Let's read the entire run

Dragon Magazine Issue 193: May 1993

part 6/6


The dragon's bestiary: Yay! more planar monsters! All ones that would later appear in proper MC appendices as well. Keep building that part of the setting up, we've still got a way to go until planescape.

Giant Nautilus are one of the few things that can go head-to-head with Kraken in both the physical and mental arenas. With 21 attacks per round, tough armour, plus substantial magical powers, they should also be able to deal with most parties too, should one be around while they do something bad for the environment. Not one to be casually trifled with.

Abyss ants are exactly what you'd expect. Giant malevolent twisted versions of normal ants, ready to melt your face off with acid spitting. As they're considerably less chaotic than most abyssal inhabitants, they can survive via co-operation in the face of the horrors of the infinite pit and carve out their own little safe regions. (for them) As ever, good luck turning them to your advantage, because I don't fancy your odds of killing them all unless you're a creature immune to nonmagical attacks that can just wade through them.

Incarnates are possessing spirits that epitomise the 7 virtues & sins. They offer you appropriate powers at the cost of some of your free will. The good ones can be useful, while the bad ones are an almighty pain to get rid of. Now these can indeed be nice plot drivers. Are you willing to make that fusion willingly, and become a lot more like a White Wolf character? (what? Mage, Wraith, Changeling, Exalted, Mummy, Demon, Geist. All use variants on that theme. It does seem to be rather a habit of theirs. I do wonder why. )


Dragonmirth involves literal dungeons this time. And the same joke Fineous fingers started with back in issue 3. Ogrek continues to irritate everyone he meets. How does he get away with it? A spectacular arial battle fills twilight empire.


Through the looking glass: The hammer has fallen. Or has it. As usual, it's more complicated than that. It's only a few states in the US that are doing the lead banning thing. Some companies will still be producing lead minis, particularly ones overseas. And of course, with such patchy enforcement, it would not be a complicated matter to go out of state for your shopping, maybe do a little illegal importing for your mates (although as a pundit in a major magazine, he is contractually obliged to disapprove of that behaviour. ) It would be oh so easy to make a mockery of this, just as we did with prohibition. Plus it would make a great noir comedy. Wargaming importers and the hard-bitten detectives who try and track them down. Adversity does make things interesting.

Our reviewed minis this month are a mechanic with a gun, and a ton of little detail on his clothes that'll be a challenge to pain. Lord Soth in all his brooding glory riding a skeletal horse. Sir Bors from Arthurian legend, mounted or on foot. You think he'd stand a chance against Soth? Some modern soldiers with machine guns and missiles. Dwarves with polearms considerably longer than them. A wererat with a rather nasty looking sword. A completely nonchesecaky druid/ranger. And the token bit of furniture. Once again they fight to increase the legibility of the photographs, with mixed success.

We also get a review of Warhammer Battle Magic. It gets pretty good marks from Robert, with only the subtle niggle that the way they're dividing things up may be more based on getting you to buy lots of other figures than IC thematics keeping him from giving it 5 stars. Yeah, I think we know by now that Games Workshop are pretty ruthless and effective business people. They wouldn't have survived where all the other wargaming companies died if they weren't. At least someone's still around to push the mass market minis.


TSR Previews: Having had Top Secret grind to a halt in 1991, they make another, rather different shot at producing a versatile generic system. The Amazing Engine™. Base rules simple enough to fit in a 32 page booklet, and a system designed to allow you to switch easily between wildly different characters in wildly different milieus. Two of these are released straight away. For Faerie, Queen and country combines victoriana with a distinct flavour of open magic, while Bughunters is fast paced sci-fi. How many settings will they get out before this too falls by the wayside?

Dark sun is our top AD&D attraction this month. The Ivory Triangle is a big boxed set full of info on Gulg, Nibenay, and their epic conflict. Use it fast, because like everything else in this world, it'll be out of date and superceded soon. Much of this is of course the fault of Troy Denning, who completes book 4 of the prism pentad, The Obsidian Oracle. Tyr may be free, but the new boss'll become as bad as the old boss if he gets his way.

Ravenloft proves even Pinnochio can be made horrific, in The Created. A mad toymaker sends his creations against people. Guess it's foiling time again. But how many other suspicious characters lurk nearby to serve as red herrings?

