(un)reason
Legend
Dragon Issue 55: November 1981
part 2/2
The many ways of getting away: Yes, you can't win every fight. So sometimes, even the best adventurers have to retreat, if they want to live to advance another level. This article is mainly a list of the various magical items that increase your mobility, and their varying optimality in aiding your escape attempts. Will you run, fly, climb, swim, teleport, or even go extraplanar? Best to have as many options as possible, because you know some monsters'll be able to bypass each of those methods. And remember, a party is only as fast as its slowest member, unless you don't mind leaving them behind to be eaten. A fairly well thought out article, that properly considers the range of special abilities available to D&D characters. Not much use for other games though, considering how tied to D&D physics its calculations are.
Filling in skills: Someone has noticed how glacial the rate of advancement in play is in traveller, and how rigid the career system is. And discontented with the situation, they set out to fix it. So he steals and adapts the check rules from BRP to create a system which allows for a decent advancement rate, but gets harder the higher your current skill is. He also discusses going from one service to another, and which ones make logical sense to be combined. A pretty good article that I would probably allow in a game, as it seems to open up quite a lot of options to the game, and fixes a serious problem in the original design.
Minarian Legends: This months legends is indeed rather legendary, focusing on the various mysterious ruins scattered throughout minaria. Dare you go to the altars of greystaff and invoke forbidden magics there? Or summon the ghost troops from the lost city of Khos. Or brave the curses of the tombs of olde to get the treasures within. A bit of a grab bag of short articles, this goes several more steps towards establishing just how full a setting minaria is. It certainly seems to cover all the fantasy bases.
Dragon's bestiary: Devil spiders are another monster that is not actually from another plane, but are still pretty damn annoying. Still, at least they don't have an instadeath bite. That would ruin the fun of trying to rescue your companions from their web traps.
Surchur are tentacle headed monsters. Thankfully, all their tentacles are resolved as a single hit, rather than getting 8 separate attacks like certain monsters (yes, you, carrion crawlers) so they shouldn't be too much trouble for a well equipped party to deal with.
Dyll are bloodsucking swarms of flying leeches. I'm sure they'd get on great with pirahna bats. Use your area effect attacks to take them down, because they sure do come in large swarms. Swatting them will not work well.
Poltergeists are the ghost of gnomes coming back from Limbo to cause chaos. Ok, that's one way to tie them into the D&D cosmology a bit more. It won't stick, though.
Simulation corner turns its eye on the concept of State of the Art again. Should this be used to define the current limits, or the present standard? This gets bogged down in niggling. As is often the case in these extended series, it seems to be sagging in the middle. You could have cut this out and we wouldn't have missed it. We don't need more pontification about the non linear method of advancement in technologies based upon subjective judgements.
The Dragon's Augury: Universe is a new sci-fi roleplaying game. While not bad, it is probably too complex, and not rich enough in setting to supplant traveller.
Third reich gets a third edition. Rather a bigger change this time around than the switch from 1st to 2nd. Covering both small scale tactics and large scale strategy and logistics, it covers the entire flow of WWII without forcing games to all go the way of the real history. With clearer writing and heavily reworked airial combat, the reviewer seems to think that most of the changes are good ones.
Kim also turns his eye to a bunch of general gaming accessories. Spellbinders are designed for storage of your character sheets and stuff. Magne=Melee is a magnetic grid marker system. (I don't really think they explain this properly. I'd have to see this to properly make sense of this. ) Dragonbone is an electronic random die roller, that seems to be pretty reliable. And finally, we have an official AD&D paint set, composed of 54 official AD&D colours, so you can paint your monsters in exactly the same hues that the designers intended. Er, right. Thanks for that, I guess. (Way to restrain our creativity.)
Figuratively speaking: Dragons, doors, a manticore. spaceships, aliens and gorillasaurs. This is what's on show this month, in the column on miniatoures. (ow, that's a terrible rhyme.)
Da letter: A comic strip by Larry Elmore, in the same style he would later use for Snarfquest. Is he going to get properly paid? Or will he get what he deserves? Don't expect to see, because this is just a one-shot. You'll have to wait a little longer for something to replace Fineous Fingers to show up.
Wormy, What's new and the rest of dragonmirth are present. Once again, Sex and D&D is postponed. Don't try and fight a mini's battle on a waterbed, because leaks will ruin your game.
My, what a wholesome looking family that is advertising the Dungeon! boardgame.
I bet they sit down together and eat a proper roast dinner every sunday.
