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<blockquote data-quote="(un)reason" data-source="post: 4467497" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 14: May 1978</u></strong></p><p></p><p>36 pages. Quite a bit of sci-fi stuff in this one, both in articles and in adverts. If anything, it seems like Sci-fi held a bigger market share in gaming then than it does now. (on the other hand, modern setting games were virtually nonexistant, so I guess they had to push something out the way) We also get to see the start of one of the classic bits of gaming lingo. Keep reading to find out what I'm on about.</p><p></p><p>In this issue: </p><p></p><p>We get to see the actual stats from the winners of the Name that monster competition. This is of course interesting because people have inferred quite different stats and backstories from the same picture. The amount of setting stuff in the entries is rather higher than that of official D&D monsters at the time. Really folks, you're being shown up by amateurs. You need to step up your game. </p><p></p><p>Space Marines commentary and Errata by the designer. Rather a lot of it. Another case where I don't feel qualified to comment, other than to say that this looks like one rules heavy game. </p><p></p><p>Nomad gods: The second boardgame set in Glorantha is now out. (this is still pre Runequest, remember) The themes and characters that would become important in Heroquest, much later, are still evident here. Greg is already showing plenty of ability as a game designer. This is another thread of history I will comment upon with interest. </p><p></p><p>A review of the boardgame Cosmic encounter. A pretty favourable one. But then, self selection means most of the reviews here will be fairly positive. The frequency with which they talk about boardgames at this time reminds you just how much computer games have edged out boardgames and other more bulky forms of entertainment now. Tempus fugit, and all that. </p><p></p><p>Robots as players in Metamorphosis Alpha: Another article that does exactly what is says on the tin, opening up a new player type, and corresponding playstyle, due to their different abilities. Uses one of the earliest point buy systems to create their stats, rather than the random generation more common in this era, which is nice. I don't think this is the very first instance of point buy character creation, but it'd be funny if it was. </p><p></p><p>Fiction: An interview with a rust monster. A tale of adventurers being rather stupid, as is not uncommon. You don't mess with the rust monster, even if that rust monster is a polymorphed adventurer. </p><p></p><p>Gary Gygax explaining what the difference and relationship between the new (john holmes edition) basic set and AD&D is, and how they relate to OD&D, as well as why they chose to do it this way. He says that he intends to keep the original version in print as well. (yeah, how long is that going to last) At this point, it's pretty obvious that after getting through the 3 levels in the basic set, you need to go on to AD&D. The days when BECMI would make BD&D become its own branch of the game with slightly different advancement styles and tropes are still in the future. </p><p></p><p>Monty HAUL!: That old chessnut of the joke campaign where the characters are obscenely overpowered and the DM is incredibly generous with rewards gets its slang name here. This is the ultimate wargame of ultimate destiny, featuring the norse gods, a battalion of platinum dragons, T-rex's and martians. Much fun was had by all, and many game rules were broken. </p><p></p><p>Hastur is the KING OF AIR!! Another entertainingly pedantic letter by a viewer who thinks that something in a previous issue was innacurate, in this case the lovecraft mythos stuff from a couple of issues ago. The great old ones should be more powerfull, so powerfull no mortal can touch them! Yeah, whatever you say mate. Now calm down, put the pen down and walk away. Its only a game. </p><p></p><p>Yet another expansion for metamorphosis alpha. Was it really that popular back then, or was jim ward just a one-man creative pimp-house arsenal for his game? </p><p></p><p>Wormy and Fineous Fingers continue.</p><p></p><p>Lycanthropy, the progress of the disease: How infected characters manage to gain control of themselves after the change, what abilities they lose (mostly spellcasting ability), and how PC's advance. Also includes stuff on the social ramifications of becoming a werecreature. As this is long before Ravenloft, horror is not on the agenda. Lycanthropes in standard D&D at this time seem to be fairly easy to identify, even in human form, and quite family oriented. How things have changed. Still quite an entertaining article, and it makes more sense of early mystara stuff. </p><p></p><p>Quite a good issue, overall. We've seen both a decent amount of new things that would be used again later, and generally amusing stuff.