The Classic Dragon Reviews - Take 2

Dragon #25 May 1979
cover_180.jpg

In his "Dragon Rumbles" editorial, Tim Kask laments the lack of letters for the Dragon. They cancelled the letter column once because of a lack of letters, revived it and still weren't getting letters. That must be pretty hard to believe with the amount of discussion and controversy that went on in that column, but in those days it was the case.

"A Part of Gamma World Revisited" has Jim Ward giving more details on the excellent Cryptic Alliances that were part of the world. In fact, this is one of the most interesting parts of the game. Although he wasn't covered much beyond this, Blern had the mystique that the Lord of Blades has in Eberron today (in fact, he's the being on the cover of the issue).

Jim was pretty busy in those days, and has another article "Judging and You!" It's actually a general tips and tricks for being a gamemaster, but it focuses a bit on Gamma World and mentions a few thing specific to the world (admittedly, to mostly say it's not that much different from D&D).

"The Tug of the Machine" is a piece of fiction, but it's so brief, it's not much more than an interlude.

The science fiction theme is broken with "The Armada Disasters," a historical article about the Spanish Armadas.

Our "From the Sorcerer's Scroll" column this issue has Gary covering "The Proper Place of Social Class in D&D." Essentially, he defends D&D not having a set social system (such as Empire of the Petal Throne or En Garde) stating that D&D doesn't have a set campaign milieu. He feels that it doesn't because that's the perogative of the DM.

One interesting bit he points out: "D&D is a fantastic medieval game system. This does not mean that it is medieval in the European sense, although a campaign milieu based loosely upon mythical feudal Europe is not precluded." As a quick aside, he points out that the DMG is finally done, and gives credit to all that worked on it.

Next we have the aforementioned "Out on the Limb" letters column. The first letter refers to Bakshi Lord of the Rings movie (which was reviewed in an earlier issue) and basically trashes it. The next letter is a rebuttal of a review of Alpha Omega, defending the game. Finally, there is a letter trashing a convention "sponsored by TSR" as being poorly run. As it turns out, they only supplied prizes, and had nothing to do with the convention.

Tim seems right on the money about the poor selection of letters. Still, we know this will change.

We have Part III of the "Armies of the Renaissance" column, covering the Condotiere and the Papacy. Another historical article seemingly from Little Wars.

"Would the Real Orc Step Forward?" deals with a proliferation of orc miniatures of various sizes and design paradigms. The author goes through various miniature companies orc figures (a cornocopia of miniatures companies) and suggests what sort of orcs their miniatures would be good for, or recommends something else (Ogres, kobolds, etc).

"The Traveller Navy WAants To Join You: New Service Opportunities for Navy Characters" is another Traveller variant article. The Mercenary supplement added a more robust character generation system for Marines & army, but left the Navy out. This article attempts to rectify that. I believe the next Traveller supplement would deal with that (High Guard, IIRC).

Gary Jacquet, one of the designers of Gamma World, gives us an alternate artifact use chart in "Gamma World Artifact Use Chart" (how appropriate). It is less random that the original chart, and allows some player choice in the process.

We also have a Gamma World map of the U.S. with locations listed, and cryptic alliance locations covering two pages.

Jim Ward gives us a bit of Gamma World fiction with "An Alien in a Strange Land." This focuses on the arch-evil Blern, which I mentioned earlier in this review.

"Excerpt from an Interview with an Iron Golem" is another fictional humerous piece that was common in those days. I believe this was considered good enough to be reprinted in the first "Best of the Dragon" compilation.

"War of Flowers" is another historical, wargame oriented piece. It is immediately followed by "Xochiyaoyotl: Rules for Pre-Hispanic Mexican Warfare."

For the comics focus, earlier in the issue we had one of Tom Wham's "Westfinster Wargaming Society" one-panel strips. In Fineous Fingers, Fred & Charly try to escape from the wizards llab while Fineous plays chess with Mergatroid.

"Varieties of Vampires" covers about 15 varieties of vampires from mythology. Also, Bob Bledsoe briefly covers selecting a pantheon in "To Select a Mythos" (managing to pimp his own Judges Guild products in the process).

Finally, we have another historical wargame oriented article in "Arms and Armor of the Conquistadores" This is notable for full color photographs of actual arms.

