Drmg057, Dragon

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January 1982
Dragon
1
Dragon
Vol. VI, No. 7
Vol. VI, No. 7
January 1982
Season’s greetings from the staff of
Dragon Publishing, and for all you time-
travelers out there, welcome to 1982.
Certain milestones of the passage of
time — most notably putting up a new
calendar in my office in the winter, and
adding one to the volume number of
DRAGON™ Magazine in the summer —
tend to make me reflective, and this Jan-
uary is no exception.
Looking back over the happenings of
1981 as they relate to games and gaming
makes one forcefully aware of the growth
and evolution of the hobby. New game
titles are appearing on the market with
ever-increasing frequency. Supplements,
play aids, and accessories to existing
games have become almost a market
unto themselves. A recent listing in one
of the trade magazines showed over 60
different companies now making books
and magazines on games. For a year that
also exhibited a frightfully high unem-
ployment rate, outrageous interest rates,
and an overall depressed economy, the
expanding industry of hobby gaming
nearly defies logic and reason (did I hear
someone mention the word “fantasy?”)
itself.
There are real reasons for the growth
of the gaming industry in the midst of a
depressed economy. As an individual’s
spendable income “shrinks,” he becomes
very conscious of the value of any given
purchase — measuring value in terms
other than simply monetary cost. History
bears this out: During the depression of
the 1930’s an individual’s entertainment
budget had one of the lowest priorities,
and any money so spent had to bring the
highest possible return in value. Motion
pictures, spectator sports, and the like
had a relatively low value; while the event
may have been very enjoyable (another
measure of value), when it was over, it
was over. The money was gone, leaving
only an intangible memory. Games, on
the other hand, were not only enjoyable,
but were tangible items, and could be
used again and again by the purchaser
and his fellow players. Enter Monopoly™
— perhaps the first “fantasy” game. Not
only could it be played again and again,
but the subject of the game, buying and
selling real estate, really was a fantasy to
the players at the time the game was first
released.
But the 1930’s did not spawn the vast
gaming industry that exists today. Cer-
tainly the economy was much worse
then, and while the marketplace for
games may have existed, who could af-
ford to start a new game company? And
another factor enters into the recent ex-
pansion of gaming as a hobby and a pas-
time: The creation of the DUNGEONS &
DRAGONS® type open-ended role-play-
ing games. Monopoly, as good as it is, is
still essentially the same game each time
it is played. There are only a finite number
of properties to purchase, cards to draw,
and hotels to build. And after a few hours
the game, by its design, must come to an
end. Role-playing games, on the other
hand, offer a virtually infinite number of
environments and opportunities, where
any event can happen and any move can
be made. And it need never end.
Well, the Jake Jaquet theory of game
economics may or may not be accurate,
but the fact is undeniable that games and
gaming have ascended to a new level of
popularity. And I suppose the best ex-
ample to date of this fact was shown on
the Simon & Simon television show on
Dec. 8. The writers of the show created a
plot which revolved in part around an
imaginary fantasy role-playing game
called “Angels and Demons,” which the
young protagonist refers to as “...better
than Dungeons and Dragons.”
Now, there was no reference or expla-
nation given as to what “Dungeons and
Dragons” was, and while I’m sure most
viewers didn’t give it a second thought, I
nearly fell off my chair when I heard it.
My limited academic exposure to radio
and TV broadcast writing in college
pounded one thing into my head: If there
is any doubt that a listener or viewer will
not understand a term or name, either
explain it or don’t use it at all. That the
writers of the show simply used the
phrase “Dungeons and Dragons” as a
passing remark in dialogue indicates the
assumption that most of the show’s view-
ers would be familiar with the term.
An insignificant observation to most
people, perhaps, but a very large one to
me. If network television in December
1981 finds “Dungeons and Dragons” to
be a generally known term, it should be
interesting to see where things stand by
December 1982.
Publisher. .
