Monday, November 3, 2025
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Dragon Reflections #97 | EN World D&D & Tabletop RPG Information & Evaluations


Dragon Publishing launched Dragon #97 in Might 1985. It’s 100 pages lengthy and has a canopy worth of $3.00.

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The quilt is titled “Music Lover” by Robin Wooden, a whimsical piece exhibiting an previous silver dragon listening to a bard. It was the primary of many covers Wooden painted for TSR. The inside paintings consists of contributions from Roger Raupp, Larry Day, Jim Holloway, Dave LaForce, Larry Elmore, Dave Trampier, Julius Shell, and Tony Moseley, with a number of items from the Marvel Bullpen.

This month’s particular attraction is a conference pre-registration brochure for GEN CON 18. Sadly, my digital model of the journal doesn’t embody a picture of the brochure.

Gary Gygax kicks issues off with a daring article titled “Deities and their devoted,” which proposes a system for figuring out the ability of gods primarily based on the variety of their mortal worshippers. In essence, the gods acquire 1 hit level for each 1,000 worshippers and likewise 1 hit level for each 1,000 beings on the present airplane that share their alignment. It is an try to wrap mechanics round that previous fantasy trope of the gods getting their may from the devoted. In apply, it could require the DM to trace non secular demographics for every airplane, and that scarcely appears value it.

In “Sticks, stones, and bones,” Stephen Inniss presents an intensive system for improvised weapons in AD&D. It is impressively detailed, overlaying all the pieces from damaged bottles to bowls of soup, together with modifiers for dimension, weight, and materials. As with a number of of the Inniss articles, there may be a whole lot of element to crunch via, however the impacts on gameplay are comparatively minor. Then once more, maybe some tables need to understand how precisely a lot harm a skillet of boiling soup would do (1-2 factors, with a saving throw versus breath weapons permitting for half harm, rounded down).

“Solely prepare while you acquire” by David B. Reeder notes that coaching prices (1500 gp/degree/week) disproportionately affect low-level characters in AD&D. Reeder means that coaching prices ought to solely apply when the brand new degree grants the character a major new ability, similar to a brand new spell degree or extra weapons. His proposal is sensible, however it avoids the extra apparent answer of creating the coaching prices extra inexpensive at decrease ranges. This text was Reeder’s solely RPG contribution.

“For a fuller background” by Paul Montgomery Crabaugh proposes a revised method to figuring out character heritage within the DragonQuest recreation by introducing race-specific social standing tables and modifiers for expertise and wealth primarily based on background. These adjustments goal to stop implausible heritage combos and encourage extra constant character origins. It was the ninth and ultimate DragonQuest article revealed by Dragon, with about half of them authored by Crabaugh.

Ed Greenwood seems twice on this subject. First is “The ecology of the Gorgon,” written in character as Elminster and referring to a pocket book of the naturalist Djaril Phylapur. Together with the everyday particulars about biology, ecology, and fight behaviour, there are some enjoyable snippets, similar to noting the creature’s ongoing rivalry with rust monsters. It is a robust entry in a robust sequence.

Greenwood additionally contributes “Pages from the Mages IV,” presenting extra spellbooks from the Forgotten Realms, with such titles as Bowgengle’s E book and Transient’s E book of Shadows. Every entry consists of the tome’s look, its historical past, and a listing of recent spells. There are additionally some pleasant touches, similar to a whole homunculus recipe within the E book of Shadows. It is one other glorious entry in a beloved sequence.

“The Solely Good Captive…” by Lew Pulsipher begins by describing a latest recreation the place half the get together have been captured by monsters and subsequently executed earlier than their companions might rescue them. He explains believable methods for Dungeon Masters to protect captured participant characters from execution, together with ransom, slavery, and irrational behaviour. Though it is a fairly particular scenario, it isn’t an unusual one, and the options are useful.

“Blueprint for a Large Sport” by Jim Dutton is an in depth information to designing large-scale AD&D campaigns drawn from the writer’s expertise constructing a play-by-mail world for lots of of gamers. Dutton emphasises the significance of clear objectives, detailed mapping, and, above all, organisation. There was nothing actually new in his methodology, however it was attention-grabbing to listen to about such a large-scale AD&D marketing campaign operating years forward of Residing Metropolis and Residing Greyhawk. Dutton was president of Leisure Ideas, Inc.

“Genuine Companies, Half I” by Merle M. Rasmussen presents an in depth breakdown of real-world American intelligence businesses to be used in High Secret campaigns, mixing publicly out there knowledge with artistic extrapolation. The article profiles the mission, construction, and actions of main organisations just like the CIA, NSA, and DIA. It is a terrific useful resource for espionage video games.

“Catacomb” by Henry Melton is a few teenage woman incomes cash in a lethal on-line dungeon recreation, alternating between her in-game adventures and her real-world issues. This story suffers from free construction, overwritten passages, and a muted decision. The idea, nevertheless, is many years forward of its time. Melton went on to write down many tales and several other novels.

The ARES Part returns, presenting a few dozen pages of science-fiction and superhero gaming materials. It consists of three articles:

  • “Rogues of the Galaxy” by Igor Greenwald expands character choices in Traveller.
  • “The Marvel-Phile” by Jeff Grubb profiles Talisman, Field, and Guardian.
  • “New Instruments of the Commerce” by Peter Giannacopoulos provides new artifacts to Gamma World.

Lastly, we now have a trio of recreation opinions. Ingredient Masters by Escape Ventures is a fantasy RPG set on the earth of Vinya, the place gamers management element-bound adventurers struggling to revive steadiness after a magical disaster. The system emphasises abilities, tactical fight, and gradual character development. Reviewer Tom Armstrong predicts “a protracted and wholesome future for Ingredient Masters.”

Starstone by Northern Sages is a system-agnostic fantasy RPG module providing three interconnected situations full of complicated NPCs, dynamic encounters, and deep narrative potential. It supplies in depth maps, historical past, and intrigue throughout over 200 encounter areas, with a robust emphasis on realism and social stress. Reviewer Eric concludes, “Starstone is likely one of the best-detailed modules I’ve examined.”

Thieves Guild 10 by Gamelords Ltd. is the most recent in a sequence of thief-centric dietary supplements, providing new guidelines for bandit gangs and a compact however well-crafted housebreaking situation. Whereas the journey is adaptable and flavorful, a lot of the e-book repeats materials from earlier volumes. Reviewer Arlen P. Walker notes, “I, at the very least, have grown bored with the snippets of guidelines.”

And that is a wrap! This subject felt packed, and I totally loved it. My favorite article was, no shock, Greenwood’s “Pages from the Mages IV.” Subsequent month is a giant one, with dragonlore, new magic gadgets, and apocalyptic monsters!

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