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Dragon Magazine #24
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The Magazine of Fantasy, Swords & Sorcery, and Science Fiction Game Playing
Vol. III, No. 10. April 1979, #24
One of the hardest parts of being an editor is working so far in the future.
Whenever an editor talks about “next month’s issue,” he REALLY means the
next one on the presses, which is sometimes two or three calendar months in the
future. Right now, as I’m writing this, it is a cold, nasty March day. However, I am
trying to maintain a “Spring” frame of mind, as this is a spring edition. You begin
to see the problems? It is really difficult to maintain a “spring-like” optimism
when its so darned cold.
Our plans for this new format and approach to gaming do a lot to help
alleviate the “Is winter ever going to end?” blues. We are really fired up, abubble
with optimism and plans.
The initial response to the format change has been overwhelmingly en-
thusiastic. It will be some time before we have all the data digested and corre-
lated. It will be even longer before we have it all analyzed and start to act on it.
There were, however, a number of questions that we screened for trends as the
responses came in, in order to make the format decisions. There do seem to have
been a few misconceptions, and misgivings, which we hope to allay.
First, just what makes a magazine good? Aside from the obvious criteria of
acceptability and sales, what else? A magazine is not good simply because it is
physically well-made: Numerous examples of nicely printed pieces of garbage
exist today. It isn’t artwork alone that makes a magazine good, nor is it physical
layout or graphic design: numerous examples of nicely illustrated, well laid out
magazines that have failed come to mind. The staff of the magazine, alone, does
not make it good.
The contents are what make a magazine good. More specifically, the
QUALITY of the contents are the determining factor. As TD has grown, so has
the quality of the contents improved. The same is/was true of LITTLE WARS.
The tiny minority that has expressed dismay and disapproval seem to be
predicating their objections on the basis that the content quality will suffer. Let
me dispel that notion right now—quality will continue to improve. There is no
need to fear on that account. In fact, I’m at a loss to understand that line of
reasoning. It is highly illogical to think that the quality will decrease.
As you may have noticed, this issue is 48 pages long. We were forced with
some tough economical decisions when we made this move, and 48 pages was a
compromise. We are faced with increasing paper costs: the enamelled stock mills
are still on strike, and West Coast publishers have been forced to bid for sufficient
stock to continue printing. This has driven paper prices far too high. We were
forced to choose between raising the cover price, raising the ad rates, or reducing
the size. As an interim measure, we chose to cut back to 48 pages, for a variety of
reasons. First and foremost, 48 pages consume less material than 56. At present,
we did not feel that we had enough good material on hand to commit to 56
pages, for fear of running short sometime this summer. We knew how an in-
crease in cover price would go over—like a lead balloon. Advertising rates will
be raised this summer, as increased circulation dictates. All of this means that you
can expect the size to increase sometime this summer.
Now we come to the meat of the matter: what will this new format cover,
and how will it be done?
First, we want to become THE magazine of gaming, whatever the form. This
does not mean that we intend to slight that segment of the gaming hobby that has
supported us to date; we still plan to be the final word in fantasy and role-playing
games magazines. We don’t have any intentions of decreasing coverage of this
aspect of gaming, particularly in view of the fact that fantasy, science fiction and
role-playing are the up and coming aspects of our hobby. To lessen our dealing
with those topics would be a step backwards, in our minds.
