(un)reason
Legend
Dragon Issue 113: September 1986
part 4/4
Fiction: A difficult undertaking by Harry Turtledove. Hmm. Interesting. This is a fairly well known author. What's he doing in here? They must agree with me, because they let him put 9 page story in the magazine. A dramatic tale of barbarians vs civilization, as they try to outwit one another to break a siege, with strongly defined leads on both sides. It manages to stay serious right up to the end, at which point it lapses into using one of the worst puns ever as it's punchline. Which certainly makes it memorable, at any rate. I'm not sure if I should praise him for that, or groan in annoyance. Eh, even if I can't decide if I like it or not, I'm definitely not bored by it, which lets face it, would be worse.
Easy as 1, 2, 3: Rick Swan! Another of my personal fave authors debuts in Dragon. Unfortunately, my enthusiasm is easily quashed, as this turns out to be another boring NPC creation advice piece. Also, Playing out scenarios and questions for your NPC in your head to determine how they'd react? How very amateur dramatics. You can already see why he fit right in in the 2nd ed era. Keep plugging away, honing that craft. Come back when you're ready to give us something really cool.
One roll to go: Hmm. This is a clever little bit of tableage. Want to streamline the rolling of vast amounts of attacks and saves? Determine the odds, roll percentile dice, and consult the tables to determine how many succeed. Can handle up to 20 rolls at once. How very handy. This is definitely one to note down and use when those kobolds unleash their onslaughts of burning arrows and acid flasks. It could probably be refined (d1000 would only take one more die, and increase the precision hugely, saving time that this method wastes resolving rounding errors. ) but it is a great idea. The math wonk in me definitely approves.
Top [secret] gun: Looks like another movie has entered the public consciousness, and is already producing
worthy puns. As you may have inferred, this is about putting fighter planes into Top Secret. A considerably easier thing to do than incorporating nukes, but still a case where the spotlight may be taken by one player, and everyone else has to sit the scene out, or the whole team can wind up dying from a failed roll. So here's a pretty simplified set of rules for flying and air combat. This should keep it from bogging down and taking over entire sessions, allowing you to get back to the espionage. Neither very impressive or utterly crap, this is just another filler article really.
Minimag: Another example of their renewed desire to include random fun stuff to keep the magazine fresh. Here we have a couple of pages of Marvel dioramas built and photographed by Mike Sitkiewicz. How very curious. Once again, this has managed to raise a few smiles, and keep this issue surprising. This is the kind of thing that's cool as an experiment, but I probably wouldn't want to see as a regular feature. I am curious how he managed to get spidey suspended on a thin support like that. Either that thread is stronger than it looks, or there's a hidden wire somewhere.
Cold steel: Gamma world gets another article designed to provide new challenges to higher level PC's. Like the Exterminator, these are a bunch of robots from the past, designed to kick much ass, and now their creators are gone, they simply continue following their programming, causing much inconvenience to anyone who happens to fulfill the wrong criteria. The Cybohunter, the Robohunter, and the Manhunter, each getting increasingly large and deadly (and in the last case, it has lots of ancillary drones, so even if you split up and run away, you're still screwed. ) While nowhere as ridiculous as the giant mecha from issue 101, these are still nothing to be sneezed at, and make considerably more sense in terms of setting integration. With any luck, the cutting down on sci-fi stuff means only the better articles get through, and this is a pretty solid piece.
Star cops: Looks like playing law enforcement has come to Traveller as well, with this set of rules for playing characters both active and retired. While you might not get as much freedom, you'll definitely face a challenging life. You might want to fudge the rolls a little if you're playing active officers, so all the PC's are kept on the same assignments, and no-one gets stuck in a desk job watching the others go off and have fun. You'll pick up a different set of skills to the military guys, but chances are you can still get pretty badass. Another solid but unexceptional addition to the many many career choices Traveler players now have before them. You could have an entire team without duplicating careers once. Which is a good thing from a niche protection perspective. Now all you've got to do is keep track of where all the rules for the different careers are found.
GURPs fantasy. The first supplement, but not the last. Lets get this treadmill rolling. We spent 5 years developing this. Now it's time to make some profit.
Wormy has a troll toll bridge. The rat is not the brains of the outfit. Dragonmirth has lots of things going wrong. Snarf realizes a year has almost passed and he has to get back quick. Good thing he has a spaceship then.
The official AD&D paint set gets advertised again.
