(un)reason
Legend
Dragon Issue 90: October 1984
part 1/3
100 pages. So we've finally reached the quarter point of this insanely epic journey. A pretty significant point for me, as it shows that this is not an insurmountable task, merely a very long and exhausting one. Not that they knew that at the time. They're busy planning for issue 100, trying to figure out how to make that nicely spectacular instead. Still, there's tons of stuff in here, as is standard, including several things we haven't seen in quite some time. This certainly seems promising.
In this issue:
Out on a limb: We have a letter asking how you advance your NPC's. You don't have to play out all their adventures manually, that would be several steps toward realism too far. Just look at their XP table, figure out how active they are compared to the players, and progress them appropriately. Honestly, the things some people ask.
Two letters saying the gods are statistically inaccurate. They're gods dear. Breaking the rules is what they do. You should know that by now.
A letter asking what the real relationship between Norebo and Wee Jas is, since their descriptions contradict. :giggles: And the editor said let there be retcon, for he does not want to be smitten. Whether they are or aren't doing it doesn't matter. Unlike celebrities, gods tend to get revenge against people saying things they don't want personally, and with great irony.
A letter complaining that their store got copies of the magazine before their subscription arrived. Oh woe. We do send them out a day earlier. If they don't arrive earlier, it's the post office's fault, not ours. That extra day or two won't kill you. Now, if your copy gets lost in the post, that's a different matter altogether, and you are quite entitled to complain.
A pair of complaints about baba yaga, and the contradictions in her description. Have we not established now that they change these things on purpose to make clear that there is no true canon, and all stats are malleable. You, sirs, are being more pedantic than the original writers. I mock your pedantry. Mock, mock, mock.
The forum is unusually homogenous this month. Jeff Martin, Jim Tuttle, Jay D Glithero, Jonathan Heiles (all the J's, for some reason) and Ted van Horn all have a problem with the physics and falling damage article. Ouch. Rough, man. Poor Arn. First they get your gender wrong, now this unanimous slating. Hope it didn't crush his spirit too much. Jim Parks is the only dissenting voice, and he is more concerned with the long running debate about high powered characters and what to do with them. Surely the editors could pick out a better variety of letters to publish than this.
The enchanting incantrix: Hmm, said Edward Greenwood. My players are taking magic for granted, treating it like just another form of artillery. This is most crass and not conductive to good stories. That makes me do my sad face
What can I do about that? I know! What I need is a new kind of spellcaster with abilities ordinary wizards can't duplicate! That'll confound and delight them! And then I'll make it based upon mysterious forces of destiny, so they can't join the class after encountering it, even if they want too. That way, it'll stay mysterious, plus I don't have to worry about balancing it with other classes. And then I can write books about the 7 special women who can wield it, and Elminster can score with them all like the ultimate mack daddy he is. Happy days are here again!
Um, yeah. This has been a very tricky article to review. On one hand, it's brimming with his usual cool ideas, with loads of neat tricks and new spells, and evocative writing. It goes quite a way towards putting the mystery back in magic, by creating a class that's light on the blasty abilities, but has lots of neat tricks up their sleeve. On the other, this is a definite hint towards the excesses he would slip into in later forgotten realms books, with spellfire, the seven sisters, mary-sue twatery, and all the problems that came with it. The irony, of course is that for all his insistence that these girls should be kept rare, and under no circumstances should a PC be allowed to be one; like the death master, they're not actually that overpowered really. No more than standard spellcasters who have a wide range of supplements to pick their spells from, anyway. Oh, Edward, Edward, Edward. Don't believe your own hype.
Palladium's weapon series is now up to 5 books. And I'm guesing that's Maryann Siembiedas maiden name on the book of contemporary weapons.
From the Sorceror's scroll: Gary returns to our pages for a running visit. Firstly, we have an expanded list of what exactly counts as a person for the purpose of charm and hold spells. Fair enough. I can see that many people would want that kind of thing. Then, it's time to inform us what he been up to during his absence from these pages. The D&D cartoon is getting renewed for another season. (Surprised we haven't seen that mentioned more, whether in praise or mockery. It's like they're diliberately avoiding discussing it. ) We have two film scripts ready. (but no-one wants to buy them. Whatever happened to these. Is there any chance we could get hold of them.) The Master set is nearly done. Temple of elemental evil is finally written.( now it's just up to poor little Frank Mentzer to edit it into a publishable form) We will revise the game sometime after that. But don't stop buying folks! Your company needs you! Complain to your local shop if you can't find our products to buy! And then he's off again. Busy busy busy. No time to waste. Those cocaine fueled all night orgies/writing sessions won't hold themselves, you know.
Bats that do more than bite: Ed also delivers one of his more quirky articles this month, courtesy of Elminster's rambling mind. Swords, shields, spellbooks ...... Bats? WTF! Thankfully, what seemed like madness is rapidly revealed to actually be genius, as we get an incredibly cool and varied set of new monsters that take the basic idea of bat, and run with it in all sorts of different directions. Azmyths are adorable little magical bats with stinger tails. If you can get one of these as a companion, DO IT! They'll pay for themselves many times over. Sinisters aren't quite as nice, but they also have a quirky set of powers, likes and dislikes that make them more than just another combat encounter. Gloomwings are the bad boys of the sentient bat world, serving both as steeds to powerful evil creatures, and plotters in their own right. Night hunters and Hundars are less interesting in terms of abilities, but still get plenty of interesting notes on their lifecycle and behaviour. And finally werebats are what you would expect. Infected by another werebat, their bloodthirst forces them to change shape at night and go on the hunt, yet unlike infected werewolves, they retain full awareness of what they are doing, and consequently, are filled with AAAangst. Just like actual vampires then. A great collection of nasties and potential allies that would make it into future forgotten realms books, and can be used to all kinds of cool ends. Me likey.
part 1/3
100 pages. So we've finally reached the quarter point of this insanely epic journey. A pretty significant point for me, as it shows that this is not an insurmountable task, merely a very long and exhausting one. Not that they knew that at the time. They're busy planning for issue 100, trying to figure out how to make that nicely spectacular instead. Still, there's tons of stuff in here, as is standard, including several things we haven't seen in quite some time. This certainly seems promising.
