Dragon Reflections #90

Dragon Publishing released Dragon #90 in October 1984. It is 100 pages long and has a cover price of $3.00. This issue features Norse mythology, the mysterious incantatrix, and lots of bats!

dr90.jpg

The cover, by Jeff Busch, depicts a shipwrecked sailor menaced by a harpy. It's a dramatic scene, though I did not like the execution. Interior artists include Dave Trampier, Bob Walters, Denton Elliot, Dave LaForce, David Hutton, Jeff Butler, Joseph Pillsbury, Roger Raupp, Larry Elmore, and Jim Holloway.

This issue's special attraction is "Aesirhamar" by Roger Moore, a high-level Norse-themed AD&D adventure. The scenario takes characters to the plane of Gladsheim, where they must aid the gods in recovering a missing artifact of great power. A short wilderness trek and a dungeon crawl beneath the mountains of Jotunheim follow, with many giants in the way. The caves all felt a bit same-ish, unfortunately. Groups that attempt diplomacy with the giants rather than immediately resorting to combat would find the adventure more rewarding.

"Plane Facts on Gladsheim," also by Moore, supplies details about adventuring on the outer plane of Gladsheim (renamed Ysgard in later editions). It has some interesting, though brief, geographic descriptions, but most of the article is about spell alterations—one of my least favourite AD&D tropes. The cosmology is also quite confusing. For example, Moore describes Niflheim as simultaneously the third layer of Gladsheim and the first layer of Hades. Jeff Grubb later straightened this out in the Manual of the Planes.

Ed Greenwood returns with "The Enchanting Incantatrix," which presents an unusual NPC class specializing in counter-magic and spell theft. There are only seven incantatrixes in the Forgotten Realms, all female humans or half-elves. Greenwood provides a level progression, a description of special abilities, and a spell list. He also shares several new spells unique to the class, including spell shield, spell reflection, and stealspell. These unusual abilities and the colourful lore make the incantatrix appealing as a magical antagonist or ally. And, no doubt, many people decided to play one themselves!

There is no new "ecology" article this month; instead, Ed Greenwood presents AD&D statistics for six new bats, from the cunning nighthunter to the fearsome gloomwing. The entries are brief but filled with flavorful details, making these creatures more than just random flying nuisances. Most of these monsters were reprinted in later books, which attests to their quality.

"Playing the Political Game" by Mike Beeman offers a break from dungeon-crawling with an article on incorporating political intrigue into campaigns. Beeman's simple formula involves establishing a setting, plot, and characters, then unleashing them on the players. He gives some examples but admits they are "rather sketchy." I don't want to be too harsh, as the game sorely needed an article like this, but I wish it were a little more practical. Beeman had a handful of RPG article credits.

On to the regular offerings! Gary Gygax, currently based in Hollywood, makes a rare return to Dragon with "Hold That Person!" a comprehensive list of all the creatures affected by the spells charm person and hold person. Surprisingly, it includes fey creatures such as pixies, dryads, and sprites. Lists like this are a good argument for the monster typing system that became popular in later editions! Gygax appends the article with some gaming news: Second Edition AD&D is happening but is probably three years away. He also mentions a planned Player's Handbook II which is (bizarrely) being first written in French and then translated into English before publication. TSR eventually split the material for that book into Unearthed Arcana and Oriental Adventures.

We also have the latest instalment in Len Lakofka's "Gods of the Suel Pantheon" series, covering Phyton, Xerbo, and Osprem. Phyton is a chaotic good god of beauty and nature, Xerbo is a neutral sea god with ties to commerce, and Osprem is a lawful neutral deity of water voyages. As in previous entries, each god is thoroughly described, including their divine powers and the practices followed by their worshippers.

There is a single game review in this issue. Chill by Pacesetter is a modern horror RPG where players take on the roles of monster hunters in the secretive S.A.V.E. organization. The game was written by several TSR alums, including Mark Acres and Garry Spiegle. With simple mechanics and an engaging setting, it offers a fresh alternative to the omnipresent dungeon crawl. Reviewer Jerry Epperson concludes that Chill is "something you can really sink your teeth into."