. . . . . . . . . . . . . Jake Jaquet
Editor-in-Chief.
. . . . . . . . . . Kim Mohan
Editorial staff
. . . . . . . . . . . Bryce Knorr
Marilyn Mays
Gali Sanchez
Sales. .
. . . . . . . . . . . . Debbie Chiusano
Circulation
. . . . . . . Corey Koebernick
Office staff
. . . . . . . . . . . . . Cherie Knull
Roger Raupp
Contributing editors. . . .
Roger Moore
Ed Greenwood
This issue’s contributing artists:
Dean Morrissey Chris Cloutier
Roger Raupp Bruce Whitefield
James Holloway David Trampier
Harry Quinn
Phil Foglio
DRAGON magazine is published monthly by
Dragon Publishing, a division of TSR Hobbies,
Inc. The mailing address of Dragon Publishing
is P.O. Box 110, Lake Geneva WI 53147; tele-
phone (414) 248-8044.
DRAGON magazine is available at hundreds
of hobby stores and bookstores throughout the
United States and Canada, and through a limit-
ed number of overseas outlets. The magazine
can be purchased directly from Dragon Publish-
ing by subscription. Rates are as follows, with all
payments to be made in advance: $24 for 12
issues sent to a U.S. or Canadian address; $50
U.S. for 12 issues sent via surface mail or $95 for
12 issues sent via air mail to any other country.
A limited quantity of certain back issues of
DRAGON magazine can be purchased directly
from the publisher by sending the cover price
plus $1.50 postage and handling for each issue
ordered. Payment in advance by check or mo-
ney order must accompany all orders. Payments
cannot be made through a credit card, and
orders cannot be taken nor merchandise “re-
served” by telephone. Neither an individual cus-
tomer nor an institution can be billed for a sub-
scription order or back-issue purchase unless
prior arrangements are made.
The issue of expiration for each subscription
is printed on the mailing label for each sub-
scriber’s copy of the magazine. Changes of ad-
dress for the delivery of subscriptions must be
received at least 30 days prior to the effective
date of the change in order to insure uninter-
rupted delivery.
All material published in DRAGON magazine
becomes the exclusive property of the publisher
upon publication, unless special arrangements
to the contrary are made prior to publication.
DRAGON magazine welcomes unsolicited sub-
missions of written material and artwork; how-
ever, no responsibility for such submissions can
be assumed by the publisher in any event. Any
submission which is accompanied by a self-
addressed, stamped envelope of sufficient size
will be returned to the contributor if it cannot be
published.
DRAGON™ is a trademark for Dragon Publish-
ing’s monthly adventure playing aid. All rights
on the contents of this publication are reserved,
and nothing may be reproduced from it in whole
or in part without prior permission in writing
from the publisher. Copyright 1981 by TSR
Hobbies, Inc. USPS 318-790. ISSN 0279-6848.
Second class postage paid at Lake
Wis., and at additional mailing offices.
Geneva,
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January 1982
Dragon
ere’s hoping you don’t have to trek through a forest
to get to the store for this issue of DRAGON™ Mag-
azine. As far as we know, the only forest that con-
tains moving trees is the one around which Mike
Malone’s module was created. But it’s probably best
not to take any unnecessary chances...
“The Wandering Trees” was the second-place winner in the
ADVANCED D&D® division of International Dungeon Design
Contest II. It’s a change of pace, in a lot of respects, from what
we have come to call a “normal” module. (Which is about as
hard to define as a “normal” game player...) And it worked out
sort of nice that our special inclusion for the chilly month of
January is an adventure through a forest that is alive with
greenery (and other things besides!).
This issue’s cover painting is by Dean Morrissey, whose
name will be familiar to veteran readers as the creator of many
of our previous covers. Perhaps this is a scene which would
have been better presented around the Fourth of July — but
there may not even be such a holiday in the world where this
Betsy Ross resides.
