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Dragon Reflections #99
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<blockquote data-quote="M.T. Black" data-source="post: 9769798" data-attributes="member: 6782171"><p><strong>Dragon Publishing</strong> released <strong><em>Dragon #99</em></strong> in July 1985. It is 100 pages long and has a cover price of $3.00. This issue features magic treasure, city life, and the ecology of the will-o'-wisp!</p><p></p><p style="text-align: center">[ATTACH=full]418875[/ATTACH]</p><p></p><p>The cover is by Clyde Duensing III and shows an adventurer stumbling upon what might be a lich. So far as I can see, it was Duensing's only cover for <strong><em>Dragon</em></strong>, though he did some other illustrations for <strong>TSR</strong>. Interior artists include Stephan Peregrine, Roger Raupp, Jim Holloway, Larry Elmore, Timothy Truman, Jeff Easley, Joseph Pillsbury, Dave Trampier, and the Marvel Bullpen.</p><p></p><p>This month's special attraction is "Treasure Trove II," and is a follow-up to the excellent feature in <strong><em>Dragon #91</em></strong>. I found the items a tad more pedestrian this time and somewhat verbose, although I did like Ed Greenwood's <em>catstaff</em>. The article is accompanied by "A sharp system for swords" by Pete Mohney, which expands upon the magic sword generation tables in the <strong><em>Dungeon Master's Guide</em></strong>. It was the last of three articles Mohney wrote for <strong><em>Dragon</em></strong>.</p><p></p><p>"The neutral point of view" by Stephen Inniss claims that <strong><em>AD&D's</em></strong> rules heavily emphasise good and evil alignments while leaving the neutral alignments poorly supported. The article suggests expanding existing mechanics—such as turning and cleric spells—to give neutral alignments equal weight, thereby improving game balance. I was a little disappointed, as the title led me to expect a discussion on the philosophy and roleplaying of neutrality. Inniss published many articles with <strong><em>Dragon</em></strong>, often with an emphasis on mechanics and simulation.</p><p></p><p>"Tables and tables of troops" by James Yates argues that the <strong><em>AD&D</em></strong> rules for fighter followers are too narrow, producing nearly identical forces, and proposes a new system that accounts for terrain, lordly character, alignment, level, charisma, and race. The idea is good, though the troop tables are just different assortments of light, medium, and heavy infantry and cavalry. I wish there had been more colour for each option - perhaps the desert cavalry wear sun-bleached leather jerkins and colourful veils, for example. This article was Yates's only publication.</p><p></p><p>"The ecology of the Will-o-Wisp" by Nigel D. Findley is a grim tale of doomed adventurers who stumble upon an ancient elven manuscript revealing the true nature of will-o-wisps. The article recounts how these deadly marsh lights evolved from boggarts, reproduce in triads, wield telepathy and electrical power, and lure prey with false treasure. It is well-written and imaginative, and a worthy addition to this strong series. Findley was a talented and prolific RPG author, taken from us too young.</p><p></p><p>"That's life in the big city" by Kevin Anderson and Kristine Thompson offers Dungeon Masters practical guidance for designing believable medieval towns, emphasising population, geography, fortifications, and the gritty realities of urban life. The article grounds its advice in historical examples, highlighting valuable details such as the gatekeeper's quiet authority and the unique dangers that emerge in city streets after dark. Thompson published nothing else for RPGs, but I'm not sure if Anderson is the same author who later wrote for <strong><em>Savage Worlds</em></strong>.</p><p></p><p>"History of a game that failed" by David F. Godwin opens with the overpowered Lord Arrogo versus a hapless red dragon to illustrate how careless distribution of magic items can wreck a campaign climax. Drawing on his own early mistakes, Godwin offers hard-earned advice: fudge dice when needed, tailor modules, be stingy with magic, and always remember that the DM runs the game. There are some good tips, along with others I don't care for. However, I always enjoy articles that take the perspective of "here's what didn't work." It is one of two pieces that Godwin published with <strong><em>Dragon</em></strong>.</p><p></p><p>"Authentic agencies, part III" by Merle and Jackie Rasmussen concludes their series on real-life espionage organisations for use in the <strong><em>Top Secret</em></strong> game. This time, the focus is on Communist intelligence groups such as the KGB, GRU, and CCI. It's an excellent series for those running an authentic Cold War–era spy campaign.