Greyhawk follows up on a couple of months ago. WGR6: The city of skulls sends you to infiltrate Iuz's capital city. Can you make a difference to the big picture? Good luck.

Spelljammer gets SJR8: Space lairs. Another anthology of short adventures. Well, the standard ones don't work very well in space. Don't let your game grind to a halt because you're out of ideas.

And finally, we have another batch of trading cards. I can't even be bothered with the pokemon jokes anymore. Let's skip them until that actually comes out in a few years.


In contrast to the last issue, this one really flew by. Fortunately, that's because most of the articles were interesting enough that I could easily think of something to say for them even if many of them weren't actually that great. With Roger's 10th, and the lead bill kerfuffle, this is another one that both lets me really appreciate how far I've come, and how much further I have to go. And just how much work it's been. Eventually, it'll start getting easier. But knowing me, that just means I'll start posting faster again, making the workload just as hard. Let's hope that day isn't too far away.
 

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Dragon Magazine Issue 194: June 1993

part 1/6


124 pages So we're up to year 17. Many of the magazine's readers are now younger than it, including me. Feel free to shake your stick and try get us offa your lawn. As you'd expect, there's a dragon on the cover trying to do just that. Because let's face it, we're all youngsters to a fully grown dragon, even the elves. But I guess the important question is if they've still got anything to teach us, or their age has left them out of date and baffled by this newfangled technology. Since we have not one but two Dragon Projects this month, they do seem to have some genuinely new stuff to offer us. But on the other hand, they also have two game wizards articles, which generally aren't particularly useful. Let's see what the ratio of good stuff, filler and crap is this issue.


In this issue:


Letters: Praise for the african articles. Yaaay! Roger points out further reading. Actually, he doesn't, but it's the thought that counts. Coverage of african history and mythology is still pretty damn sketchy.

Uriah Heap? What have uriah heap got to do with D&D? A very good question that'll hopefully be filled in later.

A letter from a multiclassed gamer/akidoer. As with army people writing in, Roger gives this extra attention due to personal investment. Seems like lots of the TSR staff actually try to become badass ninjas in real life, with mixed success. Why do I find that more funny than I should?

A letter from someone who's found a misprinted trading card. Oooh. You can get more for them than the regular ones! Why do we even bother complaining about errata anyway when people fetishise it so.

A letter from Ann Dupuis responding to Rick's review of GURPS Old West. Man, political correctness is getting out of hand these days. Such was the 90's. Can't talk about anything real without offending someone. This is one reason why we retreat into fantasy worlds in the first place.


Editorial: From political correctness to more religious hysteria. Beauty and the beast promotes lycanthropy?! Ok, they're really really reaching for that one. I'm pretty certain some people just look for reasons to be offended by anything popular to get some attention. Roger treats this with the utter contempt it deserves. He really is getting more and more emotionally invested in this problem as the years go by. Still, it doesn't compare with the rage he feels at people trying to ban the diary of Anne Frank. That just says willfull eeeeeeevilness on a cartoonish level. Remember, a fairly reliable way of spotting who the good guy in a situation is the one who wants you to have access to information, and the freedom to make your own choices. It might not be perfect, but it'll be right far more often than not, until the bad guys wise up and feed you false info to make you make the wrong choices. And fighting censorship and government lies is something that remains incredibly relevant in the internet age. With video phones and instant uploads, we all have the ability to make a difference, ensure the actual truth on ugly events gets out. If that means we have to watch some poor quality, gruesome stuff, well, that's a price I'm willing to pay for freedom.


Dragon dogfights: We kick this birthday off with quite a neat little number. A simplified system for fighting in the skies? It's not nearly as silly as clay-o-rama, but that may well be a good thing. It does have stuff in common with it in that you'll have to supply all the raw materials yourselves, and the whole thing was a little thrown-together, designed so people could have a laugh at last year's conventions. Of course, deadlines like that often wind up working in the favor of usability, as you really have to stick to the essentials needed to get the game working. And the stress testing it got then probably gave them a chance to iron off a few more rough edges. The whole thing is tremendously easy to get into, and the rules could well fit on a single sheet of doublesided paper if they shrank the font a bit. This qualifies as a definite success, even if it's not as impressive a package as the old centrefold games they used to put in the magazine. I do rather miss those. We want more variety!


