(un)reason
Legend
Well, I'm back. It's now been a full year since I finished off Dragon Magazine for good. Still planning on doing Polyhedron if I can get a complete collection, but that doesn't look like happening soon. In the meantime, let's keep in practice with this little prequel. Anyone who read Dragon in the mid 80's will remember the ARES Sci-fi section, now it's time to find out what it was like before it was folded into the bigger magazine. Originally started by SPI, it was one of the many properties TSR acquired when they went bankrupt in the early 80's. Of course, that's the basics you can get with a minute on any search engine. The devil, as ever is in the details. So let's see what cool articles they have to offer, and just how it changes over it's lifespan, before and after the takeover.
Ares 01 - WorldKiller: March 1980
43 pages. The cover is colour, as is the game included, but otherwise it's mostly black and white. The game inside is advertised strongly, getting a larger font than the magazine title, and the promotional blurbs in general are a lot larger than Dragon at the time (although still smaller than they became in the 2000's) The general quality of the typesetting is about the same as Dragon, although the art pieces are somewhat sparser in quantity, and it looks like they're printed using the same processes. (Which also probably means they're laid out and edited by hand rather than computer) They use three column layout while dragon was mostly using two at that time. So far, it all seems competently done. Let's see what the actual content is like.
Muse: Lest we forget, SPI stood for Simulation Publications, Inc, and their first editorial reminds us of that by telling us they want not only sci-fi and fantasy material, but also more down to earth historical articles and games in their magazine. Since those rapidly became rare in Dragon magazine, I'll be very interested in seeing if they stick to that, or if they too are lured down the path of supernatural shinies even before their takeover. Other than that, it's fairly standard for a first issue editorial, telling us what they want and the format they want it in. After all, they can't do it all themselves, and even if they wanted too, it would be more expensive employing a full-time in house writing team. The future is still open and full of possibilities. How soon will it all be locked down?
Dragon…Ghost: Our first article proper is actually a fantasy one rather than a sci-fi one, and by an author who has also been seen in the pages of Dragon Magazine. M. Lucie Chin was reviewed in issue 141, and this is in much the same vein, a story taking chinese mythology, and then putting a pulp hero style man out of time from the present day into it. It revolves around the Lung dragons, and their place in the celestial bureaucracy, and what happens when one of them decides to shirk their duty. It makes for quite interesting reading, and goes into more detail than the D&D treatment of the creatures, although there are plenty of common points between them. So this is a pretty positive starter, bringing the right mix of familiarity and difference to engage me, and reminding me of the bad tendency of the D&D versions of creatures to replace their original sources in the general consciousness, as so many modern fantasy authors are influenced by roleplaying even if they don't admit it. (and all these authors are influenced by Tolkien even if they're consciously rebelling against it. ) It's good to go back and look at things from another angle, even if you'll be winding up in the same place eventually.
No, you're not going to the Stars: In sharp contrast to the previous article, this is a very didactic hard science piece about the impossibility of travelling faster than light, the hugeness of the universe, and the various ways in which science fiction authors get around that in their stories. As our space travel program is if anything, in a worse shape than it was back in the early 80's, the prophecies here are depressingly accurate. It would take a seriously invaluable discovery somewhere in the solar system, or life on earth growing far more hostile for the political will to make even interplanetary voyages appear, let alone trying our luck sending a generation ship into the void. This certainly isn't bad, having some nice mathematical formulae and tables in it, but it's negativity is a cold bucket of water on our fantasies. This is why the vast majority of games systems simplify space travel tremendously.
Gangsters: Another fiction piece filled with adventure/worldbuilding ideas for you to steal. An organised crime syndicate comes up against an alien which uses the same management model as them, only written far larger. Considering many people have said government is merely the biggest, nastiest protection racket around, this definitely qualifies as social commentary as well. Really, what are religion, politics and economics but means of exerting control? Both sides are relatable, but unpleasant, and they wind up engaging in mutual destruction at the end, which is probably the best possible outcome for the rest of the world. At least, until a worse set of aliens arrives, and the masquerade gets blown open. But that's a story for another day and subgenre.
Worldkiller: After half an issue of system-free stuff, here comes the centrepiece. SPI were primarily known for their wargames, and here's a sci-fi one of planetary invasion. The board is fairly small, but three-dimensional, and the way this is tracked is quite interesting. Similarly, they pack a lot of information into the small counters, at the cost of any flashiness in the visuals. You could easily compare it to Space Invaders, only with more symmetrical sides. (in fact, the home team have twice as many ships as the invaders, although they're individually weaker) The three-dimensional board gives you a lot of room for tactics, so I can't say from casual examination which side is actually more likely to win. A knowledge of trigonometry will give you a distinct tactical advantage, which pleases me. It's definitely aimed at more advanced wargamers than the boardgames that appeared in Dragon in the same period, and I hope that'll continue to be the case, as I found it annoying when Dragon refocussed from being primarily aimed at already experienced players to new kids. (who generally prefer it when you don't talk down to them anyway. I look forward to getting my teeth into the rest of them.