In this issue:
Out on a limb: We have a letter asking how you advance your NPC's. You don't have to play out all their adventures manually, that would be several steps toward realism too far. Just look at their XP table, figure out how active they are compared to the players, and progress them appropriately. Honestly, the things some people ask.
Two letters saying the gods are statistically inaccurate. They're gods dear. Breaking the rules is what they do. You should know that by now.
A letter asking what the real relationship between Norebo and Wee Jas is, since their descriptions contradict. :giggles: And the editor said let there be retcon, for he does not want to be smitten. Whether they are or aren't doing it doesn't matter. Unlike celebrities, gods tend to get revenge against people saying things they don't want personally, and with great irony.
A letter complaining that their store got copies of the magazine before their subscription arrived. Oh woe. We do send them out a day earlier. If they don't arrive earlier, it's the post office's fault, not ours. That extra day or two won't kill you. Now, if your copy gets lost in the post, that's a different matter altogether, and you are quite entitled to complain.
A pair of complaints about baba yaga, and the contradictions in her description. Have we not established now that they change these things on purpose to make clear that there is no true canon, and all stats are malleable. You, sirs, are being more pedantic than the original writers. I mock your pedantry. Mock, mock, mock.

The forum is unusually homogenous this month. Jeff Martin, Jim Tuttle, Jay D Glithero, Jonathan Heiles (all the J's, for some reason) and Ted van Horn all have a problem with the physics and falling damage article. Ouch. Rough, man. Poor Arn. First they get your gender wrong, now this unanimous slating. Hope it didn't crush his spirit too much. Jim Parks is the only dissenting voice, and he is more concerned with the long running debate about high powered characters and what to do with them. Surely the editors could pick out a better variety of letters to publish than this.
The enchanting incantrix: Hmm, said Edward Greenwood. My players are taking magic for granted, treating it like just another form of artillery. This is most crass and not conductive to good stories. That makes me do my sad face

Um, yeah. This has been a very tricky article to review. On one hand, it's brimming with his usual cool ideas, with loads of neat tricks and new spells, and evocative writing. It goes quite a way towards putting the mystery back in magic, by creating a class that's light on the blasty abilities, but has lots of neat tricks up their sleeve. On the other, this is a definite hint towards the excesses he would slip into in later forgotten realms books, with spellfire, the seven sisters, mary-sue twatery, and all the problems that came with it. The irony, of course is that for all his insistence that these girls should be kept rare, and under no circumstances should a PC be allowed to be one; like the death master, they're not actually that overpowered really. No more than standard spellcasters who have a wide range of supplements to pick their spells from, anyway. Oh, Edward, Edward, Edward. Don't believe your own hype.
Palladium's weapon series is now up to 5 books. And I'm guesing that's Maryann Siembiedas maiden name on the book of contemporary weapons.
From the Sorceror's scroll: Gary returns to our pages for a running visit. Firstly, we have an expanded list of what exactly counts as a person for the purpose of charm and hold spells. Fair enough. I can see that many people would want that kind of thing. Then, it's time to inform us what he been up to during his absence from these pages. The D&D cartoon is getting renewed for another season. (Surprised we haven't seen that mentioned more, whether in praise or mockery. It's like they're diliberately avoiding discussing it. ) We have two film scripts ready. (but no-one wants to buy them. Whatever happened to these. Is there any chance we could get hold of them.) The Master set is nearly done. Temple of elemental evil is finally written.( now it's just up to poor little Frank Mentzer to edit it into a publishable form) We will revise the game sometime after that. But don't stop buying folks! Your company needs you! Complain to your local shop if you can't find our products to buy! And then he's off again. Busy busy busy. No time to waste. Those cocaine fueled all night orgies/writing sessions won't hold themselves, you know.
Bats that do more than bite: Ed also delivers one of his more quirky articles this month, courtesy of Elminster's rambling mind. Swords, shields, spellbooks ...... Bats? WTF! Thankfully, what seemed like madness is rapidly revealed to actually be genius, as we get an incredibly cool and varied set of new monsters that take the basic idea of bat, and run with it in all sorts of different directions. Azmyths are adorable little magical bats with stinger tails. If you can get one of these as a companion, DO IT! They'll pay for themselves many times over. Sinisters aren't quite as nice, but they also have a quirky set of powers, likes and dislikes that make them more than just another combat encounter. Gloomwings are the bad boys of the sentient bat world, serving both as steeds to powerful evil creatures, and plotters in their own right. Night hunters and Hundars are less interesting in terms of abilities, but still get plenty of interesting notes on their lifecycle and behaviour. And finally werebats are what you would expect. Infected by another werebat, their bloodthirst forces them to change shape at night and go on the hunt, yet unlike infected werewolves, they retain full awareness of what they are doing, and consequently, are filled with AAAangst. Just like actual vampires then. A great collection of nasties and potential allies that would make it into future forgotten realms books, and can be used to all kinds of cool ends. Me likey.