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<blockquote data-quote="(un)reason" data-source="post: 4571787" data-attributes="member: 27780"><p><strong><u>Dragon Issue 61: May 1982</u></strong></p><p></p><p>part 2/2</p><p></p><p>Quest for the midas orb: The third place module in the IDDC competition is only a 10 pager. Another location based adventure, this is actually fairly nice as adventures from that period go, with only a couple of arbitrary screwage attacks and boss monsters way above the average challenge rating. And the screwage is predictable enough that you could probably work out how to avoid it. In any case, the writing style is quite good. All in all, I quite enjoyed reading it, and wouldn't mind using it. </p><p></p><p>Dragon's bestiary: Firetails are unpredictable little snaky things from the elemental plane. They could be friendly, or they could curse you and burn your stuff up. Best to banish them home to be sure. </p><p>Umbrae are shadows that attack your shadow. To beat them, you'll have to get used to the idea of attacking them with your own shadow. Or just turn the lights out, so you don't have a shadow for them to attack. Just don't mistake them for undead shadows. </p><p>Light worms take the hypnotic legends of snakes and take them literally, as they generate glowing mesmerizing patterns of light. </p><p>Tybor are exeedingly badass magical birds that have quite a bit in common with ki-rin, of all things. You probably don't want to provoke them. </p><p></p><p>Monster cards: Another innovation that'll show up quite a few times through the years. Condense monster stats onto little cards, and it can speed up play quite a bit. Buy them now! Get all the sets! Speed up the time when collectible card games will become a genre in their own right, and play a big part in RPG's mid-90's decline. Or something. I don't really have much of an opinion on this one. </p><p></p><p>Rules for aging in Ringside: My god, an article for this after all this time. And not by the original author either. I'm vaguely surprised. As you might expect from rules for aging, this is pretty brutal stuff, that'll take all but the best fighters out son after they hit 30. Which is realistic, I guess, but depressing. Hey, it's only a game. At least you can start a new character, which is more than you can say for real life. </p><p></p><p>Jo-ga-oh: Ooh. Native american myths. Fae/ nature spirit analogues get everywhere, don't they. Only the names and specific powers and taboos change. These are some of the more benevolent examples of this group, and will only be a problem if you provoke them. Of course if your adventurers are foreigners who just blunder in killing things and taking stuff, they deserve what they get. </p><p></p><p>Special knowledge and a bureau for infiltrators: Gary gives us a new class and skills for Top Secret. Do you want to go into deep cover and spend months or years trying to get close to your enemies so they can be taken. This is the bureau for you then. They might not play well with a regular group, unless they're actually an agent from another country in deep cover amongst them. Pretty solid stuff ruleswise. Whether it's actually good for making the game more fun, I'm not so sure. </p><p></p><p>The dragon's augury: Call of Cthulhu gets a pretty negative review. There are substantial flaws and holes in the rules, and the setting book just sucks. Interesting. While not quite an outright slating, this is definitely a lot harsher than most reviews in this magazine. I get the impression the reviewer is big lovecraft fan, and is judging things on that basis. They definitely don't know the game'll go on far longer than most of the things appearing here. </p><p>Hitlers war is, you've guessed it, another WWII wargame. The reviewer compares it quite heavily to third reich. But it is a somewhat shorter and more tactically zoomed out game than that one. Still, it seems to be worth it's price, with several different levels of complexity to choose from, depending on how long you want to play. </p><p></p><p>Off the shelf has a particularly high quotient of genuinely famous authors this month: Fall into darkness by Nicholas Yermakov Berkley puts a russian spin on the humans in space trope, which puts both american and russian tropes and politics into relief. </p><p>The deadliest show in town by Mike McQuay is another futuristic detective novel. </p><p>The claw of the conciliator by Gene Wolfe is another time and space spanning epic in the new sun series. </p><p>The restaraunt at the end of the universe by Douglas Adams is immediately recognized as an absolute classic, even more entertaining than the first book in this reviewers opinion. But I think most of you already have your own opinions on Mr Adams' work, so you don't need telling that. </p><p>The book of philip jose farmer is a well done compilation of his stories, with introductions to the stories, plus several new ones, and a great cover. Snap it up before it goes out of print. <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>Durandal by Harold lamb is a pseudohistorical epic, telling the story of what happened to Roland's sword after he died. Much bloodyness and intrigue happens. </p><p>Beneath an opal moon by Eric van Lustbader is as predictably unpredictable and full of depth as most of his work. </p><p></p><p>What's new is contracturaly obliged to put off sex in D&D for another month while they tackle actual new games. Incidentally, did Ed Greenwood and Bryce Knorr really look anything like that? Wormy gets three whole pages, plus a cameo in what's new. Pretty decent. </p><p></p><p>One of the less interesting issues of this period. Apart from the gnomes and the reviews, not much has stuck in my mind. They can definitely do better than this.