The details of the amazing engine and the way it will handle the core rules and settings is revealed. 32 page core rules and 128 page settings? Fight that bloat!


Dexter & Cornelius: Our first Dragon Project is for GURPS. An adorably naive young dragon and the conman who's exploiting him to make his fortune. There's an idea that can be translated fairly easily to other systems, although it may be out of character for some worlds. It actually sounds more like the plot of one of their short stories than an article, but since the fiction in the magazine is one of my favourite parts, that's no bad thing. The crunch takes up a pretty tiny part of the article, showing GURPS doesn't have to degenerate into a morass of special case stuff, and the central idea seems pretty fun as an adventure seed. I think this is a pretty good success in balancing their various pressures.
 

Dragon Magazine Issue 194: June 1993

part 2/6


Dragonbot Ver 3.1: Ha. Paranoia time again. The computer is being so successful in it's attempts to root out and destroy mutant scum is so successful that you get the marvellous opportunity to employ its latest development, a mechanical dragon, to further demonstrate the perfection of the computer's engineering. It's the best yet, but all the older models were perfect as well! It has a cloaking system, and anyone who can see through it must be a traitorous mutant scumbag requiring immediate termination. Rather more specific than the other article, this integrates and punctures a whole bunch of D&Disms with a Paranoia spin, making it pretty hard to fit into another game. It does get rather silly, but you'd expect that. Maybe this should have been in the april issue instead. In any case, this is still an entertaining read, especially when you get all the references, but I can't see it getting that much actual play use.


TSR Previews: The game designers decide that maybe the loose leaf format for collecting monsters wasn't such a good idea after all, and release MCC1: Monstrous Manual. Still, they've collected creatures from lots of the compendia, revised them, and made all the artwork colour. And as noism's thread so epically indicates, there are a lot of people who remember this one fondly, probably more than the magazine. Rather less remembered is the Cardmaster Adventure design deck. Another way to facilitate quick easy design, I'm not sure how this one works. Spells, monsters and magic items are easy enough, but this seems a bit awkward.

Ravenloft is our double dipper this month. RM2: Web of illusions takes you to Sri Raji, to see the rakshasa. Or not, given their skills at misdirection. If you don't see through their deceptions and pack some serious magical heat you are likely to become dinner. Meanwhile, Carnival of fear by J. Robert King sees a bunch of carnival performers try and solve a series of murders. Somehow, I don't think these monsters will be Mr Jenkins the janitor in a mask.

The forgotten realms releases a new core boxed set reflecting all the metaplot changes, and incorporating a good deal of the material. Plus you can do some adventuring underneath shadowdale, fight drow and get saved by Elminster (and his little dog). Hey ho. Change keeps chugging along. Soon this too will be out of date.

Al-Qadim has a rather less hurried pace in City of delights, one of their bigger boxed sets. Ok, there is some stuff about yak men, and their plot to take over the city, but that's just an adventure hook. Enjoy wandering around a high magic city with plentiful elemental connections, and lots of colourful characters to encounter. Try not to get on the wrong side of the law, for many of the guards are also not your basic 1st level mooks.

Dark Sun gets splatbookalicious, with CGR2: The complete gladiator's handbook. You know the drill by now. Kits, equipment, roleplaying advice, all with that unique dark sun flavour (like barbecue, only drier.) mixed in. Don't be surprised if there's even more power creep than even this setting normally has.

Dragonlance reaches part 2 in the dwarven nations trilogy. Hammer and axe by Dan Parkinson sees hill dwarves split away from their mountain cousins. Cue monty python jokes about molehill dwarves, given how small the things they're disagreeing over are.

D&D has another tiny little adventure. In the phantom's wake is another 16 pager that would be rather hard to spot on a bookshelf. This format is starting to look seriously dated when contrasted with the 128 page splatbooks.


Role-playing reviews decides to have a spate of sci-fi. People may not be sending in many articles, but they can still rely on their columnites to cover a wide variety of other companies games.