Well, they certainly seem to be keeping to their promises. There have been quite a few surprises in this issue, including some very amusing bits. However, they were also right in saying not all of them would be to everyone's taste, and some of them would be by people who don't necessarily know what they're talking about. And no matter how well considered the editorial policy, they can't turn a sows ear into a silk purse. If they don't have the material to work with, they can't make a truly brilliant magazine. Still hopefully they'll continue to find and deliver a few surprises per issue to keep them from feeling like a waste of time.
part 4/4
Fiction: A difficult undertaking by Harry Turtledove. Hmm. Interesting. This is a fairly well known author. What's he doing in here? They must agree with me, because they let him put 9 page story in the magazine. A dramatic tale of barbarians vs civilization, as they try to outwit one another to break a siege, with strongly defined leads on both sides. It manages to stay serious right up to the end, at which point it lapses into using one of the worst puns ever as it's punchline. Which certainly makes it memorable, at any rate. I'm not sure if I should praise him for that, or groan in annoyance. Eh, even if I can't decide if I like it or not, I'm definitely not bored by it, which lets face it, would be worse.
Easy as 1, 2, 3: Rick Swan! Another of my personal fave authors debuts in Dragon. Unfortunately, my enthusiasm is easily quashed, as this turns out to be another boring NPC creation advice piece. Also, Playing out scenarios and questions for your NPC in your head to determine how they'd react? How very amateur dramatics. You can already see why he fit right in in the 2nd ed era. Keep plugging away, honing that craft. Come back when you're ready to give us something really cool.
One roll to go: Hmm. This is a clever little bit of tableage. Want to streamline the rolling of vast amounts of attacks and saves? Determine the odds, roll percentile dice, and consult the tables to determine how many succeed. Can handle up to 20 rolls at once. How very handy. This is definitely one to note down and use when those kobolds unleash their onslaughts of burning arrows and acid flasks. It could probably be refined (d1000 would only take one more die, and increase the precision hugely, saving time that this method wastes resolving rounding errors. ) but it is a great idea. The math wonk in me definitely approves.
Top [secret] gun: Looks like another movie has entered the public consciousness, and is already producing

Minimag: Another example of their renewed desire to include random fun stuff to keep the magazine fresh. Here we have a couple of pages of Marvel dioramas built and photographed by Mike Sitkiewicz. How very curious. Once again, this has managed to raise a few smiles, and keep this issue surprising. This is the kind of thing that's cool as an experiment, but I probably wouldn't want to see as a regular feature. I am curious how he managed to get spidey suspended on a thin support like that. Either that thread is stronger than it looks, or there's a hidden wire somewhere.
Cold steel: Gamma world gets another article designed to provide new challenges to higher level PC's. Like the Exterminator, these are a bunch of robots from the past, designed to kick much ass, and now their creators are gone, they simply continue following their programming, causing much inconvenience to anyone who happens to fulfill the wrong criteria. The Cybohunter, the Robohunter, and the Manhunter, each getting increasingly large and deadly (and in the last case, it has lots of ancillary drones, so even if you split up and run away, you're still screwed. ) While nowhere as ridiculous as the giant mecha from issue 101, these are still nothing to be sneezed at, and make considerably more sense in terms of setting integration. With any luck, the cutting down on sci-fi stuff means only the better articles get through, and this is a pretty solid piece.
Star cops: Looks like playing law enforcement has come to Traveller as well, with this set of rules for playing characters both active and retired. While you might not get as much freedom, you'll definitely face a challenging life. You might want to fudge the rolls a little if you're playing active officers, so all the PC's are kept on the same assignments, and no-one gets stuck in a desk job watching the others go off and have fun. You'll pick up a different set of skills to the military guys, but chances are you can still get pretty badass. Another solid but unexceptional addition to the many many career choices Traveler players now have before them. You could have an entire team without duplicating careers once. Which is a good thing from a niche protection perspective. Now all you've got to do is keep track of where all the rules for the different careers are found.

GURPs fantasy. The first supplement, but not the last. Lets get this treadmill rolling. We spent 5 years developing this. Now it's time to make some profit.
Wormy has a troll toll bridge. The rat is not the brains of the outfit. Dragonmirth has lots of things going wrong. Snarf realizes a year has almost passed and he has to get back quick. Good thing he has a spaceship then.
The official AD&D paint set gets advertised again.
Well, they certainly seem to be keeping to their promises. There have been quite a few surprises in this issue, including some very amusing bits. However, they were also right in saying not all of them would be to everyone's taste, and some of them would be by people who don't necessarily know what they're talking about. And no matter how well considered the editorial policy, they can't turn a sows ear into a silk purse. If they don't have the material to work with, they can't make a truly brilliant magazine. Still hopefully they'll continue to find and deliver a few surprises per issue to keep them from feeling like a waste of time.