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<blockquote data-quote="(un)reason" data-source="post: 4498032" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 31: November 1979</u></strong></p><p></p><p>part 1/2</p><p></p><p>56 pages. Yet more format changes show up this issue. The style of credits becomes the layout that would be familiar to all of you who read it during the 80's and early 90's, positioned on the far right column of the contents spread, along with cover to cover. Which definitely draws more attention to the people responsible. Ahh, cult of personality. How easy it is to be drawn into you. Meanwhile the controversy of last month has already died down, with the guy who was missing found, and it turning out D&D had nothing to do with it. Still, the tabloid sharks have the scent of your blood now. They'll be back. </p><p></p><p>In this issue: </p><p></p><p>Trollshead: An excerpt from the second D&D novel, by John Holmes the Basic set designer. A lot less meta than quag keep was, and less funny as well, (aside from having a protagonist named Boinger, which doesn't quite work for me) I suppose that's what you get when the writer isn't a proper author. Still, D&D will inspire far worse later on in its history. </p><p></p><p>Jungle Fever: 2 articles on adventuring in tropical regions. The first covers the natives, and their societies, while the second covers the flora and fauna. As these are the main topic of the issue, both articles are pretty good,and should help you spice up your adventures. By now you should be getting tired of dungeons and ready to see the world beyond as well. </p><p></p><p>Pics of the gencon winners for various best games and miniatures categories. </p><p></p><p>D&D is alive and well in houston: A review of NANCON, and the D&D tournament therein. Another fairly functional article, albeit one that devotes quite a bit of time towards praising the sponsors of the con. Still, these things cost money, so I suppose someone has to help with it. Not that we have to like the capitalist setup. </p><p></p><p>T1, the village of hommlet out now. Another classic module series starts here. </p><p></p><p>Will jason destroy the flagship?: A set of variant rules for Alpha Omega, based upon the recent TV mini-series. Major spoilers contained herein <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Seems a little too reliant on each scenario ending the right way, so you progress onto the next one. Such is the danger of trying to represent a linear narrative on a game which can go lots of ways. </p><p></p><p>Spicing up stellar conquest: Generating alien life for the planets you visit in the game. One of those random table based ones that so speed things up by cutting down your choices drastically. If you've read traveller, this stuff should be pretty familiar to you. </p><p></p><p>How tall is a giant: Converting various creatures to the correct size and scale of miniature and movement rate, using 25mm scale as the human standard. A fairly math heavy article that nonetheless clarifies quite a bit on D&D's implied setting. Good to see someone bringing a bit of science to selecting our miniatures purchases.</p><p></p><p>Armor of the far east: Another historical article covering a wide range of time and geography. A good reminder that there is more than one path to building a good suit of protective materials, and it's not just a matter of armor class bonuses vs encumbrance decisions. Shame most of use are forced into the leather/chain/plate paradigm by designer familiarity and habit, even when it's not always culturaly appropriate. </p><p></p><p>Sage advice! Last seen over 3 years ago in the strategic review 6, this finally becomes a regular column in the format most of us remember, with readers questions answered by a designer.This first column is headed by Jean Wells. In this we have errata on monks fighting prowess. talk of longbows clearance, and using them as melee weapons, a reminder that torturing things is not allowed for paladins, no matter what weasel excuses the player tries to give. Someone boasting about their thousand+ level characters, which isn't really a question. A ruling that Orcs are mammals, and hence do not spawn. Stuff about spells known by magic users and rangers. A question as to how long before Q1 is released. A reminder that you can't program magic mouths to cast spells. And a reminder that the GM is the boss. A pretty solid start, even if a few of the questions don't really fit the format properly.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4498032, member: 27780"] [B][U]The Dragon Issue 31: November 1979[/U][/B] part 1/2 56 pages. Yet more format changes show up this issue. The style of credits becomes the layout that would be familiar to all of you who read it during the 80's and early 90's, positioned on the far right column of the contents spread, along with cover to cover. Which definitely draws more attention to the people responsible. Ahh, cult of personality. How easy it is to be drawn into you. Meanwhile the controversy of last month has already died down, with the guy who was missing found, and it turning out D&D had nothing to do with it. Still, the tabloid sharks have the scent of your blood now. They'll be back. In this issue: Trollshead: An excerpt from the second D&D novel, by John Holmes the Basic set designer. A lot less meta than quag keep was, and less funny as well, (aside from having a protagonist named Boinger, which doesn't quite work for me) I suppose that's what you get when the writer isn't a proper author. Still, D&D will inspire far worse later on in its history. Jungle Fever: 2 articles on adventuring in tropical regions. The first covers the natives, and their societies, while the second covers the flora and fauna. As these are the main topic of the issue, both articles are pretty good,and should help you spice up your adventures. By now you should be getting tired of dungeons and ready to see the world beyond as well. Pics of the gencon winners for various best games and miniatures categories. D&D is alive and well in houston: A review of NANCON, and the D&D tournament therein. Another fairly functional article, albeit one that devotes quite a bit of time towards praising the sponsors of the con. Still, these things cost money, so I suppose someone has to help with it. Not that we have to like the capitalist setup. T1, the village of hommlet out now. Another classic module series starts here. Will jason destroy the flagship?: A set of variant rules for Alpha Omega, based upon the recent TV mini-series. Major spoilers contained herein ;) Seems a little too reliant on each scenario ending the right way, so you progress onto the next one. Such is the danger of trying to represent a linear narrative on a game which can go lots of ways. Spicing up stellar conquest: Generating alien life for the planets you visit in the game. One of those random table based ones that so speed things up by cutting down your choices drastically. If you've read traveller, this stuff should be pretty familiar to you. How tall is a giant: Converting various creatures to the correct size and scale of miniature and movement rate, using 25mm scale as the human standard. A fairly math heavy article that nonetheless clarifies quite a bit on D&D's implied setting. Good to see someone bringing a bit of science to selecting our miniatures purchases. Armor of the far east: Another historical article covering a wide range of time and geography. A good reminder that there is more than one path to building a good suit of protective materials, and it's not just a matter of armor class bonuses vs encumbrance decisions. Shame most of use are forced into the leather/chain/plate paradigm by designer familiarity and habit, even when it's not always culturaly appropriate. Sage advice! Last seen over 3 years ago in the strategic review 6, this finally becomes a regular column in the format most of us remember, with readers questions answered by a designer.This first column is headed by Jean Wells. In this we have errata on monks fighting prowess. talk of longbows clearance, and using them as melee weapons, a reminder that torturing things is not allowed for paladins, no matter what weasel excuses the player tries to give. Someone boasting about their thousand+ level characters, which isn't really a question. A ruling that Orcs are mammals, and hence do not spawn. Stuff about spells known by magic users and rangers. A question as to how long before Q1 is released. A reminder that you can't program magic mouths to cast spells. And a reminder that the GM is the boss. A pretty solid start, even if a few of the questions don't really fit the format properly. [/QUOTE]
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