Battletech 3rd edition gets the full 5 star deluxe treatment, with rick praising nearly every aspect of it's rules and setting. Fasa have improved on the existing game both rules wise and in presentation, and look like they'll continue raking it in for a while yet. All power to them.

Gamma Knights doesn't get quite such a great result. It's decent enough for what it is, but there's a few bits of rules weirdness, and it doesn't really integrate with the RPG at all. That's more a marketing decision than having anything to do with the existing setting.

Orbit War also gets quite a bit of negativity. It was cool as a special feature in a magazine a decade ago, but on it's own, it seems both too expensive and terribly outdated. Once again the end of the cold war has changed the political landscape enough that this kind of thing no longer resonates.

Tyranno Ex sees Rick argue heatedly with his playtesters over it's merits. When a game's this innovative, you can forgive it a few rules flaws. Plus evolution is an interesting business that deserves more publicity anyway. I wonder what he'll make of pokemon in a few years time. :D
 

Dragon Magazine Issue 194: June 1993

part 3/6


The known world grimoire: Sagin' time again in this department. Bruce still has many more questions to answer.

No magic at all?! That'll kill me! Really? No magic at all!1! (oh all right, there's a few exceptions, mostly purely internal ones needed for some creature's basic functionality. )

Any info on Minea out there? (Not really. Maybe some day. )

Are there weapon mastery charts for the hollow world stuff. (Go back a year and ask again)

How does Bekander get a manifestation. (For free)

Why haven't green slimes eaten the world. (Our ecology, it needs adding too. Maybe you could create the monster that keeps the slimes and oozes in check. )

Are charmed things freed when their master dies (Nope. Until they actually make the regular save, they will try to avenge his death fanatically. )

What's a Night Dragon (Shoulda started reading this magazine a few years ago)

Will all the princess ark series be fully compiled (Nope. Nearly half of it'll be abridged, due to space issues. Shoulda started reading the magazine a few years ago. )

Don't listen to the h8ers! The New D&D basic set kicks ass! ( Why thank you. :teeth ting: ) I'm glad someone's doing their part to grow the hobby instead of moaning about everything we do. )


Breaking them in: Ahh, another attempt to get new players in. And it does actually offer some new advice. Do some solo mentoring. Encourage them to prepare. And get one of the other players to take them under their wing. Interesting, if a bit insubstantial in terms of word count. Plus a half page header on a page and a half article? I suspect padding out to fit around the number of adverts. Still, better just a few new ideas than 10 ones that we've seen before all too often. And better they choose fairly good articles for their padding and twist them a bit with font size changes than bad ones that just happen to be exactly the right word count. Pretty mixed feelings about this really. Oh well, it adds a few more XP to my count. And the emphasis on personal tuition is interesting. In the old days we all had to learn together. But gaming has been around long enough now that this has become a viable path to get someone up to speed quicker. I guess we should take advantage of that.


Sage advice: What happened to the maps in WGR3 (Oops. Guess Skip will have to put the pages in the modules as well as the mages. )

Do hide in shadows and move silently work on undead. (Why wouldn't they. They may be immune to all kinds of stuff, but they still have the same basic senses. )

Can you sell a wall of iron for shitloads of money in athas. (No. It has a duration specifically to prevent that. You are so pre-empted.)

How do the veiled alliance interact with advanced beings (with great caution, like you do with anyone who can kill you with a word)

How many followers do avangions attract (everyone in the area who wants a better world for themselves, and their children, and their children's children. There are people dying. Spare a thought for the living. Make a better world, for you and for me. )

Do avangions eat and sleep (probably)

How do avangions use powers that requite them to walk (Shapechanging, duh. Does the concept of access 9th level spells mean nothing to you? )

How can elves be wimpy but live a long time (Horses and parrots. Cockroaches and china. Fast metabolisms burn themselves out. )

Why does the complete elves handbook have spells elves can't learn. (Just because they can't specialize in them, doesn't mean they can't learn them. )

What happens if you take plants spelljamming (you'd have to take a hell of a lot to balance up the breathing of a whole crew. )

Can a riddlemaster choose the right card from a deck of many things. (no. You can't analyze or game totally random results. That's a Wild Mage trick. )


The role of computers: Conquered Kingdoms seems pretty self explanatory. Take over places with your forces, and then deal with the hassles of managing them. Face off wizards & dragons, or maybe other players via modem. Not hugely innovative, but they enjoy it.

