Let's read the entire run

Same fairly short curly blonde hair, same nose, same eyeshadow, same weirdly burnished legs. Let's see if we can get a better image up for comparison.
show-water.phtml

show-water.phtml


Anyone else care to weigh in?
I think they look similar, but not the same. Sisters maybe? (And who did them?)
 

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I think they look similar, but not the same.

Same here. They don't look like the same model.

(And who did them?)

The picture on 106 looks like it's signed by Keith Parkinson. That looks like his style too.

I don't see a signature on 147, nor could I find one on the color plate in the 2e Tome of Magic. I think it's Clyde Caldwell though given the style and the artist credits on the ToC page of the ToM.

So Parkinson and Caldwell.
 

Dragon Magazine Issue 147: July 1989

part 3/5

Gaze into my crystal ball: More table heavy elaboration on a tiny part of the game. Magical viewing devices can have quite a number of different shapes and additional powers. In addition, there's plenty of other little factors that could be included, such as making your scrying ability partially dependent on your level and ability scores. As with the last article, this is a fairly neat little one to bust out when you roll the appropriate results on the magic item tables, flesh things out further.


Space hulk. Another warhammer variant bursts messily out of the designer's heads and onto our tables. Don't let those genestealers sneak up and infect your worlds.


Spelling it out: Hmm. Another article that could be fascinating or very dull indeed, depending on your current mood. An examination of the finer detail of spell memorization and casting, for the rules lawyers to peruse. Mainly notable because it has also been annotated by Roger with the changes 2nd edition has made to the spellcasting process. Which may seem small, but are actually fairly significant, closing up several exploitable tricks that used to be a problem, and drastically increasing the amount of downtime magic-users need to copy spells into their books. Looks like they have actually been nerfed a little if you remember to strictly follow the RAW. This is definitely worthy of note, and may provoke a few letters in the near future. When things superficially stay the same, nitpickers have a field day. I'm very interested to hear what other people made of this.


WoW your players: Ahh, the wand of wonder. (not world of warcraft, sorry to disappoint. :p ) Few things are more feared than a wizard wielding one. You never know what's going to happen. At least, untill they've used it a few hundred times. Then you might start to see a pattern. Which is what these alternate tables are good for. The larger the selection you have to roll in, the more truly wondrous your wand will be. And the more utterly twinked a wild mage with one will become. Muahahaha. I do rather enjoy these, but it does seem a bit odd that they give us 4 different tables, each with 19 results, many of which require you to roll again for subresults. Surely combining them into one big table, possibly using a d1000, would be a more elegant way of handling this kind of thing. Silly chaos mages. Not terrible, but certainly not the best example of random screwage fun.


Through the looking glass: Back to the reviews this month. A pair of dragons from grenadier are reviewed, and he also gives substantial tips on how best to assemble them. Good to see him taking a leaf from our computer game reviewers, and helping us as well as informing. We also get a five pack of fairly decent superhero figures for Villains and vigilantes, but adaptable to other games. Robert then decides it's time for a change, and switches from models to games systems

Aedeptus Titanicus sees games workshop get in on the giant robot fighting market, giving you a bunch of mechs and foam buildings. This means they are easily damaged, which would be a plus if you want to represent the extreme collateral damage your machines inflict, but it would be exceedingly expensive to do this and keep buying new ones. Indeed, the cost in general is the main gripe with this, which otherwise seems fairly awesome, and entirely integratable with their other 40k mass wargaming products.

And then it's back to reviews, with a chariot pulled by lions. Fairly customisable, this is nonetheless expensive enough to be a tricky decision to buy. And least, but not last, we get the response to another vitriolic letter accusing him of americacentricism. Well, yes. They don't sell many foreign models round these parts. One of those reviews that's all the more entertaining for it's fairly scattershot approach.


Two no SASE ogres? (look more like norkers to me) My, they must be busy rejecting people at the moment. Om nom nom.


