Dragon 127 (november 1987).pdf

(9114 KB) Pobierz
Dragon Magazine #127
181010948.010.png
181010948.011.png
181010948.012.png
CONTENTS
Magazine
Issue #127
Vol. XII, No. 6
November 1987
SPECIAL ATTRACTIONS
15 Cal1 to Arms:
The fighters world, from berserkers to battlefields.
16 Lords & Legends Kyle Gray
Four famous warriors from European myth and legend.
Publisher
22 No Quarter! Arn Ashleigh Parker
Creative combat for fighters with style.
Mike Cook
Editor
Roger E. Moore
26 Bazaar of the Bizarre The readers
A magical treasury of bows and bolts for arcane archers.
32 Two Hands Are Better Than One Donald D. Miller
When a two-handed sword becomes a three-handed sword, and other handy facts.
Assistant editor
Robin Jenkins
Fiction editor
Patrick L. Price
36 In Defense of the Shield Tim Merrett
A good shield might be the best friend youll ever have.
Editorial assistants
Eileen Lucas
Barbara G. Young
38 Fighting for Keeps Roy G. Schelper
Your new castle is full of orcs? Its BATTLESYSTEM supplement time!
Debbie Poutsch
Georgia Moore
Art director
Roger Raupp
46 In the Heat of the Fight Sean Holland
Berserkers, ambushes, fanatics, tribal champions all in a days work.
Marilyn Favaro
Production Staff
Gloria Habriga
Colleen OMalley
48 A Menagerie of Martial Arts Len Carpenter
Twenty all-new martial-arts styles for
Oriental Adventures.
OTHER FEATURES
8 Role-playing Reviews Ken Rolston
Game designers rush in where deities fear to tread.
Subscriptions
Pat Schulz
Advertising
Mary Parkinson
Ed Greenwood
Creative editors
Jeff Grubb
56 The Ecology of the Yeti Thomas Kiefer
A particularly chilling encounter on the high glaciers.
62 Arcane Lore Arthur Collins
Selections from a lost tome on lifes little illusions.
68 The Dragons Bestiary Thomas M. Kane and Scott Bennie
A slimy pair of surprises: Xadors fluid and quagmire.
70 The Role of Books John C. Bunnell
From the Realms to Romulan space: books for gamers everywhere.
74 The Role of Computers Hartly and Patricia Lesser
The computerized TSR/SSI AD&D® game: the latest word.
82 The Marvel®-Phil Warren Spector
A guest column about all sorts of Things.
DEPARTMENTS
3
Letters
88
Index to Advertisers
94
Convention Calendar
4
World Gamers Guide
90
Gamers Guide
98
SnarfQuest
6
Forum
92
Dragonmirth
102
Wormy
14
Sage Advice
COVER
The last three survivors of an orcish army, their standard still aloft, challenge
their elven opponenta to one last fight. Jim Holloway's cover painting for this
month has no title but if you have a suggestion for a possible title, write it down
and send it to us. We might print the more interesting ones in a later issue.
2 November 1987
181010948.013.png 181010948.001.png 181010948.002.png
LETTERS
Tuckers
kobolds
This months editorial is about
Tuckers kobolds. We get letters on
occasion asking for advice on creat-
ing high-level AD&D® game adven-
tures, and Tuckers kobolds seem to
fit the bill.
Many high-level characters have
little to do because theyre not chal-
lenged. They yawn at tarrasques
and must be forcibly kept awake
when a lich appears. The DMs
involved dont know what to do, so
they stop dealing with the problem
and the characters go into Character
Limbo. Getting to high level is hard,
but doing anything once you get
there is worse.
One of the key problems in adven-
ture design lies in creating oppo-
nents who can challenge powerful
characters. Singular monsters like
tarrasques and liches are easy to
gang up on; the party can concen-
trate its firepower on the target
until the target falls down dead and
wiggles its little feet in the air.
Designing monsters more powerful
than a tarrasque is self-defeating; if
the group kills your super-monster,
what will you do next send in its
mother? That didnt work on
Beowulf, and it probably wont work
here.
Worse yet, singular super-
monsters rarely have to think. They
just use their trusty, predictable
claw/claw/bite. This shouldnt be the
measure of a campaign. These
games fall apart because theres no
challenge to them, no mental stimu-
lation no danger.
