DragonMagazine053.pdf
(
5671 KB
)
Pobierz
Dragon Magazine #53
September 1981
Dragon
1
Dragon
Vol. VI, No. 3
Vol. VI, No. 3
September 1981
There is a bit of a new trend in gaming
that I find a bit disturbing, and perhaps it
should be food for thought for all of us. I
refer to the recent interest in so-called
“live” games, especially of the “assassin”
or “killer” varieties.
These types of games are billed as
role-playing games, and in the strictest
definition of the word, I guess they are.
What disturbs me is that they are being
equated by the non-gaming public (or by
those with limited gaming experience)
with heroic fantasy and science fiction
role-playing games — and the types are
not the same.
I’m not picking on Steve Jackson here,
although he claims his recently released
KlLLER game is the first commercially
available set of rules for the genre. My
first exposure to “live” games was many
years ago in college, and I’ve seen them
played several times since then. “Live”
games are also not necessarily of the
assassin type either — I’ve known of a
few LOTR interpretations, also.
Live games may be role-playing games,
but they are not the same as what we
have come to call adventure role-playing
games (D&D® and AD&D™ games, Tra-
veller, RuneQuest, etc.). Live games re-
quire physical action. In the assassin
games, this involves stalking a person
designated as a target (the stalker may
be a target as well) and performing a
“kill” with, for example, a squirt of a wa-
ter pistol to represent a gun shot, or an
Alka-Seltzer tablet to represent poison.
The attraction of this type of simula-
tion escapes me. Steve says in his ads for
KlLLER that the game will “test your re-
flexes and ingenuity in a way no paper
game ever will...” I’m sure it would, but
why bother? If I want to test my reflexes
against another person, I can think of
many ways that do not involve even sim-
ulated weapons — or, if weapons are the
point, we could meet at the local skeet
and trap club. Ingenuity? Working on
this magazine tests it about as fully as I
care to have it tested. But, I digress...
What we have here is a type of game in
which ingenuity and strategy are secon-
dary to the performance of physical ac-
tions, and the only concessions to role-
playing are an alias and performing feats
of thespian skill like “dying in a very real-
istic or artistic fashion” (worth 5 points in
KILLER). While this is role-playing, it is
limited to the extent of a person’s physi-
cal abilities and acting talent.
“Live” role-playing games are much
more an exhibition (like a Wild West
shoot-out on a movie lot or an SCA dem-
onstration) than actual game playing.
I’m for any activity that is fun for the
participants and harmless to everyone
else. But the “live” role-playing games,
particularly the assassin type, may not
be entirely harmless to everyone else.
Physical games — spectator sports, for
example — can cause harm to the partic-
ipants. But the spectators of those sports
are willing spectators, and they aren’t on
the playing field while the game is going
on. “Live” games are often played in pub-
lic. Sooner or later there will be an injury
to a “spectator” (bystander), and if it
happens to occur in the wrong place at
the wrong time, the headline will read
something like, “Student Injured in Role-
playing Game at Local College.” And all
of us sitting at tables with paper-and-
pencil role-playing games will be equat-
ed with those folks wearing masks-and
chasing each other around with water
pistols and bean shooters.
Perhaps a more serious consideration,
though, is how the non-gaming public is
going to view these games even if no one
gets hurt. Most of us, at one time or
another, have been called upon to ex-
plain our reasons for playing paper-and-
pencil adventure role-playing games, par-
ticularly the heroic fantasy type. Despite
our best efforts to explain, there are still
many who view such a pastime as some
sort of escape from reality, or worse, just
from seeing some people sitting around
a table with books and dice! How are
they going to look at people chasing
each other and playing assassin?
I fail to see the attraction for “live” role-
playing (and in some cases I think it is
just an excuse for a good water balloon
fight), but I’ll grant that the type has its
place in the overall list of games that may
be played. But, like anything else in this
world, perceptions (mine included) de-
pend upon perspective. While I grant
that there is a place for “live” role-
playing, others will not. And it is a very
small step from condemning “live” role-
playing games to condemning all role-
playing games.
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:
Clyde Caldwell Bruce Whitefield
Roger Raupp Will McLean
Susan Collins
Dexter Pratt
James Holloway J. D. Webster
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 Geneva,
Wis., and at additional mailing offices.
2
September 1981
Dragon
he awesome task of digging (yes, sometimes liter-
ally) our way through scores of hefty manuscripts
is over. The hours upon hours spent poring over
page after page have finally produced results. It is
with a great sigh of relief and a similarly large
fanfare (taaa—daaa!) that we present The Garden of Nefaron,
the winning entry of International Dungeon Design Contest II.
If you got the idea from the above paragraph that it was more
than a bit of work going through all the entries, then I guess I got
the point across. That point is made, not to make you feel sorry
for us (after all, nobody told us to have the contest), but in
apology for the fact that it took so long to come up with a winner.
As might have been expected, the overall quality of the entries
took a distinct step up from the previous contest. What was not
expected was the great increase in quantity — nearly 200 entries
were received for the AD&D™ division of the contest, and every
one of them had to be looked over before we could make even
the most preliminary selections. Howard DeWied’s entry ended
up at the top, but there were dozens of other contestants who
obviously put their heart and soul into what they submitted
—and they deserve an equally large share of the credit for
making this contest such a high-quality competition. Our con-
gratulations go to all the prizewinners, whose names are listed
for posterity on page 48. When’s the next contest? Well . . . give us
a little while to recover from eyestrain and we’ll let you know.