Magus!: Looks like we have a board game as our centrepiece. They don't do enough of those these days. Rob Kuntz delivers a game of wizardly war. It looks like one of those ones where both skill and luck are important in winning, with a whole bunch of positional effects, and the ability to make alliances with other players to help you win. Annoyingly, the actual board and pieces are missing, (again) so I can't do a full judgement of it, but it seems pretty decent. Interestingly, both Gary Gygax and Dave Trampier are given credits at the end, so this has obviously been knocking about the office for quite some time. Even though certain people may be gone, they're certainly not forgotten, and some of the staff still stay in touch with them. Politics, politics. Almost as interesting as the stuff they show us.
 

Dragon Magazine Issue 147: July 1989

part 4/5

TSR Previews: You've got the players, you've got the dungeon master, now, you need monsters for them to face. So welcome to the AD&D second edition monstrous compendium, volume one. The first batch of loose leaf sheets, plus a big binder designed to accomodate stuff from future volumes. How long before they realize this little experiment has serious problems, and go back to regular books?

Dragonlance gets DLE2: Dragon magic. Save the celestial dragon of neutrality. You'd think a cosmic force like that could take care of itself, but apparently not. Oh well, it's a chance to become a big hero, and that's what counts.

The Forgotten Realms continues it's metaplot madness, with FR2: Tantras. Elminster's dead? Surely not. It's all a big misunderstanding. Oh well, it looks like the trouble you get in fortuitously helps you solve the main problem anyway. If you'd prefer to stay out of the edition change teething troubles you can buy FR8: Cities of mystery. Build an entire city block out of the pieces within. Sounds like it would synergise well with the waterdeep city system, another FR product that can be used genericly fairly easily.

D&D goes back to basics for the first time in a few years, with B11: Kings festival. Unsurprisingly, the new, more plot based module style intrudes even here, with plenty of role-playing advice as well. A sequel is coming shortly. Just be glad it's not another trilogy.

Marvel Superheroes is still time traveling, in MT2: Weird weird west. Six-guns and the kitchen sink as rifts to the 1870's open up all through history. Guess you'd better close them up, before things lose even more continuity than even a comic book universe can take.

Novelwise, we have Monkey Station by Aradath Mayhar and Ron Fortier. Hyperevolved monkeys! Taking over the world! Sounds pulpilicious.

And finally, we have a whole host of board games. Europe aflame! High Rise! Web of gold! War, business or exploration, the choice is yours. Good to see that department is still busy buzzing away as well.


Role-playing reviews is in theme, as is often the case, examining the spellcasting of several different systems. Everyone thinks they can improve upon D&D's old method of throwing cool stuff at the wall and seeing what sticks. In many cases, they can, even if the resulting games haven't managed the same kind of commercial success.

GURPS magic gets a very context heavy review indeed. Ken's initial skepticism with the line has faded as the supplement mill has kicked up, filling all kinds of odd niches with well written books. Now they're revisiting their fantasy gaming roots, with typical attention to detail and modularity. Course, as usual, this genericness is a flaw as well as a benefit, and you'll have to create your own world. He reserves final judgement until he's seen the rules in action. I do hope we'll see a follow up on that statement.

ARS Magica contrasts sharply with this, creating a game with a very distinctive setting, and a system focussed around playing not just wizards, but a very specific variety of wizards. The similarities to Pendragon are spotted immediately, as are many of the other system and style elements that would be crucial in the success of the storyteller system games later. He's also pleased with the strong emphasis on troupe play, making sure the players work together, treating the group as more important than any one character. The envelope is being pushed here, and people are definitely noticing already.

The magister is a AD&D forgotten realms supplement. D&D's magic system may be a messy business, but he loves it anyway. Elminster narrates, and his tone is as fun to read as ever. Lots of new spells and items, some amusing lampshading, it adds both usable material and colour to the game. Sounds like the kind of thing the magazine has been doing for ages.

Talislanta sorcerers guide gets a rather more mixed review. While there are some cool features, they aren't as well presented as the previous books, and you'll have to fill them out yourself. So it goes.

The spell book sees Ken's enthusiasm fizzle out. He hasn't really had the time to properly digest the HERO system, and lots of dry discussion on how to properly balance a magic system doesn't hold his interest. One primarily for system tinkerers and heavy crunch lovers.
 

