Dragon Magazine Issue 203: March 1994
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124 pages. Bradstreet! :shakes fist: Dear god that is some excessive grizzling. And those tattoos were totally added on in post, not properly worn in the way they would be on a proper badass of that age and experience. Still, at least the guns look pretty accurate. Makes sense, after all, THIS IIIS THE 90's!!!!!!!!!! Anyway, we're having another go at sci-fi this month, which means lots of non D&D stuff of various stripes. After last issue's back to basicsfest, this is very welcome indeed. Over the edge, shadowrun and the amazing engine? Even if they only stick to the basics, that'll still be more than we've seen before on these games. And they're starting the planescape teasers too. I think I'm actually excited again. Let's get to work.
In this issue:
Letters: A letter from someone who's written a supplement for AD&D and wants to publish it. Ahahaha! Ahahahaha!! No. It's time you got a hard lesson in copyright law, you poor poor overenthusiastic little fanboy. It's ours, all ours! You can do nothing commercial with it.
Ironically, the magic items mentioned in issue 200's letters are all from a 3rd party product. Mayfair's Role Aids have a rather interesting legal history, as a little googling shows. You
can get away with this stuff if you know how to do it. What does putting these letters next to each other say about the magazine staff's view on this stuff?
A letter from someone who noticed there were no greyhawk or spelljammer products on this year's schedule. And of course, they are concerned. Dale doesn't sugarcoat. They were canceled because their sales sucked. And they are indeed lowering their intended average age group for products in an attempt to get new people in. If you don't like it, complain and talk with your dollars. This is what you get for lowering sales. The only consolation prize you get is that Dragon is publishing stuff from the would-be sourcebooks as articles throughout the year.
A letter from someone who's realised D&D and AD&D are virtually the same game, and you can apply articles for one to the other effortlessly. My god, It's full of stars! Your deduction, it is elementary.
Editorial: Once again Dale plumbs the past to keep his editorials interesting for long-time readers. In issue 166 he encouraged us to try out new systems from all kinds of companies. Here we see some of the new crop of weird and wonderful games out there. Lost Souls, Whispering Vault, Metascape, Amber. All have some kind of innovation that makes them worthwhile to try out, and even if they might not stand the test of time, you can nick their better setting and rules ideas and put them in D&D. This once again shows that Dale is another person who would like to see Dragon covering other RPG's more, which is an ironic turnaround from his earlier days. But then, as we're finding, roleplaying as a whole is still healthy, possibly even growing, it's just D&D that's suffering, as people grow bored and seek out other ways of playing an imaginary character. It's that 7 year itch writ large. Even people within the company are probably playing other games for fun more these days, as working on D&D becomes altogether too much like, well, work. So this is another positive editorial with dark undertones to it. An tree can be rotten to the core long before any signs show on the outside. And you only find out which ones are when a storm comes.
God, white wolf really want to promote their bad boy of game designers image. Oh, I'm sorry, did I get snark all over your lovely expensive trenchcoat? Don't worry, it won't stain. Anyway, we get our first teaser for Wraith this month, and they rip off The Shining to make it.
First quest: Yay! Another cool regular column gets booted up. Another chance to get to know more about the people behind the games, since they ran out of staff to profile years ago. Jim Ward is first to step up to the plate, somewhat bashfully, as of course they haven't quite got the formula down yet. Although some of that seems to be because they can't mention the name of oh, a certain founder of the entire roleplaying hobby! This is a bit awkward. Not that we can't figure out real information about his early experiences in the hobby, but it is rather intentionally vague, and considerably less interesting and informative than his own monty haul recountings back in the day. He played a substantial part in the elimination of the D word monsters, and the corporate chain lies heavy on his neck. This all adds up to an article that feels unsatisfying because I know he's holding back, and does have some far more interesting stories to tell.
More gamma goodness: Kim Eastland is once again the only person who seems to like Gamma World 4e. Tragic, isn't it. This time, it's more /magic items/ technological devices. Let's get exploring those ancient /dungeons/ military bases.
Laser pens let you draw on hard objects, but have safeguards that prevent you from using it as a weapon. Gee. I wonder how hard that'll be to bypass.
Kinetic Dampers repel fast moving objects, like anything intended to hurt you, hopefully. Course, you can still be gassed, or grappled, so like our old friend stoneskin, don't get too cocky just because you have one of these on.
Particle Scrubbers are little wands that clean any surface they're waved over. Exactly how they know what is dirt and what's supposed to be there is uncertain. I guess that's what makes it magitech.
Velcan Tubes are essentially a D&D light spell, although not as good because they require constant maintenance. Still, blinding is pretty crippling in combat, so it's not surprising that they would want to decrease it's duration.
Laser Scissors are essentially lightsabers redesigned for practical home use. Snippy snip snip. Don't run with them, you might trip.
Stikemup is just your basic long-lasting superglue. It may well be so strong that it's easier to saw around it than pull it apart. Nothing remotely reality stretching about that idea.
Smart Dart Bracers are another one that could work fine in reality, even if they are a bit comic-booky. A flick of the wrist is all it takes. Watch you don't launch it accidentally while shaking someone's hands, for this will not be good for diplomatic relations.
Neutralising pigments make you resistant to something when smeared liberally over your body. What is gamma world's ozone layer like anyway? It was such a big issue at the time of writing, you'd think there'd be some commentary on that.
Repellents are another fairly realistic one. Rub it on your skin, it keeps the selected creatures away by smelling absolutely foul to them. Course, using the one that repels humans may be a little problematic. Where are the nose plugs when you need them?
U-Beam guns temporarily negate most of a creature's mutations. Exactly how they know what's a mutation when real creatures have stuff like chameleon skin or wings is another of those things that you'll just have to shrug and accept that It is basically magic.
Brain Jammers block psionic stuff, both incoming and outgoing. Simple, easy and potentially very useful. You will want to be careful if trying to keep a powerful psionic prisoner under lock and key, for the batteries do require regular replacing once again.
Portable Purifiers may save you from gas attacks, but you'll still need to be able to hold your breath in a pinch while they do their work. And they are fairly bulky. Encumbrance is very relevant in a postapocalyptic danger zone.
Mine Detectors allow you to play minesweeper with your life. Move vewy vewy slowly if you don't want to be blown to pieces. And then the GM gives you a mission with a time limit.

Such is the adventuring life.
Plastic Melding Rigs are an all-purpose bit of kit that allows you to do all kinds of construction work with plastics. Plenty of fun to be had here, especially if you run across an ancient cache of /children's toys/ sacred idols of he who is optimised and first. It's just a shame the comedy is largely missing from the actual articles in favour of straightly presented magitech. Somehow it becomes harder to suspend your belief in this setting the more you're expected to take it seriously.