This issue has the clear focus on Gamma World. While I never played the game very much, I do remember being attracted by the mythology of the world. I think if that had been explored more, I might have been more attracted to the setting and game We also see a large number of historical articles. While these occasionally saw print in The Dragon, at this point Little Wars seems to have had much of their content migrating to TD.
 

log in or register to remove this ad

Given the interest in The Dragon because of the latest news, I'll finally be taking up where I left off. It probably won't be until this weekend, but I will get to it.

For those who haven't been following it, I did do the earlier issues and the Strategic Review, but they got eaten by the board crash in early '06.
 
Last edited:

The Dragon #26
June 1979

cover_180.jpg

The editorial this issue covers some changes to the magazine. They start by introducing the new assistant editor; Gay "Jake" Jacquet. Also this issue is introducing (in some cases re-introducing) several features. We now have "The Dragon's Bestiary" (formally "Featured Creature") & "Giants in the Earth" (my favorite all-time feature in TD). They also say they will be starting semi-regular features "Dastardly Deeds & Devious Devices" and "Bazaar of the Bizarre" (the old "Mighty Magic Miscellany" column expanded to include spells, and things like research methods, magical ink recipes, etc.)

We have a series of articles focusing on the wargame area, specifically the GDW game System 7. "System 7 - Miniatures Meet Boards: What it Means for the Hobby" covers the game that appears to be a game with miniature rules that uses counters. This article has an interesting quote that appears to foreshadow the prepainted miniatures market. He points out that getting the equivalent figures for the counters in the game would cost over $1000 (about $2800 today) instead of the $7.95 the game costs (about $22 today).

"Price alone is not a sufficient comparison, as the figures quote cover unpainted figures. I happen to enjoy painting miniatures, and do it to relax, as well as to derive enjoyment and satisfaction. However, I have better things to do with the next few dozen months of my life than painting figures."

This is followed by a review of the game, "System 7: Napoleonic Miniatures No Longer Mean a Second Mortgage" a Designer's Forum column, "System 7: Necessity is the Mother of Innovation" and a Q & A column "System 7: The Designer Responds to First Volley." Quite a bit of coverage for a wargame I've never heard of (not that I was ever a real wargamer).

Finally, we have the first "Giants in the Earth" column. This column gives D&D stats for classic characters of D&D related fiction. The introduction gives the ground rules which include the fact that because they come from different worlds from D&D that multi-classing restrictions don't apply and that all stats can have percentiles bonuses for 18's (instead of just Strength).

The first column gives stats for Jack Vance's Cugel the Clever as a 14th level thief, Karl Edward Wagner's Kane as a 30th level fighter/20th level magic-user/14th level assassin and Talbot Mundy's Tros of Samothrace as a 15th level paladin (the only one I'm not familiar with). The books characters in this column appeared in certainly could be added to the DMG's famous recommended reading list.

We have a Starship Troopers variant article "And What of the Skinnies," a Lords & Wizards article on "The Placement of Castles." This is also followed by a historical article "35th Anniversary of D-Day Remembered." Then we have "The Solo Berserker for William the Conqueror-1066." These definitely show the variety of articles covered by the magazine in those days.

Finally we get back to the D&D articles with "Chinese Undead" by David Sweet. This article gives us D&D stats for the lower soul, lost soul, vampire-spectre, sea bonze, celestial stag and goat demon. There is a single chart with stats and most undead only get a paragraph of description and special rules.

TSR's western game gets a variant article with "Boot Hill Additions,Revisions, and Trivia." We get a "fast exact hit location table" and a chart to show the handedness of your character and one to determine your size. There are a handful of other brief rules including a rule to run your horse to death.

A D&D variant column tackles possibly the most discussed element of D&D with "Another View of the Nine-Point Alignment Scheme." Essentially he tries to tack some absolutes in certain areas for each alignment. He lists whether they will keep their word, attack an unarmed foe, use poison (againt intelligent foes), help those in need, work in groups or alone, how they respond to higher authority and how they feel about organizations.

"The Book of Fate" may be the first article with a variant deck of many things. This deck uses the major arcana of a standard tarot deck. An interesting tidbit of this article is that it seems directed mostly at OD&D, with some references to using it in AD&D. For example, the Magician refers to non-magic users merely getting a miscellaneous magic item from the Greyhawk tables.