</p><p></p><p>"Dennim and the Golem" by Robert S. Babcock follows a clever thief whose search for treasure in a mountain cave leads to a fateful encounter with a mysterious metal guardian. It's a solid tale with a vivid protagonist and a nice twist, although held back by stock villains and excessive exposition. It appears to be Babcock's only story.</p><p></p><p>There is a single game review. <strong><em>Gems for Death</em> </strong>by<strong> The Companions</strong> is a richly detailed, system-neutral adventure module that builds tension through layered scenes, realistic NPCs, fiendish traps, and a dynamic villain timeline. Reviewer Arlan P. Walker concludes, "This one's very good, folks. Don't miss it."</p><p></p><p>John C. Bunnell returns with a round-up of all the latest speculative fiction:</p><ul> <li data-xf-list-type="ul"><em>Crewel Lye</em> by Piers Anthony is a pun-filled Xanth adventure that's "guaranteed to entertain."</li> <li data-xf-list-type="ul"><em>Stormwarden</em> by Janny Wurts is a weather-magic fantasy with vivid characters and tangled plotting that is "a near miss that's nonetheless worth reading."</li> <li data-xf-list-type="ul"><em>Witchdame</em> by Kathleen Sky is a tale of sorcery, politics, and destiny that's "a bit better than average for an alternate-England novel."</li> <li data-xf-list-type="ul"><em>Enchanters' End Game</em> by David Eddings is the epic conclusion to the Belgariad, which is "likely to find itself shelved somewhere between Tolkien and Donaldson as one of the standard sequences in the field."</li> <li data-xf-list-type="ul"><em>Talking to Dragons</em> by Patricia C. Wrede is a witty fantasy quest full of humorous characters and situations, and is "cheerful, exuberant fun."</li> <li data-xf-list-type="ul"><em>The Magic Cup</em> by Andrew M. Greeley is a Grail-like Irish quest that is "intensely believable and absorbing reading."</li> </ul><p>Finally, ARES presents about a dozen pages of science fiction and superhero material:</p><ul> <li data-xf-list-type="ul">"Tanks a Lot" by Alex Curylo introduces vehicle combat to <strong><em>Star Frontiers</em></strong><em>.</em></li> <li data-xf-list-type="ul">"Psybots and Battle Mechs" by Michael Breault previews <strong><em>Proton Fire</em></strong>, a robot-based RPG that was never released.</li> <li data-xf-list-type="ul">"The Marvel-Phile" by Jeff Grubb shares stats for various Soviet-aligned heroes, such as Vanguard.</li> <li data-xf-list-type="ul">"Danger on a Budget" by Bruce Humphrey suggests some nasty surprises lurking in the ruins of <strong><em>Gamma World</em></strong>.</li> </ul><p>And that's a wrap! It was a solid issue, with my favourite article being Findlay's ecology. Next month, we have the landmark issue #100!</p></blockquote><p></p>
[QUOTE="M.T. Black, post: 9769798, member: 6782171"] [B]Dragon Publishing[/B] released [B][I]Dragon #99[/I][/B] in July 1985. It is 100 pages long and has a cover price of $3.00. This issue features magic treasure, city life, and the ecology of the will-o'-wisp! [CENTER][ATTACH type="full" size="1658x2134"]418875[/ATTACH][/CENTER] The cover is by Clyde Duensing III and shows an adventurer stumbling upon what might be a lich. So far as I can see, it was Duensing's only cover for [B][I]Dragon[/I][/B], though he did some other illustrations for [B]TSR[/B]. Interior artists include Stephan Peregrine, Roger Raupp, Jim Holloway, Larry Elmore, Timothy Truman, Jeff Easley, Joseph Pillsbury, Dave Trampier, and the Marvel Bullpen. This month's special attraction is "Treasure Trove II," and is a follow-up to the excellent feature in [B][I]Dragon #91[/I][/B]. I found the items a tad more pedestrian this time and somewhat verbose, although I did like Ed Greenwood's [I]catstaff[/I]. The article is accompanied by "A sharp system for swords" by Pete Mohney, which expands upon the magic sword generation tables in the [B][I]Dungeon Master's Guide[/I][/B]. It was the last of three articles Mohney wrote for [B][I]Dragon[/I][/B]. "The neutral point of view" by Stephen Inniss claims that [B][I]AD&D's[/I][/B] rules heavily emphasise good and evil alignments while leaving the neutral alignments poorly supported. The article suggests expanding existing mechanics—such as turning and cleric spells—to give neutral alignments equal weight, thereby improving game balance. I was a little disappointed, as the title led me to expect a discussion on the philosophy and roleplaying of neutrality. Inniss published many articles with [B][I]Dragon[/I][/B], often with an emphasis on mechanics and simulation. "Tables and tables of troops" by James Yates argues that the [B][I]AD&D[/I][/B] rules for fighter followers are too narrow, producing nearly identical forces, and proposes a new system that accounts for