Dragon Magazine Issue 147: July 1989

part 5/5

The role of computers: J R R Tolkien's War in Middle-earth has had almost as lengthy a gestation period as the book it's based upon. It only gets 3 stars, but the text seems rather more positive than that, painting a picture of an epic game requiring you to juggle multiple characters to achieve the objectives from the book and get used to flipping between the macro and character level perspectives. Hmm. Seems like people do try and put their best feet forward when tackling this property.

Hillsfar is the second of our computer based AD&D adventures. Explore said area of the forgotten realms, fight in the arena, deal with the tyranical ruler and his lackeys, and generally play in the sandbox. Fun, but not a hugely deep game, and marred slightly by saving being rather limited and no pausing. A bit of a filler game between the previous and upcoming epics.

Abrams battle tank is a high crunch simulation of driving said bit of heavy military ordinance. You have to flick between controlling the 4 different stations, drive, load, target and fire. And try and actually get some battle missions done. Sounds like a lot of keypress memorization required.

Sim City Terrain editor takes the still fledgeling program mentioned in passing last issue, and makes it into the supremely customizable timewaster we know and love. Now there's a nostalgia hit for me. Sim city was included on my first PC, and I spent ages playing around in it. The number of familiar names should increase quite considerably in the near future.


The role of books: The eight by Katherine Nevile is a playful espionage novel interleaving stories set in 1973 and the french revolution. It avoids the danger of involving the famous historical characters too closely, and develops it's own quirky cast and plot twists. The reviewer rather enjoys it.

Gamearth by Kevin J Anderson is an interestingly meta story which alternates between the viewpoint of a fantasy world, and the gaming group that plays those characters, as they try and stop the GM from ending the world. You know, you can just stop and walk away. It's not as if your players will chain you to the chair to force you to keep playing. Anyway, the question of whether the game universe is real or not, and it's relation to earth is left hanging, as is the final fate of the game, which frustrates the reviewer, but may be the point the author was trying to make. How very tricky to make a judgement on.

Starfarers by Vonda N McIntyre sees a would be space exploration ship under attack from global politicking. Lots of subplots delve into the lives of various crewmembers, and how they got to be in their current position, keeping the high concept from becoming too overbearing.

Lord of cragsclaw by Bill Fawcett and Neil Randall is a well built shared world story. It features anthropomorphic felines, but don't let that put you off. It definitely looks like there's plenty more room for worldbuilding and stories here.

The earth lords by Gordon R Dickinson gets a moderately negative review. The plotting and worldbuilding don't hang together brilliantly, and he isn't sure if it's fantasy or science fiction. Either way, he's produced better books.

Burning water by Mercedes Lackey has one of those omnicompetent protagonists who would be annoying if they weren't so likable. It runs the gamut of occult traditions in the course of it's plot, treating them all with respect and a decent amount of research. It looks like the start of another book series.

Who's afraid of beowulf by Tom Halt puts ancient characters in a modern day situation, and lets the humour flow naturally from there. The characters react logically to the strange situations, and it still manages to be a fairly dramatic story.


Dragonmith gets lost again. Yamara is saved by the debt collection. It's so hard to be a world threatening villain and stay under budget.


Three monstrous compendia planned already? Why not just release one big book. That would be far more convenient. ;)


A fairly interesting issue, and one that I got through quite quickly. As second edition finally starts to hit the magazine, even topics that they've covered before become fresh again, to be tackled from a different angle, with new rules. We're really getting somewhere now, and things are going to become more familiar, once again. Now the main thing they have to do is survive the controversies, and convert people over to the new way of doing things. Will they lose people in the process? Lets hope if they do, they'll at least send in vitriolic letters to say why they're leaving.
 