"D&D Meets the Electronic Age" is certainly a time-capsule article. The author refers to be fortunate to have access to a 4K memory, BASIC speaking computer. Even so, it shows a clear grasp of the possible uses of the computer in RPGs. He feels the computer should handle the mechanics, the DM the imagination. Their computer is programmed to handle "hit charts and damage allocation, name generation (for the thousands of minor NPCs), creating requisites and levels of nonplayer characters, handling the bookkeeping details on player characters, and a basic Dungeon that runs itself."

A short Design Forum article, "Hirelings Have Feelings Too" deals with giving NPCs personalities. His non-human recommendations are a bit stereotypical ("dwarves are a times quite greedy"), but this is still an article on not treating the NPCs as cannon fodder.

Another Design Forum article by Michael Crane, "Notes from a Very Successfu D&D Moderator" is your typical articles on tricks. He discusses creative use of the pit, Gelatinous Cubes (having an evil wizard leave jello cubes in his treasure room, and the PCs leave the room alone), dealing with poison using PCs.

Gary's "The Sorcerer's Scroll" column this issue is "D&D®, AD&D® and Gaming." He discusses roleplaying being used in wargaming for years. He then covers the evolution of the game. He lists innovations Dave Arneson made such as giving players individual roles to play (mentioning that Blackmoor was a just a small province on the borders of the "Great Kingdom"),allowing progression of expertise for the characters and using miniatures in the dungeon setting.

He mentions that in 1974 slightly more than 1,000 copies of D&D were sold. Today (remember, 1979) more than that were sold in a month. He also notes that AD&D isn't an expansion or revision of D&D, it's a new game. He says there is no more similiarity between AD&D and D&D than there is between D&D and it's various intimitators from other publishers. D&D is a very loose open framework, AD&D is tighter and more structured. He states that D&D has become a non-game because of the variations from group to group. He feels AD&D address this shortcoming. He states "There is form and structure to AD&D, and any variation of these integral portions of the game will obviously make it something else." and "While D&D campaigns can be those which feature comic book spells, 43rd level balrogs as player characters, and include a plethora of trash from various and sundry sources, AD&D cannot be so composed." He mentions that it also makes it easier to run organized tournaments, and discusses an "open" and "masters" D&D tournament. The below paragraph is certainly interesting today.

"The advantages of such a game are obvious. Because the integral features are known and immutable, there can be no debate as to what is correct A meaningful dialog can be carried on between DMs, regardless of what region they play in. Players can move from one AD&D campaign to another and know at the very least the basic precepts of the game—that magic-users will not wield swords, that fighters don’t have instant death to give or take with critical hits or double damage, that strange classes of characters do not rule the campaign, that the various deities will not be constantly popping in and out of the game at the beck and call of player characters, etc. AD&D will suffer no such abuses, and DMs who allow them must realize this up front."

He states AD&D will eventually consist of the DMG, PHB, MM and "Gods, DemiGods and Heroes" and maybe one or two more monster books. He also says there will be various modules and play aids. In one speculation he speculates that there being a quarter of a million D&D players at that time is probably a conservative estimate.

He also addresses his taking on APA in a previous column stating they were insulting to TSR, D&D, The Dragon and himself and he won't let such things go unanswered. He also states a future column will be written by Judges Guild about their contribution to the game. This is definitely interesting from a historical point of view, getting a history of the game and what he sees as the direction they intend to move with AD&D.

We have the first RPG published in the magazine in a Variant Game column by Kevin Hendryx called "Mugger!" Clearly tongue-in-cheek the players play muggers who gain experience from mugging and gaining loot from their crimes until they eventually get a seat in Congress (I swear it says this). Getting an original Van Gough<sic> is worth 500 xp, while 10 kilos of plutonium is the jackpot of 1000 xp.

Empire of the Petal Throne gets a variant with a table article on "Birth Tables and Social Status."

The first "Bazaar of the Bizarre" article is by Len Lakofka and is called "Blueprint for a Lich: Vampire’s Blood, Belladonna & A Virgin’s Heart Well Simmered." It's interesting that the classic magic item column starts with this. It's just a page, but chock full of rules and flavor. Becoming a lich isn't flawless, the potion might even work but leave you deaf, dumb and blind (why don't we ever encounter these liches in our adventures?)

