richard Hentz, Dave Trampier, Tony Moseley, Joseph Pillsbury, and Larry Elmore.

This issue's special attraction is the "Mutant Manual," a collection of mostly reader-contributed creatures for Gamma World. There's plenty of variety, with everything from blade whales to harmony trees to bot bashers, though some entries are more creative than others. Your enjoyment will depend upon your tolerance for Gamma World silliness, but this article seems long overdue.

To celebrate the magazine's ninth anniversary, they've included a commemorative anniversary section called Dragonlore, containing four feature articles on their favourite subject.

Roger E. Moore leads with "Tailor-Made Treasure," a richly developed essay on how and why dragons collect treasure. Drawing inspiration from Tolkien, Beowulf, and folklore, Moore portrays dragons as status-conscious predators whose hoards reflect their personalities, histories, and intelligence. It is the sort of superb article that Moore excels at, combining careful research with an eye for the gaming table.

Gregg Chamberlain follows with "The Magic of Dragon Teeth," a flavorful entry that plants a new magic item into the AD&D game - one that summons mighty dragon warriors. Drawing on Greek mythology, the article outlines the rules for the use and creation of these remarkable items. It's a solid piece that would have benefited from whole stat blocks for the dragon warriors. Chamberlain published many articles for Dragon.

Leonard Carpenter's "Dragon Damage Revised" is a rules expansion for DMs who want dragons to hit harder. It's a common-sense solution to a real problem in the design of AD&D dragons, and it is just one page long. Carpenter wrote several articles for Dragon and later published eleven Conan novels for Tor.

Finally, Roger E. Moore returns with "The Dragons of Krynn," fleshing out the titular creatures of Dragonlance. We learn about such matters as dragonsleep, the mystery of the Oath, and the motives of Dragon Highlords. It's solid (if brief) setting lore. Moore later published several Dragonlance books and stories.

We have a gaggle of other features. Ken Hughes contributes "Creative Magic Items," which demonstrates how to create new magic items for AD&D. It's a much needed article but doesn't provide the sort of insight I'd like. Hughes contributed just one other piece to Dragon, back in issue #41.

Jim Dutton continues his series on campaign design with "Detailing a Fantasy World," aimed at DMs building large-scale settings. He discusses the creation of political structures, heroes and villains, and cultural uniqueness. As mentioned last month, Dutton was president of a PBM company called Entertainment Concepts Inc. It has been challenging to find information about this organisation, as it appears to have been short-lived.

John C. Bunnell reviews Dragons of Autumn Twilight and Dragons of Winter Night (both by Weis and Hickman) in "It's a Neat Idea, But…" He praises the strong character work, pacing, and the effective transition from module to novel form. He concludes that the books are "a great deal better than many readers are likely to expect, and they are good enough to stand alongside much of the material available from the field’s more established publishers."

Dave Rosene's "Knowing What's in Store" describes four shop types commonly found in fantasy cities: the blacksmith, leatherworker, silversmith, and tanner. It combines historical details with a brief piece of fiction, illustrating what each shop would be like in a fantasy setting. It appears well researched, though the fiction was hardly compelling. This article was Rosene's only published RPG credit.

In "Auctions Aren't Forbidding," Tim Stabosz provides a helpful guide to gaming auctions, particularly those held at conventions. He explains how bidding works, how to avoid common pitfalls, and how different types of bidders behave. It is just one page long and provides a nice glimpse into the hobby culture of the time. Stabosz published no other RPG content.

Merle and Jackie Rasmussen present more real-world outfits for Top Secret play in "Authentic Agencies, Part II." As with the preceding part, it's an excellent resource for espionage games.

Ardath Mayhar's "The Forging of Fear" is a grim short story about a blacksmith's unique revenge for a terrible crime. It is excellent, with nuanced characters and a hauntingly original concept. Mayhar published over 60 books across multiple genres.