This issue’s classy cover, “Dragon Spell,” is the first evidence
of the talent of Clyde Caldwell which has appeared on these
pages. Clyde is a paperback-book cover artist of no small re-
nown (look for his distinctive signature the next time you’re
browsing the bookstore shelves), and is also represented with a
piece in our 1982 DAYS OF THE DRAGON™ calendar.
The cornerstone of our feature article section this month
represents somewhat of a departure from policy for DRAGON™
magazine. Never before has this publication printed material
which, to put it bluntly, suggests that an entire major section of
the AD&D rules be reconstructed. But when authors Philip Mey-
ers and Steven Howard provided us with well thought-out man-
uscripts on how the monk character class ought to be refur-
bished and redesigned, we decided to give them their due. Once
again, we point out that articles in DRAGON magazine are
nothing more than suggested ways to change or enhance your
game, and there’s nothing “official,” in any sense of the word,
connected with our presentation of these (or any other) pieces
of writing.
The longest single article inside (except for the module, of
course) is the latest in our continuing line of suggested new
non-player characters for an AD&D campaign: Andrew Dewar’s
vision of the Oracle. For some NPCs of deity-level status, take a
look at the Bogatyrs, a collection of legendary old Russian
heroes (and the villains they fought) which serves as the first
installment of “Larger: Than Life,” a new feature devoted to
descriptions of super-high-powered characters on a par with
the personalities in the DEITIES & DEMIGODS™ Cyclopedia.
On a more philosophical note, we offer you “Some universal
rules” from contributing editor Roger Moore on how to design a
personalized universe that works the way a universe should.
And in the same vein, the second installment of John Prados’
series in Simulation Corner on making a working model of your
very own game design.
Some of the niftiest monsters around are those which have
been “translated” from fantasy literature into AD&D terms. Mark
Nuiver went through John Wyndham’s science-fiction classic
The Day of the Triffids with a fine-toothed pencil to come up
with the definitive AD&D Triffid. Plant a few of these in your next
adventure and see what blossoms.
You can’t usually find out what’s on the other side of a door-
way unless you go through it. Len Lakofka, in his latest essay
from Leomund’s Tiny Hut, spells out how getting through a door
can be a whole lot tougher than simply twisting the latch. In
similar fashion, Merle Rasmussen, the dean of TOP SECRET™
administrators, tries to make things more difficult for agents by
listing what equipment each type of spy can and can’t employ.
The newest additions to the Dragon’s Bestiary area couple of
lawful good guys, the Argas and Narra, plus the bizarre one-
eyed Oculon. Grouped in the Dragon’s Augury section are a trio
of games about three widely diverse subjects — and diversity is
also the key word in The Electric Eye, where computer colum-
nist Mark Herro takes time to clean out his tidbit file.
And the list goes on (but not for much longer) with a Traveller
variant giving more “oomph” to the Merchant class; some re-
commendations from game-design scholar Glenn Rahman on
how to make Junta a more revolutionary activity.
As evidence of our usual flair for finishing with a grin, the last
three pages of #53 contain a sampling of “Dragon Mirth” car-
toons; the current trials and tribulations of Finieous Fingers &
Friends; and a new “What’s New?” by Phil Foglio. If your page 80
is all wet and wrinkled, blame Phil; he told us to do it. —KM
SPECIAL ATTRACTION
The Garden of Nefaron — Winner of the AD&D™ division
in International Dungeon Design Contest II. . . . . . .33
List of prize winners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
REGULAR OFFERINGS
Out on a Limb — Letters from readers . . . . . . . 4
Up on a Soapbox — Adventuring with shaky hands . . . . . . .27
The Rasmussen Files — More TOP SECRET™ ideas . . . . . . .49
Dragon’s Bestiary: Argas . . . . . . . . . . . . . . . . . . . . . . . . . 52
Oculon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Narra .......................... ................55
Leomund’s Tiny Hut — Just a door?
....................56
Simulation Corner — Building a game model
............62
The Electric Eye — Random comments
.................66
Convention schedule
............... .. ............... .67
Dragon’s Augury
Stalin’s Tanks
..................... ..............74
Warlord
...................................... ..76
A House Divided..
..............................
.76
Dragon Mirth — Cartoon page
.........................78
Finieous Fingers —A big surprise
.....................
.79
What’s New? — You’ll see.
........................... .80
OTHER FEATURES
Why isn’t this monk smiling? — Examining the AD&D class
He’s got a lot to kick about . . . . . .
. . . . . . . . . . . . . . . . . . . 6
Defining and realigning the monk . . . . . . . . . . . . . . . . . .10
Sage Advice — Monkish mysteries unraveled. . . . . . . . .11
The Oracle
— New non-player character class . . . . . . . . . . .14
Understanding Armory — What those shields mean . . . . . . .18
Some universal rules
— Designing your own universe . . . . .22
Larger Than Life —
Bogatyrs begin a new column . . . . . . . .28
The ways of the Triffids —
The monster from John Wyndham’s
book, adapted for AD&D play . . . . . . . . . . . . . . . . . .58
Merchants deserve more, too — Traveller addition . . . . . . . .60
Junta needs more instability — A truly revolting variant. . . .64
3
Plik z chomika:
Amiga2509
Inne pliki z tego folderu:
Dragon Magazine Annual 1, 1996.pdf
(55919 KB)
Dragon Magazine Compendium.pdf
(74753 KB)
Dragon Magazine Annual 2, 1997.pdf
(52197 KB)
Dragon Magazine Annual 4, 1999.pdf
(50691 KB)
Dragon Magazine Annual 2009.pdf
(42968 KB)
Inne foldery tego chomika:
@gamer
3DO Magazine
64 Magazine
911 & Porsche World
A Crossroads Adventure
Zgłoś jeśli
naruszono regulamin