Gary has a Design Forum article on "Putting Together a Party on the Spur of the Moment." Essentially its a group of rules and tables for quickly generating a party for a convention game. I find it interesting that he has them roll 4d4, discarding the lowest die for stats (must have meant 4d6, but 4d4 straight would be an interesting option). It list chance of having each type of magic item by class per level . A fighter has 7% of having a magic sword per level, but must ony choose one weapon per level. Since an axe has a 10% chance per level, he might choose to take the better chance.

We have a "Strength Comparison Table" by Thomas Holsinger, taken straight from the Arduin Grimoire II (admitted in the column) going up to a 27 for Storm Giants and Titans.

In the review areas we have reviews for Tribes of Crane (a play by mail game), Ice War (and SF wargame), Mercenary (book 4 of Travellar, The Battle of Monmouth (an American Revolution wargame) and some miniature packs from Grenadier's Wizard & Warriors line. We have a long review of Battle Sphere.

The first official "Dragon's Bestiary" column covers the Barghest. They are described as one of the many deodands of Gehenna, and the most common. Otherwise, it's not much different than it is today.

Our last article is a quick bit on thieves called "The Thief: Deadly Annoyance" giving a few tips on playing the thief.

Our only full page comic strip this issue is Finieous Fingers, with Fred and Charley trying to become unpolymorphed by drinking random potions in the wizards laboratory. We have some classic one page strips this issue (my favorite being the "Close ranks, men, and brace yourselves for wandering monsters - I hear the sounds of six-sided dice being rolled.") We also have the winner of the cartoon caption contest, being "So I said, “Stop or I’ll shoot . . . Stop or I’ll shoot. . . Stop or I’ll shoot. . ." (an archer is facing a monk in mid-attack with dozens of arrows in him).

For notable advertisements have one for Origins '79 in West Chester, PA (I'm personally disappointed by how many Origins I missed in my area during the time I gamed because I wasn't aware they were held so closely, and those days are now long gone). GenCon XII gets the inside back cover, being held at the University of Wisconsin-Parkside.

4th Dimension, a chess like board game from TSR, gets a full page add ($9.95 then, the equivalent of about $28 today). I still have a copy of this somewhere I believe. Judges Guild has the first advertisement for its Treasury of Archaic Names (still a staple at my table) for $4.95 (about $14 in today's dollars). The back cover has a full page ad for Divine Right (a game I always wished I owned, but never did get).

We also have what may be the first ad for Martian Metals miniatures. Although I never bought any of these miniatures, the ads still stand out in my mind as creative and attention getting. Also, Grenadier Models has an add for official Gamma World miniatures.

Even with the large wargame areas, this is still a rich D&D issue. The Sorcerer's Scroll is very important from a historical sense. The beginning of the Giants in the Earth column, plus the first appearance of the barghest and the first Bazaar of the Bizarre.
 
Last edited:

Go Glyfair. This stuff was great. I'd love to help, but, I don't have the copies of my old Dragons anymore. :/

I did take the option for back issues from Paizo though. I'm thinking some of these old classic issues might fit the bill. ((Man, that sounds cold. I'm really gutted by the news))
 

Hussar said:
I did take the option for back issues from Paizo though. I'm thinking some of these old classic issues might fit the bill. ((Man, that sounds cold. I'm really gutted by the news))
Personally, I have all of my issues before 251 at my parents for the periodic garage sales but one (the one with Top Secret stats for classic spies). They take up too much space for the amount of use they get. The Dragon Archive is one of my best RPG purchases ever (and I hate reading PDFs).

Still, it's nice to know that I'll have a complete set of the magazine by October (including the archive).

"We were fortunate to have a computer with 4K memory..." heh!
 
Last edited:

Thanks for another cool overview of the magazine!

I bet all the blind/deaf/etc liches either find a magical way to fix their problems or get taken out by other liches.
 


The Dragon #27, July 1979

cover_180.jpg

We hit the beginning of the fourth year of The Dragon with this issue. This issue still shows the wargaming ties are strong. The three reviews are all wargames (Agincourt, The English Civil War and, to a lesser extent, MiG Killers). We also have articles going into detail on The Emerald Tablet & Agincourt, a couple of historical articles on the battle of Agincourt, plus design notes on TSR's own classic game Divine Right. In addition, with have an article expanding the rules in Imperium. We also get a crossover article on dwarves, that discusses their military organization in a very wargame-like fashion.