Finally, the ARES section returns with 16 pages of science-fiction and superhero content:
  • "Skills for the Super Agent" by Gregg Sharp describes skill packages for Champions.
  • "The Superworld Game, Expanded!" by Steve Perrin has new powers, advantages and handicaps for Superworld.
  • "The Mega-Corporations of The Frontier" by Kim Eastland details more Star Frontiers companies.
And that's a wrap! I enjoyed this issue, with my favourite article being Greenwood's collection of bats. Next month, we have devilish questions, a treasure trove, and the Day of the Juggernaut!
 

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M.T. Black

M.T. Black


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This issue's special attraction is "Aesirhamar" by Roger Moore, a high-level Norse-themed AD&D adventure.
[...]
"Plane Facts on Gladsheim," also by Moore, supplies details about adventuring on the outer plane of Gladsheim (renamed Ysgard in later editions).
I recall the adventure and the articles being average, but I remember digging Roger Raupp's illustrations for both of these.

Are we past the peak? There will be many more highlights, but we might be coming down from the summit.
IMO, the peak of Dragon's first golden age was around this time, but the drop-off was not a sharp cliff. So we still have lots of good things coming in the next couple of dozen issues, and maybe a few highlights beyond that.
 

IMO, the peak of Dragon's first golden age was around this time, but the drop-off was not a sharp cliff. So we still have lots of good things coming in the next couple of dozen issues, and maybe a few highlights beyond that.
That's probably right. I remember issue 100 as a turning point, but we might already be gently stepping down.
 

Unearthed Arcana, which as I recall was more of a collection of items published earlier in Dragon rather than brand new material
Yes, that was pretty much the case, but Gary refined them somewhat when they reappeared in UA.

The whole "LOL, here's a class you can't play" thing in early Dragon magazine was so weird. Just make them monsters or NPCs if you don't want people to play them, or just admit up front that, yes, people are going to be playing anti-paladins, witches and incantrixes. (And maybe put those in Unearthed Arcana as well.)
This is because the NPC classes in Dragon were generally much, much more complex than the PHB classes and subclasses. They were also often much more powerful than the standard classes or too specialized. I always found Len Lakofka's comment about his Death Master NPC class in Dragon 76 amusing. In the intro to the article, he said, "If I ever run into a player character death master at a convention, I may turn evil myself...".
 

Dragon Publishing released Dragon #90 in October 1984. It is 100 pages long and has a cover price of $3.00. This issue features Norse mythology, the mysterious incantatrix, and lots of bats!


The cover, by Jeff Busch, depicts a shipwrecked sailor menaced by a harpy. It's a dramatic scene, though I did not like the execution. Interior artists include Dave Trampier, Bob Walters, Denton Elliot, Dave LaForce, David Hutton, Jeff Butler, Joseph Pillsbury, Roger Raupp, Larry Elmore, and Jim Holloway.

This issue's special attraction is "Aesirhamar" by Roger Moore, a high-level Norse-themed AD&D adventure. The scenario takes characters to the plane of Gladsheim, where they must aid the gods in recovering a missing artifact of great power. A short wilderness trek and a dungeon crawl beneath the mountains of Jotunheim follow, with many giants in the way. The caves all felt a bit same-ish, unfortunately. Groups that attempt diplomacy with the giants rather than immediately resorting to combat would find the adventure more rewarding.

"Plane Facts on Gladsheim," also by Moore, supplies details about adventuring on the outer plane of Gladsheim (renamed Ysgard in later editions). It has some interesting, though brief, geographic descriptions, but most of the article is about spell alterations—one of my least favourite AD&D tropes. The cosmology is also quite confusing. For example, Moore describes Niflheim as simultaneously the third layer of Gladsheim and the first layer of Hades. Jeff Grubb later straightened this out in the Manual of the Planes.

Ed Greenwood returns with "The Enchanting Incantatrix," which presents an unusual NPC class specializing in counter-magic and spell theft. There are only seven incantatrixes in the Forgotten Realms, all female humans or half-elves. Greenwood provides a level progression, a description of special abilities, and a spell list. He also shares several new spells unique to the class, including spell shield, spell reflection, and stealspell. These unusual abilities and the colourful lore make the incantatrix appealing as a magical antagonist or ally. And, no doubt, many people decided to play one themselves!

There is no new "ecology" article this month; instead, Ed Greenwood presents AD&D statistics for six new bats, from the cunning nighthunter to the fearsome gloomwing. The entries are brief but filled with flavorful details, making these creatures more than just random flying nuisances. Most of these monsters were reprinted in later books, which attests to their quality.