Lure of the Temptress gets a fairly good review. The interface, which brings up options via pointing and right-clicking, is relatively quick and intuitive for the number of options it offers. With plenty of different options for interacting with the NPC's, and an environment that changes quite a bit as you go through the adventure, it kept them interested throughout and wanting to try replaying it. Only a few stupid AI flaws keep it from getting 5 stars.

Realms is another one combining fantasy wargame and sim game, forcing you to master the finer arts of taxation and city building as well as battlefield tactics to win. As with most of these, this can eat up vast amounts of time mastering all the subtleties if you let it.

Rex Nebular and the Cosmic Gender Bender is a point and click comedy adventure in the vein of the leisure suit larry games. Unusually for their reviewers, they don't object to the dirty bits, as they can be switched on and off quickly and easily mid-game and password protected, so your kids will not be corrupted and you will not be embarrassed. Ha. They continue to amuse on this front. Why must family friendly policies produce such risible results? People just can't resist thumbing their nose at them.

The Summoning is a more action oriented RPG, sending you through a massive multi-level labyrinth, where you have to change your equipment and other complexities without pausing. In an other sign of advancing interfaces, they not only have automapping, but also let you print your maps off easily. The magic system is pretty cool too. Another one they intend to revisit in future hints sections.
 

Dragon Magazine Issue 194: June 1993

part 4/6


Gamma Terra Revisited: Along with the Dragon Project articles, here we have a gamma world article. Only the 2nd one since 4e's release though, (and once again by an official writer) which once again goes to show how much they're struggling to get people to write in with this stuff. It's not a particularly surprising topic either. More Mutations? That's like saying more monsters or spells for D&D. The main question then becomes are they any good. Browsing through them, I can definitely say that these are more superhero powers than remotely realistic body alterations. Some even have the rather artificial limitation of 1/day, which further affects that feeling. Guess they're still playing on the gonzo side in the TSR offices. Pretty standard collection though. Extended lifespan, darkness generation, phasing through objects, flight, blasty energy balls. The main thing to recommend it is the well above average artwork. Otherwise, tis somewhat yawnsome. You won't be inspiring the freelancers with stuff like this.


Campaign journal: As with the dragon projects, we have our second wave of campaign boosters from the official writers this month. This time, it's Dark Sun's turn. Rich Baker sets about integrating kits into there, with a short bit of advice on good existing ones, and then launching into a whole range of new ones, 2 for each class group. That won't catch them up with Al Qadim, but it won't hurt, and shouldn't be too hard to retroactively integrate into your game.

Slave warriors have fairly substantial bonuses, but of course are slaves, which does limit their freedom quite a lot. And if they do escape or get set free, they'll lose the benefits and get a different set of penalties. Unless the owner is another PC (Which isn't impossible since there's a noble kit) this'll be rather a nuisance. Maybe an all-slave campaign would be fun for a bit.

Raiders are your typical bandity types. They get a substantial bonus to ambushes, but are obviously not very popular in most social situations. Better leave that to the other PC's while you lurk menacingly in the background then.

Veiled ones are preservers strongly on the in in the veiled alliance. This means they have other wizards to help them out and get half-decent spell choices, but need to spend quite a bit of time maintaining a cover identity and helping out other preservers. This'll create adventure options as well as restrict them, and the other players may well have to help out in your plot lines. Better hope they don't also have kits that demand a ton of their time.

Arcanamach's are their opposite halves, sorcerer-king's attack dogs. Which means they can operate openly, have extensive spell selections, and order around virtually anyone apart from templars, but they're feared, hated and regularly sent on missions by their boss. It's a stressful life, and not that great for PC's.

Chroniclers are priests who do historical research, a pretty rare commodity on Athas. They get Read Languages, rogue style, and an eidetic memory, at the cost of always having to try and recover ancient lore, which isn't really a drawback at all, although it may lead them into unwise situations. Ahh, the old swashbuckler setup.

Tribal Priests are another one with mainly social benefits and hindrances. Gotta take care of your congregation, no matter how it may get in the way of your adventuring. But much respect if you do.