terrain, lordly character, alignment, level, charisma, and race. The idea is good, though the troop tables are just different assortments of light, medium, and heavy infantry and cavalry. I wish there had been more colour for each option - perhaps the desert cavalry wear sun-bleached leather jerkins and colourful veils, for example. This article was Yates's only publication. "The ecology of the Will-o-Wisp" by Nigel D. Findley is a grim tale of doomed adventurers who stumble upon an ancient elven manuscript revealing the true nature of will-o-wisps. The article recounts how these deadly marsh lights evolved from boggarts, reproduce in triads, wield telepathy and electrical power, and lure prey with false treasure. It is well-written and imaginative, and a worthy addition to this strong series. Findley was a talented and prolific RPG author, taken from us too young. "That's life in the big city" by Kevin Anderson and Kristine Thompson offers Dungeon Masters practical guidance for designing believable medieval towns, emphasising population, geography, fortifications, and the gritty realities of urban life. The article grounds its advice in historical examples, highlighting valuable details such as the gatekeeper's quiet authority and the unique dangers that emerge in city streets after dark. Thompson published nothing else for RPGs, but I'm not sure if Anderson is the same author who later wrote for [B][I]Savage Worlds[/I][/B]. "History of a game that failed" by David F. Godwin opens with the overpowered Lord Arrogo versus a hapless red dragon to illustrate how careless distribution of magic items can wreck a campaign climax. Drawing on his own early mistakes, Godwin offers hard-earned advice: fudge dice when needed, tailor modules, be stingy with magic, and always remember that the DM runs the game. There are some good tips, along with others I don't care for. However, I always enjoy articles that take the perspective of "here's what didn't work." It is one of two pieces that Godwin published with [B][I]Dragon[/I][/B]. "Authentic agencies, part III" by Merle and Jackie Rasmussen concludes their series on real-life espionage organisations for use in the [B][I]Top Secret[/I][/B] game. This time, the focus is on Communist intelligence groups such as the KGB, GRU, and CCI. It's an excellent series for those running an authentic Cold War–era spy campaign. "Dennim and the Golem" by Robert S. Babcock follows a clever thief whose search for treasure in a mountain cave leads to a fateful encounter with a mysterious metal guardian. It's a solid tale with a vivid protagonist and a nice twist, although held back by stock villains and excessive exposition. It appears to be Babcock's only story. There is a single game review. [B][I]Gems for Death[/I] [/B]by[B] The Companions[/B] is a richly detailed, system-neutral adventure module that builds tension through layered scenes, realistic NPCs, fiendish traps, and a dynamic villain timeline. Reviewer Arlan P. Walker concludes, "This one's very good, folks. Don't miss it." John C. Bunnell returns with a round-up of all the latest speculative fiction: [LIST] [*][I]Crewel Lye[/I] by Piers Anthony is a pun-filled Xanth adventure that's "guaranteed to entertain." [*][I]Stormwarden[/I] by Janny Wurts is a weather-magic fantasy with vivid characters and tangled plotting that is "a near miss that's nonetheless worth reading." [*][I]Witchdame[/I] by Kathleen Sky is a tale of sorcery, politics, and destiny that's "a bit better than average for an alternate-England novel." [*][I]Enchanters' End Game[/I] by David Eddings is the epic conclusion to the Belgariad, which is "likely to find itself shelved somewhere between Tolkien and Donaldson as one of the standard sequences in the field." [*][I]Talking to Dragons[/I] by Patricia C. Wrede is a witty fantasy quest full of humorous characters and situations, and is "cheerful, exuberant fun." [*][I]The Magic Cup[/I] by Andrew M. Greeley is a Grail-like Irish quest that is "intensely believable and absorbing reading." [/LIST] Finally, ARES presents about a dozen pages of science fiction and superhero material: [LIST] [*]"Tanks a Lot" by Alex Curylo introduces vehicle combat to [B][I]Star Frontiers[/I][/B][I].[/I] [*]"Psybots and Battle Mechs" by Michael Breault previews [B][I]Proton Fire[/I][/B], a robot-based RPG that was never released. [*]"The Marvel-Phile" by Jeff Grubb shares stats for various Soviet-aligned heroes, such as Vanguard. [*]"Danger on a Budget" by Bruce Humphrey suggests some nasty surprises lurking in the ruins of [B][I]Gamma World[/I][/B]. [/LIST] And that's a wrap! It was a solid issue, with my favourite article being Findlay's ecology. Next month, we have the landmark issue #100! [/QUOTE]
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