Film & Television: The second half of the magazine is entirely comprised of various sorts of reviews. Since this is a first issue, they have a lot more leeway to pick big things from recent years, rather than just what's only just been released. I suspect the portion of the magazine devoted to them will decline as they get more game material submissions. (but I certainly won't make that a binding prediction. ) Let's see how much their opinion varies from their contemporaries.
Star Trek - The Motion Picture gets a very scathing review indeed. It's ponderous, trite, and painfully derivative of 2001 and Planet of the Apes, wasting it's time and money on special effects instead of actually telling a decent story. Sounds about right. I don't think we'll see many arguments about the details, even from diehard trek fanatics, merely whether they're a positive thing or not. Certainly no surprise that they reverted to a more conventional storytelling style in the future movies.
The Lathe of Heaven, on the other hand, gets high praise. While a relatively low-budget adaption of Ursula LeGuin's book, it adapts the story well, and puts the big ideas over action and explosions. Since I've never actually seen it, I'm definitely going to check it out and see how well it holds up today.
Games: This section isn't so much analytical reviews, but more an alphabetical listing with brief notes on nearly every RPG and wargame in print at the time, plus a rating from 1 to 9. This definitely isn't something they'll be able to repeat in future issues, as I don't think 17 issues is enough to get to the publishing a big index stage of a magazine's life. There isn't really enough meat for me to provide significant commentary on each of the reviews, but I will reorganise them from best to worst, so you can get a clearer idea of their tastes and number weighting. Many of the names are familiar to me, having also appeared in the early days of Dragon, but there are a few new faces worth investigating, and it's always amusing seeing them being scathing about TSR's (lack of) editing skills at the time.
9: Cosmic Encounter, The Creature that ate Sheboygan.
8: Battlefield Mars, GEV, Imperium, John Carter, Traveller, White Bear & Red Moon.
7: After the Holocaust, Belter, Divine Right, Double Star, Freedom in the Galaxy, Ice War, Lords of the Middle Seas, Melee, OGRE, Runequest, Stellar Conquest, Time War, War of the Ring.
6: Alien Space, Asteroid Zero-Four, Black Hole, Bloodtree Rebellion, Chivalry & Sorcery, Deathmaze, Dune, Dungeons & Dragons, Invasion: America, Mayday, Outreach, Starforce, Swords & Sorcery, Villains & Vigilantes.
5: Chitin: I, Colony Delta, Demons, Godsfire, King Arthur's Knights, Lords & Wizards, Olympica, Snapshot, Sorcerer, Star Quest, Starship Troopers.
4: Beast Lord, Invasion of the air eaters, Magic Realm, War in the Ice.
3: Lankhmar, Metamorphosis Alpha.
2: Annihilator/OneWorld, Dixie, Holy War, Quazar, Rivets.
1: Atlantis: 12,500 BC.
Books: Our book reviews are going through one of those feminist phases where everything is looked through in terms of gender roles, messages sent by the story and whether they're culturally positive or not. They're certainly not a recent phenomenon by any stretch of the imagination. And since sci-fi is probably the best genre for telling stories where normal gender roles don't apply, this is an entirely valid use of a column. Every little helps when you still have a long way to go.
Ruins of Isis by Marion Zimmer Bradley plonks the heroes in a female-dominated society, and forces them to adapt to the misandry as long as they're there. Hopefully they'll learn something about themselves that's useful even after they leave.
A World Between by Norman Spinrad does it the other way around, featuring an egalitarian society being invaded by radical feminists, and the resulting male backlash. A war for hearts and minds ensues. Thankfully, equality wins out in the end.
Electric Forest by Tanith Lee gets a load of praise while strictly avoiding spoilers. Sometimes it's tough being a reviewer and wanting the audience to have the same experience you did.
Jesus on Mars by Phillip Jose Farmer, on the other hand, gets a mediocre review that leaves no doubt it does exactly what it says on the tin, and is therefore a bit of a one joke book. That's what often happens when you think of the title first and then write a story to fit.
The Face by Jack Vance brings back the thoughts on gender politics, as he details a world where virtually all sex is paedophillic rape, and their almost as annoying neighbours. Somehow, the hero has to get in, kill the guy who killed his family, and then get out again the other side. Since it's Vance, there's little doubt it'll be an interesting ride.