TD
FEATURES
Lost Civilizations . . . fantasy variant for SOURCE OF THE NILE . . 5
A Viking Campaign in the Caspian Sea . . . new battlegrounds for
miniatures ............................................. ..13
OUT ON A LIMB ... letters column ......................... .21
FEATURED CREATURE CONTEST #2 WINNERS ..... ...... .40
Society for Creative Anachronism . . . weekend skull-bashing .... .44
DESIGN/DESIGNERS FORUM
Keeping the Magic-User In His Place . . . game balance in role-
playing .................................................. 7
Roman Military Organization . . . CLASSIC WARFARE updated . .12
Sorceror’s Scroll . . .The Melee in D&D...................... .17
The Ramifications of Alignment . . . a new look at an old problem . . .34
In Defense of Extraordinary Characters ...................... .43
VARIANTS
Chinese Dragons . . . scaled monstrosities from the inscrutable East 8
Another Look at LYCANTHROPY . . . more about the beast in all of
us . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..10
DUNGEON! ... new variations on the theme ................. .22
Psionics Revisited . . . another look at a tough problem for DMs .. .29
Disease . . . removing some ambiguities ...................... .29
Naming Things in EPT ... a new solution to tongue-knots ....... .39
NEWS
GenCon Update ......................................... .24
ConNews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
HUMOR
Narcisstics ... a humorous PC type we all know ............... .27
The Infamous Miscellaneous Monster . . . . . . . . . . . . . . . . . . . . . . . .27
Monty Haul
...
The Best of Freddie
......................... .42
BACKGROUND
Armies of the Renaissance . . . pt. II- the Swiss ................26
Bergenhone '77 . . . NATO gunnery competition for armor ...... .32
The Return of Conan Maol . . . the roots of myth .............. .33
Publisher E. Gary Gygax
Art Dept.
Dave Sutherland
is expanding, not retrenching. There is much more to the gaming field
than the aforementioned alone. There have been numerous pieces that I have
continued on page 30
Managing Ed. T.J. Kask
Tom Wham
TD Editor T.J. Kask
LW Editor
Joe Orlowski
Circulation Mgt.
Joe Orlowski
Publisher’s Statement
THE DRAGON is published monthly by TSR Periodicals. a division of TSR Hobbies, Inc., P.O. Box 110, Lake Geneva, WI 53147.
lt is available at better hobby shops and bookstores, or by subscription. Subscription rate is $24 per 13 issues. Single copy and back issue price is $2.00, but availability of back issues is no guaranteed. Subscriptions outside the U.S. and
Canada are $28 per 6 issues, and are air-mailed overseas. (Payment must be made in U.S. currency or by international money order.) All material published herein becomes the exclusive property of the publisher unless special
arrangements to the contrary are made. Subscription expiration is coded onto the mailing list. The number to the right of the name, prefixed by “LW” or “TD” is the last issue of the subscription. Notices will not be sent.
Change of address must be filed 30 days prior to mailing date.
Unsolicited material cannot be returned unless accompanied by a stamped return envelope, and no responsibility for such materia l can be assumed by the publisher in any event. All rights on the entire contents of this publication are
reserved, and nothing may be reprinted in whole or in part without written permission of the publisher. Copyright 1978 by TSR HOBBIES. INC.
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2 or 3 indicates that a city has been discovered. If the hex is desert, the
city is uninhabited and the explorer may elect to explore it or not, see
adventurers, into the great unknown of blank hexes on the map of Af- below. If the hex is any other than desert, the city is inhabited by sur-
rica to earn points for discovery. The flavor of the game can be con- vivors of lost Atlantis. The people have bronze weapons and are all
veyed by recounting the adventures. of my zoologist-explorer, Lord
Underdog, up the Zambezi river.
are usually hostile and native tribes avoid their territory. Roll two dice, a
explorers, who may be missionaries, doctors, zoologists, geologists, or
Underdog had obtained a free ticket to Quilimane and managed to cates the ruler of the city is a warrior-king who is always a tyrant. Deter-
raise $700 for his expedition. He manned two canoes with bearers and mine the number of warriors in his army by multiplying the roll of three
askaris, hired a guide and set off with high hopes. Little did he know
what he was getting into!
wearing ornaments of gold decorated with rubies and diamonds.
2. Organization of the lost civilization: Roll one die. A 1, 2, or 3 indi-
dice and adding ten. If the initial die roll is 4, 5, or 6, the city is ruled by an
evil high priest and a beautiful white goddess. The number of warriors is
first turn found him in a known hex. He and his askaris were
equal to the product of three dice plus five.
successful in shooting game to feed the expedition, but one askari acci-
dentally shot another. The next hex was blank . . . unexplored. The
river branched and the expedition), encountered a cataract. Unfortu-
nately, it was not as high as some already known falls, so Underdog
earned no points for finding it. (He named it after himself anyway.)