Dragon Magazine Issue 147: July 1989

Gamearth by Kevin J Anderson is an interestingly meta story which alternates between the viewpoint of a fantasy world, and the gaming group that plays those characters, as they try and stop the GM from ending the world. You know, you can just stop and walk away. It's not as if your players will chain you to the chair to force you to keep playing. Anyway, the question of whether the game universe is real or not, and it's relation to earth is left hanging, as is the final fate of the game, which frustrates the reviewer, but may be the point the author was trying to make. How very tricky to make a judgement on.

Wow, they beat The Gamers (and like umpteen webcomics) by quite a bit on this one! I'm surprised the trope's that old.
 

Dragon Magazine Issue 148: August 1989

part 1/5

116 pages. From one repeated topic to another. Last issue it was spellcasting, now it's warriors turn again. Will they be able to deliver a fresh spin on the theme, or will it be the same old ideas? Roger's editorial shows he's very much aware of this problem, and it would probably be worse if he didn't reject lots of the most obvious ideas, that people seem to come up with independently again and again. And let's not even get into the massive hassles of active plagiarism, which we have to spot before publishing or face the legal consequences. This is one reason a good index is damn handy, so you don't have to rely on fallible memory, and can just flip through and say Done that, done that, done that, ooooh, shiny, haven't done that yet, and get on with things.

In this issue:

Peh. The columbia tape and music club? So much for the adverts in here being at least vaguely themed. This is crap. Oh well, I suppose their money is as good as anyone's. This is your fault for mentioning filking, Mr Bunnell. :p


Letters: A letter asking for more characters in the Marvel-Phile. Unfortunately, we've become a victim of our own comprehensiveness, and are running short of characters that haven't been covered yet. And we wouldn't want to go around engaging in mindless rehash there as well, would we?

Three letters pointing out errata on the various dragon entries from issue 146. Two are minor, but one would be very nasty if missed. Extra levels all round!

A rather amusingly phrased letter about a mistake in issue 144's minis review. This is what happens when you have several units with very similar names, and the product itself has errata.


Forum: Robert Benson thinks that completely glossing over religion and social order is removing a big chunk of the fun of playing clerics. Looks like this argument is going to run and run.

Hammad Hussain is also very much in favour of a rich mythological underpinning for your characters to riff off. If that means stealing from the real world, so be it. It's not as if D&D hasn't done plenty of that already. Plus, there ought to be more monotheistic religions in fantasy worlds. Where's the fun if all the faiths get along anyway.

Allen Wessels, on the other hand, is continuing to stir the pot when it comes to illusion adjudication. Damn this stuff gets tiresome after a while. How does Roger cope, reading hundreds of these things every month?

Eric Ehlers has lots of points to make, primarily about ability scores, race/class selections, and the sometimes irritating ways his players behave involving them. Munchkins.

Bryan Penney notes that the demon lords and similar singular beings are actually pretty weedy when compared to their good outerplanar counterparts and powerful PC's. Their magical versatility in particular ought to be increased to make them a credible threat. Well, most of them were created well before UA, and the later power creep, in days where even the founders of the game had never seen a party get much above name level. Don't you worry, many of them will get quite substantial upgrades next edition.

Valerie A Valusek thinks that fighters can be properly distinguished from one another, especially if you use nonweapon proficiencies. If you don't roleplay them at all, then of course they'll be boring to play. In the process, she also demonstrates that women can enjoy playing cheesecake characters of the opposite gender and stirring up trouble via titilation too.

Howard J Nenno has a rather more pragmatic set of ideas for how to make a straight fighter useful out of combat. People may fear the wizard, but they respect a guy who knows how to use a sword more. Fudge it all to hell.

Ann Dupuis proves that when you combine horse lovers and roleplayers, you get some of the most ludicrous attention to detail ever put down on a page, as she discusses some more coat patterns that didn't get mentioned in our painting guide a few months ago. Correlations between coat and hoof colour, the way their coats change as they age, it throws our own obsessive behaviour into sharp relief.
 

Dragon Magazine Issue 148: August 1989

part 2/5

Sage advice moves officially to 2nd edition. The whole set is out now, so people can play games by the book without having to refer back to the old edition. And they've had it long enough to send questions in. But because the new edition is actually pretty similar to the old one, people are more likely to be caught out by the small differences. Which means nit-picking. Yay for us.