A very easy to get through issue, with a low ratio of duff articles. (normally, I wind up spending loads of time trying to finish the dullest few articles in an issue. Not this time, thankfully.) The D&D supplement mill has had another classic book added to its list, although they certainly don't seem to think so at the time. Hindsight is a funny thing. Can they top this for their christmas issue? Lets see.
part 2/2
The many ways of getting away: Yes, you can't win every fight. So sometimes, even the best adventurers have to retreat, if they want to live to advance another level. This article is mainly a list of the various magical items that increase your mobility, and their varying optimality in aiding your escape attempts. Will you run, fly, climb, swim, teleport, or even go extraplanar? Best to have as many options as possible, because you know some monsters'll be able to bypass each of those methods. And remember, a party is only as fast as its slowest member, unless you don't mind leaving them behind to be eaten. A fairly well thought out article, that properly considers the range of special abilities available to D&D characters. Not much use for other games though, considering how tied to D&D physics its calculations are.
Filling in skills: Someone has noticed how glacial the rate of advancement in play is in traveller, and how rigid the career system is. And discontented with the situation, they set out to fix it. So he steals and adapts the check rules from BRP to create a system which allows for a decent advancement rate, but gets harder the higher your current skill is. He also discusses going from one service to another, and which ones make logical sense to be combined. A pretty good article that I would probably allow in a game, as it seems to open up quite a lot of options to the game, and fixes a serious problem in the original design.
Minarian Legends: This months legends is indeed rather legendary, focusing on the various mysterious ruins scattered throughout minaria. Dare you go to the altars of greystaff and invoke forbidden magics there? Or summon the ghost troops from the lost city of Khos. Or brave the curses of the tombs of olde to get the treasures within. A bit of a grab bag of short articles, this goes several more steps towards establishing just how full a setting minaria is. It certainly seems to cover all the fantasy bases.
Dragon's bestiary: Devil spiders are another monster that is not actually from another plane, but are still pretty damn annoying. Still, at least they don't have an instadeath bite. That would ruin the fun of trying to rescue your companions from their web traps.
Surchur are tentacle headed monsters. Thankfully, all their tentacles are resolved as a single hit, rather than getting 8 separate attacks like certain monsters (yes, you, carrion crawlers) so they shouldn't be too much trouble for a well equipped party to deal with.
Dyll are bloodsucking swarms of flying leeches. I'm sure they'd get on great with pirahna bats. Use your area effect attacks to take them down, because they sure do come in large swarms. Swatting them will not work well.
Poltergeists are the ghost of gnomes coming back from Limbo to cause chaos. Ok, that's one way to tie them into the D&D cosmology a bit more. It won't stick, though.
Simulation corner turns its eye on the concept of State of the Art again. Should this be used to define the current limits, or the present standard? This gets bogged down in niggling. As is often the case in these extended series, it seems to be sagging in the middle. You could have cut this out and we wouldn't have missed it. We don't need more pontification about the non linear method of advancement in technologies based upon subjective judgements.
The Dragon's Augury: Universe is a new sci-fi roleplaying game. While not bad, it is probably too complex, and not rich enough in setting to supplant traveller.
Third reich gets a third edition. Rather a bigger change this time around than the switch from 1st to 2nd. Covering both small scale tactics and large scale strategy and logistics, it covers the entire flow of WWII without forcing games to all go the way of the real history. With clearer writing and heavily reworked airial combat, the reviewer seems to think that most of the changes are good ones.
Kim also turns his eye to a bunch of general gaming accessories. Spellbinders are designed for storage of your character sheets and stuff. Magne=Melee is a magnetic grid marker system. (I don't really think they explain this properly. I'd have to see this to properly make sense of this. ) Dragonbone is an electronic random die roller, that seems to be pretty reliable. And finally, we have an official AD&D paint set, composed of 54 official AD&D colours, so you can paint your monsters in exactly the same hues that the designers intended. Er, right. Thanks for that, I guess. (Way to restrain our creativity.)
Figuratively speaking: Dragons, doors, a manticore. spaceships, aliens and gorillasaurs. This is what's on show this month, in the column on miniatoures. (ow, that's a terrible rhyme.)
Da letter: A comic strip by Larry Elmore, in the same style he would later use for Snarfquest. Is he going to get properly paid? Or will he get what he deserves? Don't expect to see, because this is just a one-shot. You'll have to wait a little longer for something to replace Fineous Fingers to show up.
Wormy, What's new and the rest of dragonmirth are present. Once again, Sex and D&D is postponed. Don't try and fight a mini's battle on a waterbed, because leaks will ruin your game.
My, what a wholesome looking family that is advertising the Dungeon! boardgame.

A very easy to get through issue, with a low ratio of duff articles. (normally, I wind up spending loads of time trying to finish the dullest few articles in an issue. Not this time, thankfully.) The D&D supplement mill has had another classic book added to its list, although they certainly don't seem to think so at the time. Hindsight is a funny thing. Can they top this for their christmas issue? Lets see.