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<blockquote data-quote="(un)reason" data-source="post: 4461706" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 9: September 1977</u></strong></p><p></p><p>Once again the fiction eats up a huge portion of this issue, possibly even more than in issue 2. We also see the start of a proper comics section, instead of putting them throughout the magazine. Most significantly, Wormy! Yes, many peoples favourite flat-capped dragon and his demonic pal with a brooklyn accent get their debut here. Now I know. </p><p></p><p>Also in this issue:</p><p></p><p>Mixing alignments in D&D. Gary reminds us that even in D&D, everyone doesn't automatically know each others alignment and try to kill each other because of it. It is often more profitable to tolerate people different from you, and take advantage of those different outlooks. Particularly among humans, who span a range of alignments, this is simply not viable, and you have to think politically to survive and achieve your ambitions. Which is important to reminds people. This may be a fantasy, but it's not totally unrealistic (and will continue to get less so, in many ways.)</p><p></p><p>The finzer family story takes a sharp right angle, and turns into a "time travelers who go to observe an event wind up making it happen" story. Only without the horrible ending in something like Behold the Man. But then, this is a family friendly magazine. </p><p></p><p>Seal of the imperium: A Q&A column by MAR Barker about tekumel. Lots of boring little rules niggles that I shan't go into, but we do get one very valuable bit of advice. The tekumel that exists in the game is not the same as the one in the books. If every event and item was incorporated, then any semblence of realism and sanity would soon go out the window. Advice which was never heeded by D&D settings like athas and krynn later. Oh well. Those who do not learn history are doomed to repeat it. And we're certainly learning quite a lot of history here. </p><p></p><p>The fastest guns who never lived part 2: More boot hill stats for fictional cowboys, including luminaries such as Tom mix and Lee van cleef. Still not familiar enough with the shows or the rules to comment on how good they are, but there certainly seems to be a good selection of genre emulating abilities there. </p><p></p><p>Tombs and crypts: Another set of random tables for determination of monsters, should players decide to do a little unplanned graverobbing. Like PC's do. </p><p></p><p>An Elric boardgame being advertised. I guess this means Moorcock already knows about D&D now, and a RPG will be along soon. Iiinteresting</p><p></p><p>The comics section. We get Floating in timeless space, Wormy and Finieous fingers. All seem to involve ongoing storylines. </p><p></p><p>The first issue of White dwarf magazine is released around this time, and they put an advert here. I was going to ask if someone wanted to take that job on, but since they already have, I don't need too. Which is nice. </p><p></p><p>More building up of detail here, but nothing else stands out. Still, surely wormy is enough for you. If they crammed all new stuff into every issue it'd be a nightmare to keep track of.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4461706, member: 27780"] [B][U]The Dragon Issue 9: September 1977[/U][/B] Once again the fiction eats up a huge portion of this issue, possibly even more than in issue 2. We also see the start of a proper comics section, instead of putting them throughout the magazine. Most significantly, Wormy! Yes, many peoples favourite flat-capped dragon and his demonic pal with a brooklyn accent get their debut here. Now I know. Also in this issue: Mixing alignments in D&D. Gary reminds us that even in D&D, everyone doesn't automatically know each others alignment and try to kill each other because of it. It is often more profitable to tolerate people different from you, and take advantage of those different outlooks. Particularly among humans, who span a range of alignments, this is simply not viable, and you have to think politically to survive and achieve your ambitions. Which is important to reminds people. This may be a fantasy, but it's not totally unrealistic (and will continue to get less so, in many ways.) The finzer family story takes a sharp right angle, and turns into a "time travelers who go to observe an event wind up making it happen" story. Only without the horrible ending in something like Behold the Man. But then, this is a family friendly magazine. Seal of the imperium: A Q&A column by MAR Barker about tekumel. Lots of boring little rules niggles that I shan't go into, but we do get one very valuable bit of advice. The tekumel that exists in the game is not the same as the one in the books. If every event and item was incorporated, then any semblence of realism and sanity would soon go out the window. Advice which was never heeded by D&D settings like athas and krynn later. Oh well. Those who do not learn history are doomed to repeat it. And we're certainly learning quite a lot of history here. The fastest guns who never lived part 2: More boot hill stats for fictional cowboys, including luminaries such as Tom mix and Lee van cleef. Still not familiar enough with the shows or the rules to comment on how good they are, but there certainly seems to be a good selection of genre emulating abilities there. Tombs and crypts: Another set of random tables for determination of monsters, should players decide to do a little unplanned graverobbing. Like PC's do. An Elric boardgame being advertised. I guess this means Moorcock already knows about D&D now, and a RPG will be along soon. Iiinteresting The comics section. We get Floating in timeless space, Wormy and Finieous fingers. All seem to involve ongoing storylines. The first issue of White dwarf magazine is released around this time, and they put an advert here. I was going to ask if someone wanted to take that job on, but since they already have, I don't need too. Which is nice. More building up of detail here, but nothing else stands out. Still, surely wormy is enough for you. If they crammed all new stuff into every issue it'd be a nightmare to keep track of. [/QUOTE]
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