Empire of the East by Fred Saberhagen is a compiled trilogy set in a magical far-future earth, with some modern tech left over. Like many a post apocalyptic setting, that means they can combine & warp it in any cool way they choose.
Tales of Neveryon by Samuel Delaney is also a collection of smaller stories plus worldbuilding, but in more of a slice of life vein than world saving epic. It still finds time for some humorous pretentiousness in it's framing device.
Another fine Myth by Robert Asprin is a more humorous and lighthearted bit of fantasy, putting an inexperienced apprentice wizard and a depowered demon against the hordes of evil. Sounds like there'll be more puns involved than just the title, some of which might be relevant to the actual plot.
Thieves World, which is an anthology series that'll get tons of follow-ups and RPG conversions, also gets a positive result here. The reviewer can look back on this without being embarrassed by hindsight.
Media: The final column isn't reviews, but instead previews of upcoming stuff. As with the reviews, many of these are very familiar indeed. The empire strikes back, Flash Gordon, Dune, Conan, Lord of the Rings, there's certainly some big hopes here. Of course, time will not be kind to most of these, but where there's a whip there's a way. Just got to keep working on improving those special effects. In the meantime it'll definitely be interesting to see how they get reviewed when they arrive here.
Feedback: Huh. They end the very first issue with a survey. That's a lot more on the ball than TSR were in that area. It's a very in-depth one as well, with a lot of specific questions about how you spend your money, and what games you've played, what magazines you read, and of course, what you want to see in the magazine in the future. This is very interesting indeed to note, and I wonder how they'll follow it up.
While pretty light on advertising, as they don't have any external bookings yet, they do take the time to advertise their sister magazines, Strategy & Tactics, and Moves. The first focusses exclusively on historical wargaming, while the second takes a more analytical approach to game design itself. By following connections, you can always find more interesting things to check out. I wonder if anyone's taken the time to properly archive these and make them available on the internet. Curiously enough, it seems like S&T is still going at a slower pace, having been moved between quite a few publishers over it's long lifespan. Wargaming may yet get the last laugh compared to RPG's, given Dragon's apparent demise.
Well, that wasn't as useful to a roleplayer as an average issue of Dragon, but it was interesting, did some things better and others worse than TSR, and let me learn some new things. Particularly interesting to me was the amount of the issue devoted to reviews, which was considerably more extensive and provided a new perspective on the media of the early 80's. And since there's only 19 issues to get through, I'm pretty sure I can do this in a few months without worrying about burnout. Let's follow this little tributary downstream until it connects up with the larger river.
Ares 01 - WorldKiller: March 1980
43 pages. The cover is colour, as is the game included, but otherwise it's mostly black and white. The game inside is advertised strongly, getting a larger font than the magazine title, and the promotional blurbs in general are a lot larger than Dragon at the time (although still smaller than they became in the 2000's) The general quality of the typesetting is about the same as Dragon, although the art pieces are somewhat sparser in quantity, and it looks like they're printed using the same processes. (Which also probably means they're laid out and edited by hand rather than computer) They use three column layout while dragon was mostly using two at that time. So far, it all seems competently done. Let's see what the actual content is like.
Muse: Lest we forget, SPI stood for Simulation Publications, Inc, and their first editorial reminds us of that by telling us they want not only sci-fi and fantasy material, but also more down to earth historical articles and games in their magazine. Since those rapidly became rare in Dragon magazine, I'll be very interested in seeing if they stick to that, or if they too are lured down the path of supernatural shinies even before their takeover. Other than that, it's fairly standard for a first issue editorial, telling us what they want and the format they want it in. After all, they can't do it all themselves, and even if they wanted too, it would be more expensive employing a full-time in house writing team. The future is still open and full of possibilities. How soon will it all be locked down?
Dragon…Ghost: Our first article proper is actually a fantasy one rather than a sci-fi one, and by an author who has also been seen in the pages of Dragon Magazine. M. Lucie Chin was reviewed in issue 141, and this is in much the same vein, a story taking chinese mythology, and then putting a pulp hero style man out of time from the present day into it. It revolves around the Lung dragons, and their place in the celestial bureaucracy, and what happens when one of them decides to shirk their duty. It makes for quite interesting reading, and goes into more detail than the D&D treatment of the creatures, although there are plenty of common points between them. So this is a pretty positive starter, bringing the right mix of familiarity and difference to engage me, and reminding me of the bad tendency of the D&D versions of creatures to replace their original sources in the general consciousness, as so many modern fantasy authors are influenced by roleplaying even if they don't admit it. (and all these authors are influenced by Tolkien even if they're consciously rebelling against it. ) It's good to go back and look at things from another angle, even if you'll be winding up in the same place eventually.