Caravaneers get lots of bonus proficiencies and will never be short of a job, but like many travellers, will face scorn and distrust from people in any other situation. Gypsies and sailors get a bad rap but you can't really live without trade. Since their hindrance will mainly come into effect if they leave their job, this'll keep them adventuring.

Sycophants steal via charm and freeloading rather than blatant thievery, soon becoming able to juggle one friend off another and live virtually for free without anyone noticing. Course, this requires people not seeing them as a threat. They may have some mechanical backup, but they can still blow it by strapping on armor and looking like a professional adventurer.

Noble psionicists are pretty much the same as the kit for other classes. Extra money at the start, but they then have to maintain themselves in the style they're accustomed too, or lose the social clout their family connections grant them. Probably ought to be a non class specific kit.

Untutored ones break the normal psionicist rules and get a wild talent on top of their usual powers. They then pay for this over the course of their career by not getting free defence modes and being unpopular with regular trained psychics. This is obviously one rather dependent on luck, but in general, this will start out a fairly decent advantage and gradually become more and more of a disadvantage, so it's a good one to tempt players with.

So here we see an unusually high number of bonus proficiencies in many of the kits, and lots of purely social hindrances, some very strict. Ironically, this discourages everyone from taking a kit, for if they all did, their competing social requirements would tear the group apart when properly enforced. This is a definite design flaw that needs addressing. It's fine for NPC's to have issues like that, but PC's need to be able to keep the team together to survive and prosper. I am once again reminded of my own musical experiences, where one of the biggest obstacles to a band's success is the various life events of the members constantly getting in the way of actually producing anything. You really do need to be able to just say :):):):) 'em all and set off into the unknown if you want to make a huge life change. Integrating into the community can be a trap for the unwary that wastes your entire life in petty details. And I really don't want that incorporated into my gaming when it's precisely what I play to escape.
 

Dragon Magazine Issue 194: June 1993

part 5/6


Castle Falkenstein! Another highly entertaining and idiosyncratic game gets teased here.


The game wizards 1: Promo goes into overdrive this month. The Amazing Engine was released last month, along with it's first two settings. And while it isn't getting the same kind of push as Buck Rogers, there's people here who want it to succeed. Particularly the ones who wrote the books, such as Lester Smith. Left to himself, he would have developed a rather crunchier system for Bughunters. But under Zeb's direction, he's kept it simple stupid and squeezed everything into 128 pages. Which since it's a game designed to model sci-fi military action stuff such as Aliens and Predator, is counterintuitive but probably more fun than something that details guns and equipment in fetishistic detail. (like the official licence, for example) Course, that isn't going to stop the whole thing from dying within a couple of years, but so it goes. The fact that settings are only getting a single book each and then it's on to the next one probably hurts the attempt to build up marketable IP. Still, the overall ideas sound good. It's a case where it's a little depressing how TSR's other RPG's kept dying. What could make a comfortable living for a smaller company was a gross waste of resources for them. It's all a little saddening.


Bazaar of the Bizarre: Spike T Jones takes a break from ecologising for a little itemising. He contributes an interesting grab bag of bottles, and things which fit inside them. Once again we see how a sideways theme can be more interesting and varied than a straightforward one.

Tenser's Tantalus lets you carry a whole array of potions and scrolls on it, secured and protected, but coming away at a touch ready to use. No more frustrating rummaging in backpacks in the middle of battle, like extradimensional storage, this'll change the life of adventuring parties to the degree that they won't know how they managed before it. Better make sure enemies don't smash or steal it.

Bottles of preservation keep anything in them fresh. Since some monsters are both highly perishable and can be used to make magic items, this could allow you to multiply your profit from an adventure, presuming the right buyer is available. Or possibly make prettier, better smelling flesh golems, if that's your perversion of choice. Brains in a jar make for good props anyway.

Bottles of trapping shrink you and suck you in, leaving you to be put on the shelf, complaining in a squeaky voice. No mention is made of it removing your bodily needs, so being a prisoner in a bottle may get rather humiliating after a while. It can also lead to some amusingly cartoonish scenes. Very mean.

Nerve tonic lets you stay completely calm. One that you could probably make lots of money selling to non-adventurers. Let's hope the ingredients can be farmed and mass produced.