The ARES section returns with 14 pages of science fiction and superhero goodness. It includes 5 articles:
  • "The Volturnus Connection" by Stephen Bonario provides a campaign backdrop for Star Frontiers.
  • "When History Goes Awry" by Mark Acres explores alternate historical parallels for Timemaster.
  • "Alone Against the Asteroid" by Stephen James offers a solitaire version of the Asteroid wargame.
  • "Return to the Viper's Pit" by Kim Eastland expands the Marvel Super Heroes adventure recently published by TSR.
  • "The Marvel-Phile" by Jeff Grubb presents the first index of Marvel Super Heroes characters.
And that's a wrap! It was a packed magazine, though I was sorry there were no game reviews. The quality was high, with the best article undoubtedly being Moore's treatise on dragon treasure. Next month, we have Treasure Trove II, the will-o'-wisp, and cures for a failing game!
 

log in or register to remove this ad

M.T. Black

M.T. Black

Roger E. Moore leads with "Tailor-Made Treasure," a richly developed essay on how and why dragons collect treasure. Drawing inspiration from Tolkien, Beowulf, and folklore, Moore portrays dragons as status-conscious predators whose hoards reflect their personalities, histories, and intelligence. It is the sort of superb article that Moore excels at, combining careful research with an eye for the gaming table.
I always liked the explanation in Dickinson's The Flight of Dragons. That dragons can't sleep on something flammable, and gold is a soft metal.

John C. Bunnell reviews Dragons of Autumn Twilight and Dragons of Winter Night (both by Weis and Hickman) in "It's a Neat Idea, But…" He praises the strong character work, pacing, and the effective transition from module to novel form. He concludes that the books are "a great deal better than many readers are likely to expect, and they are good enough to stand alongside much of the material available from the field’s more established publishers."
"A great deal better than many readers are likely to expect" is an interesting choice of words, considering that the D&D fiction line was still in its infancy, and its, shall we say, reputation had yet to be established. Still, and I know part of it is nostalgia talking, the first three Dragonlance trilogies remain amongst the best of the D&D fiction line.
 





‘Twas the first issue bought with my own money, and being a die-hard Gamma World fan, got it solely for the monster article.

Caused me to become a subscriber for years and years until the original run folded.
I felt like Gamma World really got short-changed after they absorbed Ares. While they were still publishing Gamma World articles pretty frequently, most of them were restricted to 1 or 2 pages and didn't appear in the magazine contents.
 

I suppose this issue was an early example of iconic monsters getting buffed with extra attacks, lair actions, and such, which would show up in monster materials for future editions.

The dragons that appeared in the 1E Monster Manual definitely needed some help. IIRC there were eight age categories which corresponded to how many hit points per hit die a dragon got, so hatchlings and young might have only 10-20 hp. Breath weapon damage was not random but matched the dragon’s hit point total, and I seem to recall arguments about whether it was supposed to be current hp or maximum.

There were also weird rules that let the PCs declare before the fight started that they were using non-lethal methods to subdue and capture the dragon, because apparently dragons are vain but cowardly. Such a fight would be significantly harder to win than usual, because you would do half melee damage with the flat of a blade and could not use spells or missile weapons. If successful you could theoretically sell it to some rich NPC as a guard beast, but eventually the subdual effect would wear off and all Acheron would break loose... hope your party made themselves scarce in the meantime, because now you have probably made two powerful enemies - the dragon and the NPC customer.
 

Yes, it is "damning with faint praise." But I also felt like it was an honest review, rather than Bunnell grasping for something good to say. It's an awkward position for him to be in, given how much focus TSR was starting to put on Dragonlance.
Reviewing products in the house organ magazine had to be a fraught thing. Not only were you reviewing the products of the people signing your paychecks, but there's every chance of bumping into the person who wrote the thing you reviewed.
 

I felt like Gamma World really got short-changed after they absorbed Ares. While they were still publishing Gamma World articles pretty frequently, most of them were restricted to 1 or 2 pages and didn't appear in the magazine contents.
TSR really short changed Gamma World all around. It was clearly their second most popular game and they just dribbled out support for it.

Lots of later Gamma World projects weren't great, but a second edition in the early 1980s, with a hardcover book, more adventures and a Greyhawk folio-style campaign setting likely could have really given it a huge boost of popularity.

But, per When We Were Wizards, it wasn't a Gary project, meaning he didn't get the bonus profit sharing from it, so it was probably doomed to get the limited support games like Boot Hill, Top Secret and Gangbusters also got, despite probably being the best of all of those. (Top Secret could have also done with a major rethink and a second edition, but given how little it changed when it came back in the 21st century, that was probably never in the cards.)
 

Related Articles

Remove ads

Remove ads

Top