(un)reason
Legend
Dragon Issue 125: September 1987
part 2/5
The ecology of the greenhag: Nigel Findley gives us an ingenious little horror story. He does seem to specialize in those, doesn't he. Do not tell them in a wilderness where said creature is likely to be lurking, for dramatic irony is very much against you, and you'll be lucky if two of the group (one boy, one girl, of course) get out alive. Once again he also takes the opportunity to tie in several related monsters, making this one of the more genuinely ecological ecologies. He does make what some would consider a misstep by separating their lifecycle so significantly from humans, removing opportunities for foster child horror. But on it's own terms it's a success, both storywise and mechanically. Keep sending 'em in, and they'll keep publishing them.
Beyond the supernatural available this fall. Modern horror gaming takes another step towards the environment that would produce the world of darkness. Isn't that neat.
Woodlands of the realms: Ed Greenwood proves once again that he can make incredible attention to detail in seemingly unimportant matters interesting, with a whole bunch of new types of tree for his campaign setting. Many of them are tied into specific cultures, and used to make specific things referenced in earlier issues. Most of them could really exist, yet they have distinctive features that make them useful in game in a way that you couldn't do simply using stuff from reality. One of those reminders that even though it may be becoming an official world, he already has entire filing cabinets full of this stuff, much of it we'll probably never see, and he makes up new details like this purely for his own entertainment. Which is what makes it such a joy to read. It does still feel a bit odd putting other general articles before the themed section of the issue starts though. I wonder why Roger decided to make that little change? I guess he's entitled to mix things up a bit, keep us wondering.
The code of chivalry: Knightly orders. In BD&D, they already have rules for doing the whole feudal allegiance thing, complete with fairly decent mechanical benefits. Meanwhile in OA, they have rules for personal honor affected by your deeds, and the benefits and restrictions it results in. So lets play catch-up, bring these elements together for regular AD&D, and give a specific example of a knightly order. This pretty much becomes a direct ancestor of the affiliation rules from 3.5, which is very interesting to note. This is something that can both be used immediately, and taken as an example to build your own variants for other groups and classes. An idea I definitely intend to take up. So both a strong start to a themed section, and a historically significant article in terms of inspiring future design developments. Very pleasing to see.
Meanwhile, back at the fief: No surprises that in an issue about knights, we're going to see some more stuff on domain management. A topic that's always welcome in my house, as long as it doesn't start trying to get to realistic, or overdetailed, doing the metaphorical equivalent of showing you tons of holiday snaps, and expecting you to remember all the stories associated with them. I think 5 pages is a reasonable number, don't you. So we have some fairly quick rules on fief morale, resources, the money you can get from them, and natural disasters that may come along to ruin your year. Once again done in a similar format to the year stuff in oriental adventures, this should allow you to fast-forward through a decade or two in a session. Competent and useful, but not hugely interesting. It is hard to make economics fun, and this writer is no Ed Greenwood.
Prince Valiant! Coming soon! Greg Stafford attempts to take the themes he covered so well in pendragon, and then strip them down to a much more mechanically simple form. Very fitting to see an ad for that in this issue.
Armies from the ground up: Hello again, Mr economics. Back again to remind us just how much hard work maintaining an army is in reality, with food, money, transport, avoiding unrest in the ranks, and all that kraftwerk? (well, lets face it, the way you can predict this stuff is pretty much the opposite of jazz
) What would we do without you? This writer is very keen to encourage players to cut taxes, and generally be nice to their peasants. pointing out that the long term benefits from doing so are greater than those the fist of harsh government and high taxation will provide, especially in a world where if people don't like your policy, they can pack up and move. (such a shame this isn't sim city, and you can't whack taxes up just before they're collected each year, then cut them to nothing the rest of the time and enjoy the benefits of both worlds.
) It does not spell out the benefits for creating an army of zombies, and using them to do all the mindless labour, freeing the peasants up to develop a much more substantial intellectual class, but that's not too surprising. This is pretty dull in general, actually. My mind, it is not expanded, although my play might be expedited if I follow the rules. Guess I'll just have to try them and find out.
part 2/5
The ecology of the greenhag: Nigel Findley gives us an ingenious little horror story. He does seem to specialize in those, doesn't he. Do not tell them in a wilderness where said creature is likely to be lurking, for dramatic irony is very much against you, and you'll be lucky if two of the group (one boy, one girl, of course) get out alive. Once again he also takes the opportunity to tie in several related monsters, making this one of the more genuinely ecological ecologies. He does make what some would consider a misstep by separating their lifecycle so significantly from humans, removing opportunities for foster child horror. But on it's own terms it's a success, both storywise and mechanically. Keep sending 'em in, and they'll keep publishing them.
Beyond the supernatural available this fall. Modern horror gaming takes another step towards the environment that would produce the world of darkness. Isn't that neat.
Woodlands of the realms: Ed Greenwood proves once again that he can make incredible attention to detail in seemingly unimportant matters interesting, with a whole bunch of new types of tree for his campaign setting. Many of them are tied into specific cultures, and used to make specific things referenced in earlier issues. Most of them could really exist, yet they have distinctive features that make them useful in game in a way that you couldn't do simply using stuff from reality. One of those reminders that even though it may be becoming an official world, he already has entire filing cabinets full of this stuff, much of it we'll probably never see, and he makes up new details like this purely for his own entertainment. Which is what makes it such a joy to read. It does still feel a bit odd putting other general articles before the themed section of the issue starts though. I wonder why Roger decided to make that little change? I guess he's entitled to mix things up a bit, keep us wondering.
The code of chivalry: Knightly orders. In BD&D, they already have rules for doing the whole feudal allegiance thing, complete with fairly decent mechanical benefits. Meanwhile in OA, they have rules for personal honor affected by your deeds, and the benefits and restrictions it results in. So lets play catch-up, bring these elements together for regular AD&D, and give a specific example of a knightly order. This pretty much becomes a direct ancestor of the affiliation rules from 3.5, which is very interesting to note. This is something that can both be used immediately, and taken as an example to build your own variants for other groups and classes. An idea I definitely intend to take up. So both a strong start to a themed section, and a historically significant article in terms of inspiring future design developments. Very pleasing to see.
Meanwhile, back at the fief: No surprises that in an issue about knights, we're going to see some more stuff on domain management. A topic that's always welcome in my house, as long as it doesn't start trying to get to realistic, or overdetailed, doing the metaphorical equivalent of showing you tons of holiday snaps, and expecting you to remember all the stories associated with them. I think 5 pages is a reasonable number, don't you. So we have some fairly quick rules on fief morale, resources, the money you can get from them, and natural disasters that may come along to ruin your year. Once again done in a similar format to the year stuff in oriental adventures, this should allow you to fast-forward through a decade or two in a session. Competent and useful, but not hugely interesting. It is hard to make economics fun, and this writer is no Ed Greenwood.
Prince Valiant! Coming soon! Greg Stafford attempts to take the themes he covered so well in pendragon, and then strip them down to a much more mechanically simple form. Very fitting to see an ad for that in this issue.
Armies from the ground up: Hello again, Mr economics. Back again to remind us just how much hard work maintaining an army is in reality, with food, money, transport, avoiding unrest in the ranks, and all that kraftwerk? (well, lets face it, the way you can predict this stuff is pretty much the opposite of jazz