Another unusual adventuring environment is the subject of
this month’s lead article by contributing editor Ed Greenwood.
“Modern monsters” addresses the many questions of how to
put AD&D adventurers into a 20th-century scenario and make
sure that both the characters and the civilization they encoun-
ter live to tell about it. No, you won’t find out how much damage
a tactical nuclear weapon does, but Ed has covered everything
up to that point pretty well.
After going forward into the present, you can return to the
annals of history with Mike Kluever and his article detailing the
history of shields through the ages.
TOP SECRET® agents and administrators will be glad to see
that Merle Rasmussen, author of the game’s original rules, has
taken to upon himself to answer some often-asked questions in
“Spy’s Advice,” the latest installment of The Rasmussen Files.
In addition, Mark Mulkins makes a case for a new bureau in the
TOP SECRET system designed specially for agents who have
visions of 007 in their heads, with his essay entitled “In Search
of James Bond.”
AD&D enthusiasts will appreciate the latest edition of Leo-
mund’s Tiny Hut, wherein Len Lakofka proposes some variant
rules for shields and offers a means to determine a character’s
weapon skills. Those of you who have a campaign running in
the WORLD OF GREYHAWK™ setting will be more informed
about goings-on in that world after perusing From the Sorcer-
or’s Scroll by AD&D creator Gary Gygax. And for those of you
who think the world can never have enough enchanted objects,
Pete Mohney presents a system for “Random magic items.”
There’s a two-part Up on a Soapbox column inside, wherein
Brian Blume puts forth his opinions on why it doesn’t pay to be
an evil character, and contributing editor Roger Moore offers
some thoughts on the continually controversial subject of fe-
males and fantasy role-playing. Speaking of females, this
month’s Giants in the Earth column features a trio of women
(and one male sidekick). So even if there aren’t any female
players in your group, you can still have female characters in
your game.
The final installment of Minarian Legends is a chronology of
the major events in the history of the continent of Minaria, as
described by the person who ought to know— Glenn Rahman,
co-author of the DIVINE RIGHT® game on which this article, as
well as the rest of the series, is based.
Also taking his final bow as a regular contributor this month
is John Prados. The latest, and last, installment of Simulation
Corner presents John’s thoughts on “The art of illustration”
and how it affects the quality, and the consumer acceptance, of
a game design.
Bringing up the rear, as usual, are our colorful cartoons: The
continuing saga of Wormy and the latest look at “What’s New”
from Phil Foglio. Doesn’t he look good in a +2 towel? — KM
Contents
SPECIAL ATTRACTION
The Wandering Trees — Prize-winning AD&D™ module
from International Dungeon Design Contest II . . . . . 33
The Rasmussen Files — “Sage Advice” for spies ......... 20
Giants in the Earth — Some formidable females
.......... 26
Up on a Soapbox:
Play a villain? An evil idea ............................ 50
Dungeons aren’t supposed to be ‘for men only’.
........ 50
Minarian Legends — The chronology of Minaria.......... 52
Dragon’s Augury:
Star Viking ..........................................
67
Champions .......................................... 69
Simulation Corner — The art of illustration .............. 70
The Electric Eye — Survey results.
...................... 72
Convention schedule ................................... 77
Dragon Mirth — Cartoons .............................. 78
Wormy
................................................ 79
What’s New?. .......................................... 80
OTHER FEATURES
Modern monsters — 20th-century adventuring . . . . . . . . . . . . 5
In search of James Bond — TOP SECRET® variation . . . . . 17
Random magic items —
Anything can be enchanted. . . . . . 22
The versatile Magician — New skill for DragonQuest . . . . . 24
The history of the shield — Lots of shapes and sizes. . . . . . 57
REGULAR OFFERINGS
Out on a Limb — Letters from readers .................... 4
Leomund’s Tiny Hut — Shield and weapon skills ......... 10
From the Sorcerer’s Scroll — Gygax on Greyhawk ....... 13
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