(un)reason
Legend
The Dragon Issue 25: May 1979
part 1/2
48 pages. A gamma world special (the first explicitly topic focussed issue since TD4), they continue their drive to improve and reorganise the magazine. Even the editor is not immune to having his friends and family feel that working in gaming is a bit childish. He wants to prove them wrong, and he wants to do it well, because its a fun job to do, instead of some boring office work. Ahh, stereotypes. You don't change much, do you. Just get applied to different groups as they rise and fade.
In this issue:
A part of gamma world revisited: jim ward revisits the section of north america he seeded with factions in a previous article, expanding on their histories, philosophies, bases, significant NPC's, etc etc. A fairly good article that helps give GW games direction and setting, instead of just being one gonzo encounter after another.
Judging and you!: Jim ward gives his philosophy on proper gamemastering. You've got to be able to improvise, don't be afraid to change things. Don't let characters know how to do things just because their players do. Don't kill characters without a chance, but don't save them if they rush in like idiots. It all seems pretty sensible, noncontroversial stuff, amazingly.
The Armada Disasters: This is something most of us (or at least the brits, cant say for the rest of the world) learnt in high school. The spanish got their asses kicked and then sunk, and as a result there are huge wodges of sunken treasure to be found. Or in other words, a stonking great real world adventure hook. Not a brilliant article, but it does the job.
The place of social class in D&D: Gary thumbs his nose at the concept of tables for social class and occupation, and the implicit generic medieval setting they contain. He then goes on to encourage you to create your own systems of government for the various places in your world, including ones that do not exist in the real world such as magocracies, and defining their class structures and relationships to one-another. Another strong article that shows that larger considerations of setting were really starting to become an issue for the TSR guys.
The writing of the DMG is now mostly done. So it'll still be quite a few months before we get to see it in the shops
Out on a limb. We get a whole page letter viciously slating the Bakshi version of LotR, which then ends with the editor agreeing and saying that if anything he'd have been even harsher. Man, they really dropped the ball on that one. A half page letter defending Alpha Omega from its review here. And another letter complaining extensively about how badly run a tournament was, which recieves a personal apology from gary, which is nice of him.
Comic: The westminster wargaming society, by Tom Wham. Aww. lookita keetom. They like to play with miniatures and dice too.
Armies of the renaissance part 3: Another too short and general article on real world military stuff.
part 1/2
48 pages. A gamma world special (the first explicitly topic focussed issue since TD4), they continue their drive to improve and reorganise the magazine. Even the editor is not immune to having his friends and family feel that working in gaming is a bit childish. He wants to prove them wrong, and he wants to do it well, because its a fun job to do, instead of some boring office work. Ahh, stereotypes. You don't change much, do you. Just get applied to different groups as they rise and fade.
In this issue:
A part of gamma world revisited: jim ward revisits the section of north america he seeded with factions in a previous article, expanding on their histories, philosophies, bases, significant NPC's, etc etc. A fairly good article that helps give GW games direction and setting, instead of just being one gonzo encounter after another.
Judging and you!: Jim ward gives his philosophy on proper gamemastering. You've got to be able to improvise, don't be afraid to change things. Don't let characters know how to do things just because their players do. Don't kill characters without a chance, but don't save them if they rush in like idiots. It all seems pretty sensible, noncontroversial stuff, amazingly.
The Armada Disasters: This is something most of us (or at least the brits, cant say for the rest of the world) learnt in high school. The spanish got their asses kicked and then sunk, and as a result there are huge wodges of sunken treasure to be found. Or in other words, a stonking great real world adventure hook. Not a brilliant article, but it does the job.
The place of social class in D&D: Gary thumbs his nose at the concept of tables for social class and occupation, and the implicit generic medieval setting they contain. He then goes on to encourage you to create your own systems of government for the various places in your world, including ones that do not exist in the real world such as magocracies, and defining their class structures and relationships to one-another. Another strong article that shows that larger considerations of setting were really starting to become an issue for the TSR guys.
The writing of the DMG is now mostly done. So it'll still be quite a few months before we get to see it in the shops

Out on a limb. We get a whole page letter viciously slating the Bakshi version of LotR, which then ends with the editor agreeing and saying that if anything he'd have been even harsher. Man, they really dropped the ball on that one. A half page letter defending Alpha Omega from its review here. And another letter complaining extensively about how badly run a tournament was, which recieves a personal apology from gary, which is nice of him.
Comic: The westminster wargaming society, by Tom Wham. Aww. lookita keetom. They like to play with miniatures and dice too.
Armies of the renaissance part 3: Another too short and general article on real world military stuff.