Oil of monster repulsion does exactly what it says on the bottle. Course, it only affects a specific species, so it's hardly a great cure-all. Another one that'll be most handy when you can make it yourself, instead of just finding some random variant of it in the treasure pile.

Oil of neutral scent stops you from smelling, which is very useful when dealing with things like tracker dogs or grimlocks. The experience of being completely smell free may become addictive, which will be very expensive for the fastidious and paranoid. Just the quirk to give to your campaign's equivalent of Howard Hughes

Pox potion is yet another way your creative attempts could go horribly wrong. It won't be fatal to experienced adventurers, but it will make your life pretty unpleasant until you can get a cure disease in.

Ships-in-a-bottle grow to full size when you break them. Unfortunately, they can't be made to shrink again after use, so you're stick with a full size ship. Perhaps more research on this matter is needed. The solution is probably going to be expensive.

Skunk water makes whatever it's added too smell utterly foul. Do not drink under any circumstances, save possibly trying to blend in in troglodyte territory.

Smoke of fire quenching is another one-use item that may save your life, but only in very specific circumstances. Stock up on a whole bunch of them if facing fire elementalists then.


The game wizards 2: Hmmm. TSR's trying to get into the new FMV game scene. Stuff like Atmosfear started appearing a couple of years ago, and as with many gimmicky things that're easy to learn, they've sold like gangbusters, yet only been played once or twice before being relegated to the attic. Not that this bothers the manufacturers much, as we've already given them our money. This is in sharp contrast to AD&D, which is now pretty dependent on the return dollar (another reason why the non D&D RPG's keep getting dropped by the company) So Bruce Nesmith was the muggins who got tasked with developing a new boardgame at short notice to try and catch the money before fashion moves on again. Say hello to Dragon Strike! Created in a mere 3 months, it seems to have all the hallmarks of the genre. The tape is only 30 minutes long, so games should be easy to play, and it has enough variant adventures, random cards and shiny bits and pieces that it should manage a dozen or so playthroughs before getting repetitive. And hopefully by then they'll have read the advertising pamphlet and been lured into full D&D. Yeah, this is pretty blatantly another attempt to create a gateway drug. It's also interesting from a historical perspective as a precursor to the multimedia stuff they'll start including in AD&D products next year, First Quest and all the other things with Audio CDs that "enhance" the adventure. I guess from that we can assume it was at least a modest success. It does feel a bit odd for them to be so blatantly admitting that this is a gateway drug and produced on a worryingly short notice, but I guess the higher-ups don't mind that, for some reason. Not sure what to think about this one at all. I guess one important question is Was the game Fun? A lot of corporate crap can be forgiven if the final product is good.
 

Say hello to Dragon Strike! Created in a mere 3 months, it seems to have all the hallmarks of the genre. The tape is only 30 minutes long, so games should be easy to play, and it has enough variant adventures, random cards and shiny bits and pieces that it should manage a dozen or so playthroughs before getting repetitive. And hopefully by then they'll have read the advertising pamphlet and been lured into full D&D. Yeah, this is pretty blatantly another attempt to create a gateway drug.

[snip]

Not sure what to think about this one at all. I guess one important question is Was the game Fun? A lot of corporate crap can be forgiven if the final product is good.

Here's a video review of it (some granny-unfriendly language).

Board James 2: Dragonstrike « Cinemassacre Productions

Looks like TSR was trying to cash in on both VCR enhanced games and Hero Quest at the same time. It could have been fun and had some stuff that could be yoinked for D&D (minis, dice). The video though is cheese, and cheese that was dated when the game was produced (totally '80s -- in a bad way). Doesn't matter if the game itself was fun.
 

Urgh. If Dragonstrike is what I think it was, I remember seeing the video ad for at at Gencon that year. They played it at the TSR booth over and over and over and over and over and over and over and over... until I started hearing it in my dreams at night...
 


Ha! Hero Quest and the NES port of Gauntlet II, two of the final influences that came right before my entry into the game.

Flint Dille co-wrote the story to the video? Uh-oh!

That was an excruciatingly bad video. I wonder how many players it prevented from playing D&D in the first place.
 

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