"Playing the Political Game" by Mike Beeman offers a break from dungeon-crawling with an article on incorporating political intrigue into campaigns. Beeman's simple formula involves establishing a setting, plot, and characters, then unleashing them on the players. He gives some examples but admits they are "rather sketchy." I don't want to be too harsh, as the game sorely needed an article like this, but I wish it were a little more practical. Beeman had a handful of RPG article credits.

On to the regular offerings! Gary Gygax, currently based in Hollywood, makes a rare return to Dragon with "Hold That Person!" a comprehensive list of all the creatures affected by the spells charm person and hold person. Surprisingly, it includes fey creatures such as pixies, dryads, and sprites. Lists like this are a good argument for the monster typing system that became popular in later editions! Gygax appends the article with some gaming news: Second Edition AD&D is happening but is probably three years away. He also mentions a planned Player's Handbook II which is (bizarrely) being first written in French and then translated into English before publication. TSR eventually split the material for that book into Unearthed Arcana and Oriental Adventures.

We also have the latest instalment in Len Lakofka's "Gods of the Suel Pantheon" series, covering Phyton, Xerbo, and Osprem. Phyton is a chaotic good god of beauty and nature, Xerbo is a neutral sea god with ties to commerce, and Osprem is a lawful neutral deity of water voyages. As in previous entries, each god is thoroughly described, including their divine powers and the practices followed by their worshippers.

There is a single game review in this issue. Chill by Pacesetter is a modern horror RPG where players take on the roles of monster hunters in the secretive S.A.V.E. organization. The game was written by several TSR alums, including Mark Acres and Garry Spiegle. With simple mechanics and an engaging setting, it offers a fresh alternative to the omnipresent dungeon crawl. Reviewer Jerry Epperson concludes that Chill is "something you can really sink your teeth into."

Finally, the ARES section returns with 16 pages of science-fiction and superhero content:
  • "Skills for the Super Agent" by Gregg Sharp describes skill packages for Champions.
  • "The Superworld Game, Expanded!" by Steve Perrin has new powers, advantages and handicaps for Superworld.
  • "The Mega-Corporations of The Frontier" by Kim Eastland details more Star Frontiers companies.
And that's a wrap! I enjoyed this issue, with my favourite article being Greenwood's collection of bats. Next month, we have devilish questions, a treasure trove, and the Day of the Juggernaut!
That was the first issue I got as part of my subscription! I first discovered Dragon as a gift from a friend for my birthday with issue #76. My mom noticed how excited I was and told my grandma about it, and she got me a subscription for my birthday starting with issue #90! I kept the subscription up all the way through the last pront issue, #359. I still have them all!
 



That game needed all the help it could get. Might be the most disappointing thing I ever bought from Chaosium. Did not compare well with Champions, V&V or even (a little later) TSR's Marvel games.
To me, at the time, it seemed like it had a lot of the good ideas of Champions, in an easier-to-play package. It had a metric ton of errata, though, which sometimes made things muddier rather than clarifying, and there didn't seem any easy way around the relatively small number of hit points that a standard BRP character has, making the combats short and brutal. We gave it a try, but my play group at the time were really not that into super-hero stuff (they only played it because I wanted to run it) and it was just all-around disappointing and we quickly dropped it.

Nevertheless, one notable individual by the name of George R. R. Martin did famously really get into the game, and his still-going series of Wild Cards books are its offspring.
 


I think overall Dragon Magazine was pretty great deep into the 100s, with ups and downs: a few crackers in a row and then a slump, etc.

I loved the Incantatrix, but it didn't see as much use with our group as the Sentinel from the previous issue. I only remember ever using an Incantatrix once as a powerful and mysterious NPC that needed to be tracked down for some reason or other. Just the fact that she was an incantatrix and therefore mysterious/powerful was all we needed for that. It was intriguing and memorable and wonderful, but I'm 99% certain that no actual class features or mechanics got used at the table.

Which gets me thinking. That mystery and vibe is something I struggle with nowdays. Nothing's really stopping me or my group from just going back to the older playstyle, but the world around us has changed and it doesn't seem to fit or feel the same (which is a problem when feel is what you're going for). In the race for balance and streamlining and unified design many great things have emerged, but something special has also been lost. There is a design philosophy along the lines of "If it's not a combat stat, why include it at all?" Well, this is why*.

* Noting that Incantatrix did have combat magic stuff, but the je ne sais quoi was the thing.

D.
 
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