While trying to portage the canoes around the cataract the explorer
encountered a native tribe, the Balobo (Gygax variant), with seventy-
five warriors! Underdog decided the safest thing to do was offer the chief
most of his gifts. This worked, the tribe was friendly, and Underdog
hired a guide. He spent the next turn trying to find new species of ani-
mals in the hex, without success. This was the beginning of a streak of
bad luck for Lord Underdog, who never did discover a new species of
anything. He began to suspect he had gone to the wrong graduate
school and should have been a missionay. Entering the next hex he
discovered a lake, but no native tribe. Finding no new species on the
next turn, Lord Underdog went back down the river and into another
unexplored hex. He had no luck finding animals but one of his canoes
overturned and he lost four bearers and half his gear. He ventured on
one more hex without making any interesting discoveries and finally
turned hack. Fortunately, he could drift downstream, for he lost another
askari to a crocodile and ran out of rations. His men began to get sick
and two died.
3. With this information at hand, the explorer must declare his attitude
toward the lost civilization. He may:
1. Immediately retreat into the hex from which he came. He will
lose all credit for exploring the hex. He may move to another hex if he
has movement left.
2. Approach the city with a show of force and attempt to
negotiate.
3. Approach the city in a friendly manner, communicate with
signs, hoping to negotiate. He will discover, to his amazement, that
some of the ruling class can speak ancient Greek. Having had a classical
education himself, the explorer can speak some classical Greek.
4. Lost civilization’s reaction to the expedition: If the explorer has cho-
sen attitude 2 or 3, add nine to this number. White goddesses are always
interested in strangers. If there is a white goddess present, add one. If
the expedition includes a guide from a neighboring hex, subtract one,
for lost civilizations are usually at war with neighboring tribes.
Now compare this number with the sum of three dice. If the
number is equal or greater than the die roll, the expedition is accepted
as Guests of the City. Go to that section on the next turn.
If the number is less than the die roll, the warriors of the lost civiliza-
tion will attack. Roll one die, if the result is equal to or less than, the
explorers attitude number, the expedition is surprised and will not have
a chance to shoot their muskets.
If the expedition is not surprised, the askaris will shoot, killing one
warrior and the explorer will kill two warriors (unless he is a missionary,
in which case he only kills one; Modified Gygax rule).
Roll one die, multiply by the number of warriors killed. If this
number exceeds the number of warriors left alive, the explorer has won
the battle and enters the city in triumph. Go to Guest of the City. If the
warriors are not defeated by the musket fire they will close with the
askaris and the battle will be too fierce for the muskets to be reloaded.
The battle proceeds as if the expedition had been surprised.
If surprised, the askaris and explorer do not have time to shoot; the
warriors close with the expedition in hand to hand combat. Half the
bearers will drop their loads and run. Divide the number of attacking
On the next turn his last askaris became sick as did four more bear-
ers, but nobody died. He was able to reach the coast with enough bear-
ers to row back to civilization. He had earned a grand total of five points!
The game gives a vivid feel for the danger and excitement of explo-
ration in the nineteenth century. What it was missing, I thought, were
the kind of encounters that Allan Quartermain or Lord Greystoke would
have had under similar circumstances. So, for the fantasy fans, like my-
self, who enjoy the game but would like to have the kind of adventures
one would find in the works of H. Rider Haggard or Edgar Rice Bur-
roughs, and with all respect for maker and Wesely’s fine game, I offer
the Fantasy Supplement: Lost civilization in Source of the Nile. It all
begins when an explorer enters an unexplored hex and finds no na-
tives . . .
1. The Unexplored Hex contains no native tribe: Lost civilizations
5
Ross Maker and David Wesley's exciting Source of the Nile game
has been the subject of several articles in The Dragon. Players send
The
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