How much fire can a fire-producer produce when a fire producer produces fire ( 1 per level. Quantity /=/ quality. )

What is the surface area of the average man. (Skip cannot be bothered to calculate this. Get some cling-film and find out at home kids. (TSR is not responsible for any suffocations caused by being wrapped in cling film. ))

Can halflings become clerics (couldn't they anyway. Why do you ask?)

Does taking mountaineering boost your climb walls chance (yes. Fear the synergy)

Are strength bonuses multiplied when backstabbing. (Still no, despite what page 40 says)

How much does chain penalize your thieving skills 5% worse than elven (note the name change from 1st ed) in all respects)

Are multiclassed bards allowed (Finally. No more stupid lockstep class switching)

Do paladins and rangers need more than one stat at 16+ to get xp bonuses or not (I'm afraid so. )

What happened to double specialization. (Too broken, man. Go play BD&D if you want to get really really good with one weapon. )

Can you specialize in more than one weapon. No, but you don't have to pick your speciality right at the start, unlike last edition. )

Do demihuman fighters get extraordinary strength (yes)

Does armour affect animal empathy (Man what? No. Some people ask the dumbest things.)

Ranger's spellcasting sucks now! (Only by comparison. Be thankful they still have it at all. They won't forever.)

Can rangers use elven chain mail without penalty (No)

What do favoured enemy bonuses apply to (only attack rolls)

Can paladins dual class (as long as they don't violate their principles. If they do, they become fighters anyway, so the point is moot)

Why can't wizards learn all the spells around (because that would make them even more powerful compared to other classes. We don't want that. )

What's the minimum intelligence for specialist wizards (Same as for any other )

What happened to Write ( It was wrong for the game. Nothing personal, you understand. So we parted amicably)

What's the material component for spectral hand ( Don't ask. If we forgot to require one, you don't need one. )

Does enchanting your weapons break invisibility (Buffs are not attacks. Take advantage of this fact.)

Does delayed blast fireball have a limit ( same as regular one. Yes, that means you're already at the cap long before you can cast it. Not good game design)

Spells are missing from appendix 5. (And you are surprised about this why?)

Can any race be a diviner (any race that can be a wizard. This will not continue to be the case as more races are added. )

What happened to cantrips. (They were folded up. Now you can use them spontaneously. It's not quite sorcerer level yet, but it's a start. )

Can mages automatically read and write common (no)

Fireballs can detonate early and backfire (no change there. That's the thing about artillery. It isn't very discriminate. )

A ring of three wishes only radiates faint magic? Surely shome mishtake! (Nope. It's judging on criteria of quantity of powers, not quality. )


Always wear your best suit: Ahh, yes. This is fitting given some of the stuff they just discussed in the forum. One of the primary ways you can distinguish one fighter from another is what they're wearing. In the real world, people spend substantially more on one thing over another due to their cosmetic appearance, rather than their pure capabilities. Putting jewelery, odd ruffles, extra large shoulderpads, spikes, various colours, etc, is another way you can customize your character. Course, unless you actually have some kind of visual representation of your characters, people are unlikely to bother with this, so they also give another set of ideas for special materials, so you can pay loads extra for minor mechanical benefits. All in all, it's pretty dull. They'd need to get in someone like Ed to keep me awake through this bit of the syllabus.


Tracking down the barbarian: Looks like they aren't abandoning the old edition straight away. The barbarian may have been probably the most problematic of the UA classes (not being allowed to associate with spellcasters is probably more harmful to a D&D party than the cavalier's moral code.) but plenty of people still like the archetype, and want to see it done justice in AD&D. David Howery, one of our more frequent forumites, is amongst them. So he gives them a mild nerfing, massaging away their more egregious powers, while also making them more integrated into their native variety of wilderness, with better designed skills. I'm generally not very keen on nerfings, but I do like this one, which seems rather better thought out than the original version. Definitely worth considering, although if this brings them in line with the likes of the paladin and ranger, you might want to drop their XP requirements similarly.
 


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