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4467497, member: 27780"] [B][U]The Dragon Issue 14: May 1978[/U][/B] 36 pages. Quite a bit of sci-fi stuff in this one, both in articles and in adverts. If anything, it seems like Sci-fi held a bigger market share in gaming then than it does now. (on the other hand, modern setting games were virtually nonexistant, so I guess they had to push something out the way) We also get to see the start of one of the classic bits of gaming lingo. Keep reading to find out what I'm on about. In this issue: We get to see the actual stats from the winners of the Name that monster competition. This is of course interesting because people have inferred quite different stats and backstories from the same picture. The amount of setting stuff in the entries is rather higher than that of official D&D monsters at the time. Really folks, you're being shown up by amateurs. You need to step up your game. Space Marines commentary and Errata by the designer. Rather a lot of it. Another case where I don't feel qualified to comment, other than to say that this looks like one rules heavy game. Nomad gods: The second boardgame set in Glorantha is now out. (this is still pre Runequest, remember) The themes and characters that would become important in Heroquest, much later, are still evident here. Greg is already showing plenty of ability as a game designer. This is another thread of history I will comment upon with interest. A review of the boardgame Cosmic encounter. A pretty favourable one. But then, self selection means most of the reviews here will be fairly positive. The frequency with which they talk about boardgames at this time reminds you just how much computer games have edged out boardgames and other more bulky forms of entertainment now. Tempus fugit, and all that. Robots as players in Metamorphosis Alpha: Another article that does exactly what is says on the tin, opening up a new player type, and corresponding playstyle, due to their different abilities. Uses one of the earliest point buy systems to create their stats, rather than the random generation more common in this era, which is nice. I don't think this is the very first instance of point buy character creation, but it'd be funny if it was. Fiction: An interview with a rust monster. A tale of adventurers being rather stupid, as is not uncommon. You don't mess with the rust monster, even if that rust monster is a polymorphed adventurer. Gary Gygax explaining what the difference and relationship between the new (john holmes edition) basic set and AD&D is, and how they relate to OD&D, as well as why they chose to do it this way. He says that he intends to keep the original version in print as well. (yeah, how long is that going to last) At this point, it's pretty obvious that after getting through the 3 levels in the basic set, you need to go on to AD&D. The days when BECMI would make BD&D become its own branch of the game with slightly different advancement styles and tropes are still in the future. Monty HAUL!: That old chessnut of the joke campaign where the characters are obscenely overpowered and the DM is incredibly generous with rewards gets its slang name here. This is the ultimate wargame of ultimate destiny, featuring the norse gods, a battalion of platinum dragons, T-rex's and martians. Much fun was had by all, and many game rules were broken. Hastur is the KING OF AIR!! Another entertainingly pedantic letter by a viewer who thinks that something in a previous issue was innacurate, in this case the lovecraft mythos stuff from a couple of issues ago. The great old ones should be more powerfull, so powerfull no mortal can touch them! Yeah, whatever you say mate. Now calm down, put the pen down and walk away. Its only a game. Yet another expansion for metamorphosis alpha. Was it really that popular back then, or was jim ward just a one-man creative pimp-house arsenal for his game? Wormy and Fineous Fingers continue. Lycanthropy, the progress of the disease: How infected characters manage to gain control of themselves after the change, what abilities they lose (mostly spellcasting ability), and how PC's advance. Also includes stuff on the social ramifications of becoming a werecreature. As this is long before Ravenloft, horror is not on the agenda. Lycanthropes in standard D&D at this time seem to be fairly easy to identify, even in human form, and quite family oriented. How things have changed. Still quite an entertaining article, and it makes more sense of early mystara stuff. Quite a good issue, overall. We've seen both a decent amount of new things that would be used again later, and generally amusing stuff. [/QUOTE]
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