No, you're not going to the Stars: In sharp contrast to the previous article, this is a very didactic hard science piece about the impossibility of travelling faster than light, the hugeness of the universe, and the various ways in which science fiction authors get around that in their stories. As our space travel program is if anything, in a worse shape than it was back in the early 80's, the prophecies here are depressingly accurate. It would take a seriously invaluable discovery somewhere in the solar system, or life on earth growing far more hostile for the political will to make even interplanetary voyages appear, let alone trying our luck sending a generation ship into the void. This certainly isn't bad, having some nice mathematical formulae and tables in it, but it's negativity is a cold bucket of water on our fantasies. This is why the vast majority of games systems simplify space travel tremendously.
Gangsters: Another fiction piece filled with adventure/worldbuilding ideas for you to steal. An organised crime syndicate comes up against an alien which uses the same management model as them, only written far larger. Considering many people have said government is merely the biggest, nastiest protection racket around, this definitely qualifies as social commentary as well. Really, what are religion, politics and economics but means of exerting control? Both sides are relatable, but unpleasant, and they wind up engaging in mutual destruction at the end, which is probably the best possible outcome for the rest of the world. At least, until a worse set of aliens arrives, and the masquerade gets blown open. But that's a story for another day and subgenre.
Worldkiller: After half an issue of system-free stuff, here comes the centrepiece. SPI were primarily known for their wargames, and here's a sci-fi one of planetary invasion. The board is fairly small, but three-dimensional, and the way this is tracked is quite interesting. Similarly, they pack a lot of information into the small counters, at the cost of any flashiness in the visuals. You could easily compare it to Space Invaders, only with more symmetrical sides. (in fact, the home team have twice as many ships as the invaders, although they're individually weaker) The three-dimensional board gives you a lot of room for tactics, so I can't say from casual examination which side is actually more likely to win. A knowledge of trigonometry will give you a distinct tactical advantage, which pleases me. It's definitely aimed at more advanced wargamers than the boardgames that appeared in Dragon in the same period, and I hope that'll continue to be the case, as I found it annoying when Dragon refocussed from being primarily aimed at already experienced players to new kids. (who generally prefer it when you don't talk down to them anyway. I look forward to getting my teeth into the rest of them.
Film & Television: The second half of the magazine is entirely comprised of various sorts of reviews. Since this is a first issue, they have a lot more leeway to pick big things from recent years, rather than just what's only just been released. I suspect the portion of the magazine devoted to them will decline as they get more game material submissions. (but I certainly won't make that a binding prediction. ) Let's see how much their opinion varies from their contemporaries.
Star Trek - The Motion Picture gets a very scathing review indeed. It's ponderous, trite, and painfully derivative of 2001 and Planet of the Apes, wasting it's time and money on special effects instead of actually telling a decent story. Sounds about right. I don't think we'll see many arguments about the details, even from diehard trek fanatics, merely whether they're a positive thing or not. Certainly no surprise that they reverted to a more conventional storytelling style in the future movies.
The Lathe of Heaven, on the other hand, gets high praise. While a relatively low-budget adaption of Ursula LeGuin's book, it adapts the story well, and puts the big ideas over action and explosions. Since I've never actually seen it, I'm definitely going to check it out and see how well it holds up today.
Games: This section isn't so much analytical reviews, but more an alphabetical listing with brief notes on nearly every RPG and wargame in print at the time, plus a rating from 1 to 9. This definitely isn't something they'll be able to repeat in future issues, as I don't think 17 issues is enough to get to the publishing a big index stage of a magazine's life. There isn't really enough meat for me to provide significant commentary on each of the reviews, but I will reorganise them from best to worst, so you can get a clearer idea of their tastes and number weighting. Many of the names are familiar to me, having also appeared in the early days of Dragon, but there are a few new faces worth investigating, and it's always amusing seeing them being scathing about TSR's (lack of) editing skills at the time.
9: Cosmic Encounter, The Creature that ate Sheboygan.
8: Battlefield Mars, GEV, Imperium, John Carter, Traveller, White Bear & Red Moon.
7: After the Holocaust, Belter, Divine Right, Double Star, Freedom in the Galaxy, Ice War, Lords of the Middle Seas, Melee, OGRE, Runequest, Stellar Conquest, Time War, War of the Ring.