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4571787, member: 27780"] [B][U]Dragon Issue 61: May 1982[/U][/B] part 2/2 Quest for the midas orb: The third place module in the IDDC competition is only a 10 pager. Another location based adventure, this is actually fairly nice as adventures from that period go, with only a couple of arbitrary screwage attacks and boss monsters way above the average challenge rating. And the screwage is predictable enough that you could probably work out how to avoid it. In any case, the writing style is quite good. All in all, I quite enjoyed reading it, and wouldn't mind using it. Dragon's bestiary: Firetails are unpredictable little snaky things from the elemental plane. They could be friendly, or they could curse you and burn your stuff up. Best to banish them home to be sure. Umbrae are shadows that attack your shadow. To beat them, you'll have to get used to the idea of attacking them with your own shadow. Or just turn the lights out, so you don't have a shadow for them to attack. Just don't mistake them for undead shadows. Light worms take the hypnotic legends of snakes and take them literally, as they generate glowing mesmerizing patterns of light. Tybor are exeedingly badass magical birds that have quite a bit in common with ki-rin, of all things. You probably don't want to provoke them. Monster cards: Another innovation that'll show up quite a few times through the years. Condense monster stats onto little cards, and it can speed up play quite a bit. Buy them now! Get all the sets! Speed up the time when collectible card games will become a genre in their own right, and play a big part in RPG's mid-90's decline. Or something. I don't really have much of an opinion on this one. Rules for aging in Ringside: My god, an article for this after all this time. And not by the original author either. I'm vaguely surprised. As you might expect from rules for aging, this is pretty brutal stuff, that'll take all but the best fighters out son after they hit 30. Which is realistic, I guess, but depressing. Hey, it's only a game. At least you can start a new character, which is more than you can say for real life. Jo-ga-oh: Ooh. Native american myths. Fae/ nature spirit analogues get everywhere, don't they. Only the names and specific powers and taboos change. These are some of the more benevolent examples of this group, and will only be a problem if you provoke them. Of course if your adventurers are foreigners who just blunder in killing things and taking stuff, they deserve what they get. Special knowledge and a bureau for infiltrators: Gary gives us a new class and skills for Top Secret. Do you want to go into deep cover and spend months or years trying to get close to your enemies so they can be taken. This is the bureau for you then. They might not play well with a regular group, unless they're actually an agent from another country in deep cover amongst them. Pretty solid stuff ruleswise. Whether it's actually good for making the game more fun, I'm not so sure. The dragon's augury: Call of Cthulhu gets a pretty negative review. There are substantial flaws and holes in the rules, and the setting book just sucks. Interesting. While not quite an outright slating, this is definitely a lot harsher than most reviews in this magazine. I get the impression the reviewer is big lovecraft fan, and is judging things on that basis. They definitely don't know the game'll go on far longer than most of the things appearing here. Hitlers war is, you've guessed it, another WWII wargame. The reviewer compares it quite heavily to third reich. But it is a somewhat shorter and more tactically zoomed out game than that one. Still, it seems to be worth it's price, with several different levels of complexity to choose from, depending on how long you want to play. Off the shelf has a particularly high quotient of genuinely famous authors this month: Fall into darkness by Nicholas Yermakov Berkley puts a russian spin on the humans in space trope, which puts both american and russian tropes and politics into relief. The deadliest show in town by Mike McQuay is another futuristic detective novel. The claw of the conciliator by Gene Wolfe is another time and space spanning epic in the new sun series. The restaraunt at the end of the universe by Douglas Adams is immediately recognized as an absolute classic, even more entertaining than the first book in this reviewers opinion. But I think most of you already have your own opinions on Mr Adams' work, so you don't need telling that. The book of philip jose farmer is a well done compilation of his stories, with introductions to the stories, plus several new ones, and a great cover. Snap it up before it goes out of print. ;) Durandal by Harold lamb is a pseudohistorical epic, telling the story of what happened to Roland's sword after he died. Much bloodyness and intrigue happens. Beneath an opal moon by Eric van Lustbader is as predictably unpredictable and full of depth as most of his work. What's new is contracturaly obliged to put off sex in D&D for another month while they tackle actual new games. Incidentally, did Ed Greenwood and Bryce Knorr really look anything like that? Wormy gets three whole pages, plus a cameo in what's new. Pretty decent. One of the less interesting issues of this period. Apart from the gnomes and the reviews, not much has stuck in my mind. They can definitely do better than this. [/QUOTE]
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