Dragon Issue 69: January 1983
part 2/2
Featured Creatures is still in a fungible mood, with the ustilagor and zygom. Psychic fungus that promotes paranoia, and parasitic fungus that grows inside you and takes you over. Both are pretty gross, and should make for interesting conflicts that go beyond straight-up battles. Especially when they turn PC's against one another. That's always fun.
Caped crusaders and masked Marvels: More analytical stuff from Roger. He turns his attention to the superhero genre and the innate problems that making a game for them presents. Killing is not de rigeur and the rules need to support this, because damage systems where characters are fragile (yes, you aberrant) will result in people dying a lot even if you try and play nice. Physics are exceedingly loose, and the range of powers characters can have very wide. Keeping a team together and following the adventure you had planned may be a problem. All of which are surmountable problems, but it does mean the games are easier to break than D&D. While this points out the problems, it doesn't do a lot to solve them, particularly on the mechanical side. You'll still have to convince your players to play along with the genre conventions, which might not be easy. This is definitely an area that needs improving.
Of course there is some themed advertising adjacent to the above article.
Arakhar's Wand: Another complete boardgame. We are building up quite a substantial selection of these. The good guys hunt for the wand before the evil side can amass enough monsters to take over the world (Muahahahaha!) Some very dry point by point rules make the system pretty clear, but feel rather mechanical to read. The number of variations it has should make for a reasonable amount of replay value. Another solid bit of design.
We get another food fight illustration, apropos of nothing.
Leomund's tiny hut: Len gives us another unofficial class, the Entertainer. Are bards and jesters not enough for you? This seems to be designed to make their progression a whole new gamestyle in itself, with an incredibly idiosyncratic advancement structure with multiple forking advanced class paths. Given their variety, I could easily imagine a whole party comprised mainly of entertainers working as a troupe. This is almost as big a departure from the original mileu as the attempt to twist D&D into boys own adventure in the professor ludlow module. I have to applaud him for the bravery of his attempt. On the other hand, I have no idea how well these guys would work out in actual play with a normal team. Does anyone have any actual play experiences to supply, because I'm really rather curious. This doesn't quite top carnivorous flying squirrels for sheer entertainment, but it comes pretty close. I guess they'll have to train some and use them in their act if they want to reach that elusive 12th level.
Ready for anything: Lew reminds us that you should be prepared for anything when dungeoneering. Which of course means big heavy packs full of just in case




like wolfsbane, holy water, and climbing equipment. They don't have those encumbrance rules for nothing, you know. This is solid advice for anyone engaged in old skool dungeoneering, because you know the DM won't pull punches, and if you forgot to pack something, chances are you'll wind up wishing you had it. Another solid article from him, that's still useful today. Hell, the basic principles are applicable to real life, if you change the specifics. Fill your jacket or handbag with things you've needed in the past, and probably will again in the future, and you'll avoid so many crises and become the envy of all your friends. (Which means they'll be constantly coming to you for help, but that's a price I'm willing to pay.

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Buy the Fantasia strategy game now! No comment needed.
More pages from the mages: Ha. We get the first hint as to the extent of Elminsters wizardry (and letchery) skills. Well, he is capable of interplanar travel fairly easily, so he can't be a slouch at magical knowledge. We get four spellbooks, and seven new spells, six of them named, plus 16 poisons, 4 new glyphs of warding, and tons of realms tidbits. We're starting to see place names and people show up more than once. It still isn't nearly enough to piece the world behind the hints together, but it is more than enough to intrigue. Before you know it, people'll be bombarding him with questions, and he'll have to reveal ever more. It's a nice way to build a world really. Make up whatever stuff seems fun at the time, and then figure out how to piece it together afterwards. He's certainly doing a better job of it than Gary at the moment.
Words of wisdom about weapon statistics: This is actually a spy's advice under different name. Because lots of people have questions about weapons. Remember folks, know what your weapons can do. They could save someone's life.
Why aren't official guns stats calculated using the formulas in the gun design section. (Lots of reasons. But mainly because we know better than to follow the rules we impose on you. Plus custom guns are designed by amateurs, not pros.)
How are range modifiers designed (more complicated formulae based on examination of real world guns, then modified as we choose)
How did you choose which weapons to include in the book. (we cut ones that were too vaguely described, or statistically too similar to other ones, so you had good choices. Here's some of the ones that were cut)
The reviews section has dropped it's header. Well, it's a new year, they've got to change the format somehow. Anyway, this month's reviews AAAAaaaaare.....
United nations is a game of global politics. Which power bloc will TAKE OVER THE WORLD! first? It seems simple at first, but there's plenty of strategy to be found in it's rules.
Jasmine, battle for the mid-realm takes the characters and world from the story, and lets you resolve the conflict yourself with a strategy card game. After all, they never did get a chance to finish it in the magazine. It has plenty of depth and some features that make it not just about luck and tactics, but also your own skills at negotiating with other players. And obviously the art is pretty good. Someone put a lot of care and attention into this. So the reviewer likes it then
The role of books: Lew continues to gives us books that will help us with our worldbuilding. Cities, castles, other cultures. You'll be able to build better ones in your game if you know how the real ones work. Plus some advice on how to get hold of rare and out of print books. This isn't that interesting, but hopefully the things it points you too will be.
What's new tackles what to do with your christmas presents, Wormy finally gets to the fighting. Dragonmirth is hungover from the christmas celebrations and doesn't get there in time.
Lots and lots of adverts, including a clearance sale of some out of print OD&D stuff. That'll be worth a good deal more in a few years time.
Not a very good issue to start the year off with, with tons of dull stuff, particularly near the beginning where it's most crucial to make a good impression. Looks like the slide in quality control is continuing, and however much they may protest that they are not a house organ, they do seem very much beholden to their masters whims at this point. They really could be doing better.