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<blockquote data-quote="(un)reason" data-source="post: 4509691" data-attributes="member: 27780"><p><strong><u>The Dragon Issue 35: March 1980</u></strong></p><p></p><p>Part 2/2</p><p></p><p>Sage advice: No preamble this time, just straight into the questions. Can magic users cast spells one handed? (yes, unless the GM rules otherwise for individual spells) Can a character who can't be raised normally be brought back by a wish (yes) Can you shoot arrows in hand to hand combat (no) How do I stop the assassins guild going after me for something I didn't do? (that, my dear, is up to the GM) Do druids automatically know speak with animals? (druids and clerics don't need spellbooks, they can pray for any spell on their list) Can evil characters cast protection from evil (oh yes) How do you deal with an annoying, treasure grabbing, bossy tantrum throwing player (Lay down the law, and stick to it, bitch! The rules can't solve this one for you) Do you have to read scrolls aloud to cast them (yes) I'm bored with dungeon delving. How do I spice up my game (start putting proper plots in it. Ask your players what they want to do.) Can you stack multiple armour types(no) Can thieves be chaotic good (no) Man, they really were harsh on thieves in those days, seems like every issue we have someone trying to question limitations on them that now don't exist anymore. </p><p></p><p>Up on a soap box: Wargaming, a moral issue? Wargaming is a threat to the morals of our youth. If they play it they'll grow up thinking that fighting and killing is a perfectly normal thing to do. Classic. Is there a form of popular entertainment or technology that moralizing reactionary fearmongers haven't turned their sights upon in the history of creating stuff. Pay them no attention. A decade or two later their worries usually seem pretty comical. </p><p></p><p>Angels in AD&D: Another attempt at this topic. This is pretty elaborate, and draws heavily on real world mythology. They have pretty much the abilities you'd expect. Nothing particularly exceptional to see here. Move along. </p><p></p><p>Giants in the Earth: This time, the disgustingly twinked characters for your delectation are Cecelia Holland's Muirtagh the bowman, H. Rider Haggard's Umslopogaas, and Henry Kuttner's Edward Bond and Ganelan. </p><p></p><p>Dastardly deeds and devious devices: A particularly elaborate set of traps this issue, two of which will cause you more harm if you take the obvious route to try and solve or get around them. No wonder adventurers who survived for any length of time became so paranoid. This is nasty stuff. I love it <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>The AD&D national player rating system: More stuff supporting the use of AD&D as a tournament system, allowing you to work out how good a player you are compared to everyone else who's played in a particular con module. Includes the top 50 rankings from the recent tournaments, which of course has most of the TSR staff in fairly high places. No 1 ranking player in the world at the moment, however is Kristine Bailey, with the highest tsr staffer at 3rd, and Gary coming 47th, Oh, the woes of other people beating you at the game you invented. </p><p></p><p>The mystery of the bow: Another one of those historical articles explaining the real world history of stuff. Seems very hung up over the handedness of bow firers, and the historical accuracy of various miniatures because of it. Which is a rather petty thing to spend so much time writing about. Worse things happen in academia. </p><p></p><p>The History of Hothior: More cool stuff on the setting of Divine Right by its original creator. </p><p></p><p>A big double page advert for citadel miniatures in the middle of the magazine. Someone's got money to spend. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Simulation Corner: The history of wargaming company SPI. One of those potted history bits that presents the topic in a very positive light, focussing largely on their achievements, and saying the future looks great, without revealing any of the drama and work behind the products. Which is the most interesting part. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> So not a particularly interesting article. </p><p></p><p>Reviews: Gangster, an RPG. Titan strke, a wargame. Double star, another sci-fi wargame. War in the Ice, a wargame. Plus lots of minireviews. </p><p></p><p>Classified ads continue. </p><p></p><p>TOP SECRET!!!! (shhhh). Having done fantasy, cowboys, and two gonzo sci-fi games, TSR moves into the spy adventure genre as well. I suspect we'll be seeing articles for this in the near future. </p><p></p><p>Dragonmirth gets both pics and a joke article on the way the rules of the universe change with new editions. Even the most mighty character can be unexpectedly nerfed by the AD&D rules revision. </p><p></p><p>Fineous fingers gets all 4th wall breaking in a double page finale. </p><p></p><p>Errata for Quirks and Curses from last issue, that arrived just after printing. Ahh, deadlines. How many mistakes are not fixed properly because of them. </p><p></p><p>Despite not being as long as last issue, this one has been a real slog to get through. All the articles start blurring into one after a while, which frankly is no fun at all. I shall have to develop a mental sorting method to keep my mind from getting overcluttered with the new information.