6: Alien Space, Asteroid Zero-Four, Black Hole, Bloodtree Rebellion, Chivalry & Sorcery, Deathmaze, Dune, Dungeons & Dragons, Invasion: America, Mayday, Outreach, Starforce, Swords & Sorcery, Villains & Vigilantes.
5: Chitin: I, Colony Delta, Demons, Godsfire, King Arthur's Knights, Lords & Wizards, Olympica, Snapshot, Sorcerer, Star Quest, Starship Troopers.
4: Beast Lord, Invasion of the air eaters, Magic Realm, War in the Ice.
3: Lankhmar, Metamorphosis Alpha.
2: Annihilator/OneWorld, Dixie, Holy War, Quazar, Rivets.
1: Atlantis: 12,500 BC.
Books: Our book reviews are going through one of those feminist phases where everything is looked through in terms of gender roles, messages sent by the story and whether they're culturally positive or not. They're certainly not a recent phenomenon by any stretch of the imagination. And since sci-fi is probably the best genre for telling stories where normal gender roles don't apply, this is an entirely valid use of a column. Every little helps when you still have a long way to go.
Ruins of Isis by Marion Zimmer Bradley plonks the heroes in a female-dominated society, and forces them to adapt to the misandry as long as they're there. Hopefully they'll learn something about themselves that's useful even after they leave.
A World Between by Norman Spinrad does it the other way around, featuring an egalitarian society being invaded by radical feminists, and the resulting male backlash. A war for hearts and minds ensues. Thankfully, equality wins out in the end.
Electric Forest by Tanith Lee gets a load of praise while strictly avoiding spoilers. Sometimes it's tough being a reviewer and wanting the audience to have the same experience you did.
Jesus on Mars by Phillip Jose Farmer, on the other hand, gets a mediocre review that leaves no doubt it does exactly what it says on the tin, and is therefore a bit of a one joke book. That's what often happens when you think of the title first and then write a story to fit.
The Face by Jack Vance brings back the thoughts on gender politics, as he details a world where virtually all sex is paedophillic rape, and their almost as annoying neighbours. Somehow, the hero has to get in, kill the guy who killed his family, and then get out again the other side. Since it's Vance, there's little doubt it'll be an interesting ride.
Empire of the East by Fred Saberhagen is a compiled trilogy set in a magical far-future earth, with some modern tech left over. Like many a post apocalyptic setting, that means they can combine & warp it in any cool way they choose.
Tales of Neveryon by Samuel Delaney is also a collection of smaller stories plus worldbuilding, but in more of a slice of life vein than world saving epic. It still finds time for some humorous pretentiousness in it's framing device.
Another fine Myth by Robert Asprin is a more humorous and lighthearted bit of fantasy, putting an inexperienced apprentice wizard and a depowered demon against the hordes of evil. Sounds like there'll be more puns involved than just the title, some of which might be relevant to the actual plot.
Thieves World, which is an anthology series that'll get tons of follow-ups and RPG conversions, also gets a positive result here. The reviewer can look back on this without being embarrassed by hindsight.
Media: The final column isn't reviews, but instead previews of upcoming stuff. As with the reviews, many of these are very familiar indeed. The empire strikes back, Flash Gordon, Dune, Conan, Lord of the Rings, there's certainly some big hopes here. Of course, time will not be kind to most of these, but where there's a whip there's a way. Just got to keep working on improving those special effects. In the meantime it'll definitely be interesting to see how they get reviewed when they arrive here.
Feedback: Huh. They end the very first issue with a survey. That's a lot more on the ball than TSR were in that area. It's a very in-depth one as well, with a lot of specific questions about how you spend your money, and what games you've played, what magazines you read, and of course, what you want to see in the magazine in the future. This is very interesting indeed to note, and I wonder how they'll follow it up.
While pretty light on advertising, as they don't have any external bookings yet, they do take the time to advertise their sister magazines, Strategy & Tactics, and Moves. The first focusses exclusively on historical wargaming, while the second takes a more analytical approach to game design itself. By following connections, you can always find more interesting things to check out. I wonder if anyone's taken the time to properly archive these and make them available on the internet. Curiously enough, it seems like S&T is still going at a slower pace, having been moved between quite a few publishers over it's long lifespan. Wargaming may yet get the last laugh compared to RPG's, given Dragon's apparent demise.
Well, that wasn't as useful to a roleplayer as an average issue of Dragon, but it was interesting, did some things better and others worse than TSR, and let me learn some new things. Particularly interesting to me was the amount of the issue devoted to reviews, which was considerably more extensive and provided a new perspective on the media of the early 80's. And since there's only 19 issues to get through, I'm pretty sure I can do this in a few months without worrying about burnout. Let's follow this little tributary downstream until it connects up with the larger river.
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