In all the games that Ive seen, the
worst, most horrible, most awful-
beyond-comparison opponents ever
seen were often weaker than the
characters who fought them. They
were simply well-armed and intelli-
gent beings who were played by the
DM to be utterly ruthless and clever.
Tuckers kobolds were like that.
Tucker ran an incredibly danger-
ous dungeon in the days I was sta-
tioned at Ft. Bragg, N.C. This
dungeon had corridors that changed
all of your donkeys into huge flam-
ing demons or dropped the whole
party into acid baths, but the
demons were wienies compared to
the kobolds on Level One. These
kobolds were just regular kobolds,
with 1-4 hp and all that, but they
were mean. When I say they were
mean, I mean they were bad, Jim.
(continued on page 88)
World saving
on special items like these would be very inter-
esting and could also spice up even the dullest
dungeon adventure.
Dear Dragon:
Christopher DeGraffenreid made a good point
in the Letters column in issue #123. He
inquired about what was going to happen to his
favorite worlds, Oerth and Krynn, now that the
new campaign setting is the FORGOTTEN
REALMS setting.
We all know now that the DRAGONLANCE®
and WORLD OF GREYHAWK fantasy adven-
ture settings will be continued, but the primary
emphasis will be on the Forgotten Realms. Will
any of the existing Greyhawk adventures be
compatible with the Realms? Will future adven-
tures be made so? And what about all Realms
modules to be: Will they be interchangeable
with Greyhawk? I think these are questions we
all want answered.
Most importantly, the letter in issue #123 left
out an entire fantasy setting. What about
Nehwon, home of Lankhmar? Will it be contin-
ued or de-emphasized? I am the DM for some
friends in this very realistic and fun world, and
I wouldnt trade it for any realm. Why dont you
all open up and tell us all what is happening in
these many and varied worlds?
Chad Hanneman
Solon IA
We have considered collecting all of the magi-
cal items ever described in DRAGON® Magazine
and putting them together in a Best of collec-
tion, with some additional material as well.
Weve also considered doing this for all of the
monsters that have appeared in The Dragons
Bestiary and Creature Catalog features.
TSR BBS Q&A
Dear Dragon:
Have you ever thought of starting your own
bulletin board system like the Steve Jackson
Games Illuminati BBS (its number is (512) 447-
4449, 300/1200 baud)? If you did this, it would
give the readers a direct link with you, and we
could just send you our comments via modem.
The board would also allow you to put up
previews and notices of upcoming games and
products from TSR. You could even put up a
classifieds section, which is usually the main use
of a bulletin board.
Steven Wardell
Ridgefield CT
Ben Franco
Long Beach CA
Most adventures designed for one world or
another might be converted to fit another game
world, with a lot of luck and lots of work by the
DM. No adventures are planned which will be
usable with several worlds, however Modules
which are designed for one world alone were
created to carry the flavor of that world and its
inhabitants, and this flavor doesnt carry well
from world to world.
Warren Spector informs me that a 128-page
Castle Greyhawk module is due out in January
1988, and a hardcover Greyhawk sourcebook is
being prepared, much like the recently released
DRAGONLANCE® Adventures volume.
Many of the adventures from DUNGEON
Adventures were designed to be used in any
campaign world, and a few are specific to one
world (such as Oerth or Krynn). Fill out the
subscription card in this issue and check it out.
The world of Nehwon is on hold for the time
being but watch for further developments.
We are still collecting letters from gamers who
would like a BBS for TSR, Inc. The idea does
seem to have some merit, though we have also
found that running such a system would be a
very challenging job (to put it mildly).
Swords & spice
Dear Dragon:
As an AD&D® game player and Dungeon
Master, the game becomes a lot more fun and
exciting when unique items come into play. I
mean, its not often that you find a talking
sword that has the ability to take over the mind
of its wielder and give him several special
powers. Have you ever thought of releasing a
magazine section, or even a hardback, on
unique magical items of gods or heroes, telling
how they were made, who made them, who
were their previous owners, etc.? Backgrounds
D RAGON 3
181010948.003.png 181010948.004.png 181010948.005.png 181010948.006.png 181010948.007.png 181010948.008.png 181010948.009.png
Zgłoś jeśli naruszono regulamin