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4509691, member: 27780"] [B][U]The Dragon Issue 35: March 1980[/U][/B] Part 2/2 Sage advice: No preamble this time, just straight into the questions. Can magic users cast spells one handed? (yes, unless the GM rules otherwise for individual spells) Can a character who can't be raised normally be brought back by a wish (yes) Can you shoot arrows in hand to hand combat (no) How do I stop the assassins guild going after me for something I didn't do? (that, my dear, is up to the GM) Do druids automatically know speak with animals? (druids and clerics don't need spellbooks, they can pray for any spell on their list) Can evil characters cast protection from evil (oh yes) How do you deal with an annoying, treasure grabbing, bossy tantrum throwing player (Lay down the law, and stick to it, bitch! The rules can't solve this one for you) Do you have to read scrolls aloud to cast them (yes) I'm bored with dungeon delving. How do I spice up my game (start putting proper plots in it. Ask your players what they want to do.) Can you stack multiple armour types(no) Can thieves be chaotic good (no) Man, they really were harsh on thieves in those days, seems like every issue we have someone trying to question limitations on them that now don't exist anymore. Up on a soap box: Wargaming, a moral issue? Wargaming is a threat to the morals of our youth. If they play it they'll grow up thinking that fighting and killing is a perfectly normal thing to do. Classic. Is there a form of popular entertainment or technology that moralizing reactionary fearmongers haven't turned their sights upon in the history of creating stuff. Pay them no attention. A decade or two later their worries usually seem pretty comical. Angels in AD&D: Another attempt at this topic. This is pretty elaborate, and draws heavily on real world mythology. They have pretty much the abilities you'd expect. Nothing particularly exceptional to see here. Move along. Giants in the Earth: This time, the disgustingly twinked characters for your delectation are Cecelia Holland's Muirtagh the bowman, H. Rider Haggard's Umslopogaas, and Henry Kuttner's Edward Bond and Ganelan. Dastardly deeds and devious devices: A particularly elaborate set of traps this issue, two of which will cause you more harm if you take the obvious route to try and solve or get around them. No wonder adventurers who survived for any length of time became so paranoid. This is nasty stuff. I love it ;) The AD&D national player rating system: More stuff supporting the use of AD&D as a tournament system, allowing you to work out how good a player you are compared to everyone else who's played in a particular con module. Includes the top 50 rankings from the recent tournaments, which of course has most of the TSR staff in fairly high places. No 1 ranking player in the world at the moment, however is Kristine Bailey, with the highest tsr staffer at 3rd, and Gary coming 47th, Oh, the woes of other people beating you at the game you invented. The mystery of the bow: Another one of those historical articles explaining the real world history of stuff. Seems very hung up over the handedness of bow firers, and the historical accuracy of various miniatures because of it. Which is a rather petty thing to spend so much time writing about. Worse things happen in academia. The History of Hothior: More cool stuff on the setting of Divine Right by its original creator. A big double page advert for citadel miniatures in the middle of the magazine. Someone's got money to spend. :p Simulation Corner: The history of wargaming company SPI. One of those potted history bits that presents the topic in a very positive light, focussing largely on their achievements, and saying the future looks great, without revealing any of the drama and work behind the products. Which is the most interesting part. :( So not a particularly interesting article. Reviews: Gangster, an RPG. Titan strke, a wargame. Double star, another sci-fi wargame. War in the Ice, a wargame. Plus lots of minireviews. Classified ads continue. TOP SECRET!!!! (shhhh). Having done fantasy, cowboys, and two gonzo sci-fi games, TSR moves into the spy adventure genre as well. I suspect we'll be seeing articles for this in the near future. Dragonmirth gets both pics and a joke article on the way the rules of the universe change with new editions. Even the most mighty character can be unexpectedly nerfed by the AD&D rules revision. Fineous fingers gets all 4th wall breaking in a double page finale. Errata for Quirks and Curses from last issue, that arrived just after printing. Ahh, deadlines. How many mistakes are not fixed properly because of them. Despite not being as long as last issue, this one has been a real slog to get through. All the articles start blurring into one after a while, which frankly is no fun at all. I shall have to develop a mental sorting method to keep my mind from getting overcluttered with the new information. [/QUOTE]
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