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<blockquote data-quote="(un)reason" data-source="post: 4508146" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 35: March 1980</u></strong></p><p></p><p>Part 1/2</p><p></p><p>64 pages. A particularly cool cover this issue, Phil Foglio's snowmen of doom. This issue, Traveler gets focused upon, with 5 new articles for it. </p><p></p><p>In this issue: </p><p></p><p>Dragon rumbles: This issue marks the retirement of Tim Kask as the main editor, with Jake Jaquet taking over that job. It also marks the point where RPG's really start making it into mainstream toy stores. Having been to the trade convention mentioned last month, it seems that lots of people want in on the action. </p><p></p><p>Out on a limb: This month we have a letter complaining about character inflation. Two letters about agism in gaming groups, from opposite sides of the spectrum. And an extensive letter justifying the unrealism of simply scaling up human proportions to create giants weights and strengths in the recent article. Once again we see the battle between the people constantly picking unrealistic stuff apart, and the "its just a game" guys, with the TSR staff pretty firmly in the just a game camp. </p><p></p><p>Errata for AD&D: All three corebooks get extensive goings over, with the changes to be incorporated into the next printings. Also includes stats for those magic items we would have had if the typos hadn't been spotted, such as the Cube of Farce and Manual of Gollums. Goes to show what cabin fever can make seem funny. </p><p></p><p>Fiction: Oasis, by Cynthia Frazer. A little D&D meets cthuluesque horror adventure. One of those stories that feels like the start of a series. </p><p></p><p>Jobs, profit and peril: Joining the Interstellar bureau of internal security. Yes, instead of being a military guy, now your PC can be an ex spy with retarded aging. Which means you'll be pretty badass, if you survive to play. </p><p></p><p>Usefull Skills: Expansions to the traveller skill system. The kind that divides broad skills into more specialist subjects, reducing their individual usefulness, and making it harder to build a well rounded character. Also includes huge anachronisms such as tape recorders which remind me how much real technology has overtaken the visions of technological advancement back then. </p><p></p><p>The "Other" Options: Creating a civilian character in traveller. Obviously, you'll have more financial and social abilities, and less combat ones, but that doesn't mean you won't be a viable character. And more variety in your team is always a good thing. </p><p></p><p>More Clout for Scouts: Another traveller article focussed on enhancing the options of a particular character type. I think you can work out which one. </p><p></p><p>Black Holes! The final traveller article, this of course focusses on the havoc you can cause with black holes providing rules for placing them, spotting them and escaping them. You'd better roll well, because failure means death for the whole crew. God, traveller could be brutal. Seems like death awaits you at every turn <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=";)" /> </p><p></p><p>From the Sorcerers Scroll: Gary once again talks about where D&D is going. Demonweb pits and caverns of tsjocanth are coming soon, and they're planning on producing expert and master (but not companion, yet) sets for D&D, to make it into a separate game, intended to be friendly to people who have never played wargames, let alone RP'd before; instead of just something that leads off AD&D. AD&D is getting lots more modules, plus a second book of monsters (although they haven't decided on the name yet) And possibly an AD&D computer game. So lots of stuff is in the pipeline. How long will it take to get it all sorted out? Watch this space. But not too hard, otherwise you'll get very bored. I guess even with their expanding staff, the number of people working for them was still somewhat lower than the amount working for hasbro now. </p><p></p><p>Leomunds tiny hut: Another set of training rules. This one isn't a joke like the last ones, but is rather time consuming, both in and out of game. Can't people figure out stuff on their own? If only characters of the level needed or higher were able to teach people how to advance in levels, then you would rapidly suffer generational degradation until there were only 1st level characters left. It just doesn't work. Still, if you want to keep players dependent on staying on the good side of your annoying uber NPC's, no matter how powerful they get, this is one way to go about it. (sigh)</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4508146, member: 27780"] [B][U]The Dragon Issue 35: March 1980[/U][/B] Part 1/2 64 pages. A particularly cool cover this issue, Phil Foglio's snowmen of doom. This issue, Traveler gets focused upon, with 5 new articles for it. In this issue: Dragon rumbles: This issue marks the retirement of Tim Kask as the main editor, with Jake Jaquet taking over that job. It also marks the point where RPG's really start making it into mainstream toy stores. Having been to the trade convention mentioned last month, it seems that lots of people want in on the action. Out on a limb: This month we have a letter complaining about character inflation. Two letters about agism in gaming groups, from opposite sides of the spectrum. And an extensive letter justifying the unrealism of simply scaling up human proportions to create giants weights and strengths in the recent article. Once again we see the battle between the people constantly picking unrealistic stuff apart, and the "its just a game" guys, with the TSR staff pretty firmly in the just a game camp. Errata for AD&D: All three corebooks get extensive goings over, with the changes to be incorporated into the next printings. Also includes stats for those magic items we would have had if the typos hadn't been spotted, such as the Cube of Farce and Manual of Gollums. Goes to show what cabin fever can make seem funny. Fiction: Oasis, by Cynthia Frazer. A little D&D meets cthuluesque horror adventure. One of those stories that feels like the start of a series. Jobs, profit and peril: Joining the Interstellar bureau of internal security. Yes, instead of being a military guy, now your PC can be an ex spy with retarded aging. Which means you'll be pretty badass, if you survive to play. Usefull Skills: Expansions to the traveller skill system. The kind that divides broad skills into more specialist subjects, reducing their individual usefulness, and making it harder to build a well rounded character. Also includes huge anachronisms such as tape recorders which remind me how much real technology has overtaken the visions of technological advancement back then. The "Other" Options: Creating a civilian character in traveller. Obviously, you'll have more financial and social abilities, and less combat ones, but that doesn't mean you won't be a viable character. And more variety in your team is always a good thing. More Clout for Scouts: Another traveller article focussed on enhancing the options of a particular character type. I think you can work out which one. Black Holes! The final traveller article, this of course focusses on the havoc you can cause with black holes providing rules for placing them, spotting them and escaping them. You'd better roll well, because failure means death for the whole crew. God, traveller could be brutal. Seems like death awaits you at every turn ;) From the Sorcerers Scroll: Gary once again talks about where D&D is going. Demonweb pits and caverns of tsjocanth are coming soon, and they're planning on producing expert and master (but not companion, yet) sets for D&D, to make it into a separate game, intended to be friendly to people who have never played wargames, let alone RP'd before; instead of just something that leads off AD&D. AD&D is getting lots more modules, plus a second book of monsters (although they haven't decided on the name yet) And possibly an AD&D computer game. So lots of stuff is in the pipeline. How long will it take to get it all sorted out? Watch this space. But not too hard, otherwise you'll get very bored. I guess even with their expanding staff, the number of people working for them was still somewhat lower than the amount working for hasbro now. Leomunds tiny hut: Another set of training rules. This one isn't a joke like the last ones, but is rather time consuming, both in and out of game. Can't people figure out stuff on their own? If only characters of the level needed or higher were able to teach people how to advance in levels, then you would rapidly suffer generational degradation until there were only 1st level characters left. It just doesn't work. Still, if you want to keep players dependent on staying on the good side of your annoying uber NPC's, no matter how powerful they get, this is one way to go about it. (sigh) [/QUOTE]
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