The first D&D content in the magazine is "Elementals and the Philosopher&#146;s Stone," which expands upon the elemental planes. We have what would eventually morph into the paraelemental planes (with "Good" & "Evil" planes instead of the positive and negative material planes). It has stats for the elementals of each plane (such as "moist," "pleasure" and "ending"), as well as a "philosphers stone," a cutout that can be assembled into a 3D model of the planes.

The "From the Sorcerer's Scroll" column is the first real guest column. From Judges Guild founder Bob Bledsoe we get "What Judges Guild has done for Dungeons & Dragons." He mentions that to date only one project was rejected by TSR, with notes one how to correct it. He lists point-by-point the things he feel JG has done for D&D. There is no question that JG was an innovator. They put out the first aids (the Ready Ref Sheets & Judges Shield) & put an emphasis on wilderness adventuring. As an aside here, the issue has an ad for the Treasury of Archaic Names, one of the most enduring books JG has released.

We also get one of the more memorable articles in the history of The Dragon: Tesseracts: A Traveller Artifact. This began a series the included these 4D articles as traps in dungeons for D&D. We also have more Traveller content, with a "charticle" on randomly generating a star system.

"Giants in the Earth" this issue gives us stats for Durathror (13th level fighter/dwarvish paladin) from The Weirdstone of Brisingamen. We also get the classic combination of Fafhrd (20th level fighter/8th level thief) and the Gray Mouser (18th level fighter-thief). Yet another classic fills the article with John Carter, Warlord of Mars (30th level fighter). At this stage in the series we are getting the true classic of fantasy, from the maor inspirations for D&D.

In an area rarely touched in D&D, we have a Mythos article, giving stats for the Mythos of Africa. They seem to cover the spectrum of the continent, but I'm not an expert and they don't go into a lot of detail about the sources.

In the "Dragon's Bestiary" we get the Horast by Mary Lynn Skirvin, a mammal with a whip-like tail. This article has a footnote that touches on things we debate today. "By gracious arrangement with the author of AD&D, Gary Gygax, monsters appearing in this column are to be considered OFFICIAL AD&D MONSTERS. As such, they are as official and authentic as any included in the AD&D MONSTER MANUAL, or any other book bearing the imprimatur AD&D."

"Bazaar of the Bizarre" contains the magic item "Bag of Wind" by Gygax. I wonder if it was inspired by someone's put down of him.

From a comics standpoint we have another episode of Fineous Fingers titled "The Great Escape: Part III or Who Was that Ballerina with a Sword?" We also get a Tom Wham Znutar strip, as well as a couple of one-panel strips.

The main thrust of this issue is Agincourt. They cover the game in detail, as well as the historical importance of it. At this point, there is clearly a large overlap in roleplayers and wargamers (or at least TSR believed so). Divine Right, on the other hand, begins here and the background for the setting was great for getting D&D ideas.
 
Last edited:

Coming next issue: The classic "Politics of Hell," an interview with Gary about AD&D, a discussion by Gary of Lawful Evil vs. Chaotic Evil, mixing Boot Hill and D&D and the insert "Awful Green Things From Outer Space."
 

Glyfair said:
The Dragon #17 August 1978
"Faceless Men & Clockwork Monsters" is a huge article where Gary recounts an adventure where D&D characters ended up aboard the Starship Warden (from Metamorphosis Alpha). Essentially, his players were hit with a curse and Gary joked that they was a 1 in 10 chance they would end up there. Of course, he rolled a "1." The next time Jim Ward was in the area, Gary had him run the players through the adventure with Gary as a player. Clearly, this must have been an early influence on Expedition to the Barrier Peaks.

This article is also notable in that it includes what seems to be the only pre-existing reference to a character named Neb Rentar, who Carl Sargent added to the story of the release of Iuz, probably the single most important modern historical event in the World of Greyhawk Campaign Setting. Rentar is referenced off-handedly in Expedition to the Ruins of Greyhawk, but this article remains the longest (and most interesting) account of his adventures.

--Erik
 
Last edited:

Pets & Sidekicks

Remove ads

Top