Dragon Magazine #59

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DragonMarch 19821

DragonVol. VI, No. 9Vol. VI, No. 9There are a lot of nice things aboutwriting for a magazine that’s read by afew hundred thousand people. One ofthe less obvious “nice things” is this: Ifwe make a mistake, it doesn’t go unnoticed. At least one of those hundreds ofthousands of people will let us know wegoofed, and then we get a chance to setthings straight.Case in point: Lauren Kingman ofHyde Park, N.Y., wrote us to unmaskwhat he called “an attempt to reap obscene profits from ignorant gamers (andto successfully con the DRAGON’s editorin-chief).”His gripe is with SPELLBINDERS, aproduct of Orisek Industries. The set ofnotebook/binders was one of severalnew game-related accessories reviewedby yours truly in issue #55 of DRAGON Magazine. The largest of the set, bearingan 8.95 price tag, is, in Lauren’s words,“neither original, new, or unique. I candetect no difference between SPELLBINDERS and what are known in the stationery trade as ‘easel-back presentationbinders.’ ”Lauren chides me — and rightfully so— for characterizing the product as“original.” Honest, I never heard of aneasel-back presentation binder until Igot his letter. And now that I know, Icringe when I scan the part of the reviewthat says, “Orisek Industries is a company that makes ‘How come nobodythought of that before?’ products.”Apparently, somebody had thought ofthat before, and it was presumptuous ofme to suggest that the concept of theeasel-back binder originated at OrisekIndustries. I hasten to point out that thecompany made no such claim.Secondly, Lauren takes issue with theprice. “These binders have made myDMing easier for a long time,” he writes.“They can be bought at most stationerystores for about 4. I suggest that (aDM) buy an easel-back presentationbinder and take the 5 he just saved andapply it towards a game accessory whoseprice is justified by development andproduction costs.”Since I’ve never seen an easel-backbinder in a stationery store, I don’t knowwhat Lauren’s getting for his four-dollarinvestment. Maybe the SPELLBINDERSnotebook is significantly stronger or larger or more durable than the averageeasel-back binder. Maybe the differences, if there are any, make the Orisekproduct worth its price. That decision isup to the customer. In this case, all wecan really do — and should have donefour issues ago — is to let you know allthe facts when there’s a choice to bemade.I’m far from convinced that SPELLBINDERS is “an attempt to reap obsceneprofits from ignorant gamers.” OrisekIndustries is a small company that produces relatively small quantities of itsproducts. When you don’t manufacturevery many copies of something, eachone costs quite a lot to make. The companies that make “normal” easel-backbinders presumably have a much largermarket for their product, and can affordto produce more copies at a much lowerprice per unit. Lauren has a right to complain about the price, in a comparativesense, but not the right to accuse anybody of making “obscene profits.”Surely other readers reacted the sameway as Lauren when they read the reviewof SPELLBINDERS. I assume that to beso, even though he was the only personwho called the mistake to our attention.(If the stationery store in Hyde Park,N.Y., is the only place easel-back binders are sold, I’ve just made a fool of myself twice over.) To Lauren and the others like him, I apologize for my ignorance. And this “ignorant editor” owes agreater apology to all “ignorant gamers”out there who might have been misled bywhat was said, or not said, in the review.March 1982Publisher. . . . . . . . . . . . . . Jake JaquetEditor-in-Chief. . . . . . . . Kim MohanEditorial staff . . . . . . . . . . . Bryce KnorrMarilyn MaysGali SanchezSales. . . . . . . . . . . . . Debbie ChiusanoCirculation . . . . . . . Corey KoebernickOffice staff . . . . . . . . . . . . . Cherie KnullRoger RauppContributing editors. . . . Roger MooreEd GreenwoodThis issue’s contributing artists:James Holloway Roger RauppJoe LeeLarry ElmoreBruce Whitefield Phil FoglioSteve PeregrineDRAGON magazine is published monthly byDragon Publishing, a division of TSR Hobbies,Inc. Subscription orders and change-of-addressnotices should be sent to Dragon Publishing,P.O. Box 110, Lake Geneva WI 53147. Telephone (414) 248-8044.DRAGON magazine is available at hundredsof hobby stores and bookstores throughout theI United States and Canada. and through a limited number of overseas outlets. Subscriptionrates are as follows, with all payments to bemade in advance: 24 for 12 issues sent to a U.S.or Canadian address; 50 U.S. for 12 issues sentvia surface mail or 95 for 12 issues sent via airmail to any other country.A limited quantity of certain back issues ofDRAGON magazine can be purchased directlyfrom the publisher by sending the cover priceplus 1.50 postage and handling for each issueordered. Payment in advance by check or money order must accompany all orders. Paymentscannot be made through a credit card, andorders cannot be taken nor merchandise “reserved” by telephone. Neither an individual customer nor an institution can be billed for a subscription order or back-issue purchase unlessprior arrangements are made.The issue of expiration for each subscriptionis printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the delivery of subscriptions must bereceived at least 30 days prior to the effectivedate of the change in order to insure uninterrupted delivery.All material published in DRAGON magazinebecomes the exclusive property of the publisherupon publication, unless special arrangementsto the contrary are made prior to publication.DRAGON magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions canbe assumed by the publisher in any event. Anysubmission which is accompanied by a selfaddressed, stamped envelope of sufficient sizewill be returned to the contributor if it cannot bepublished.DRAGON is a trademark for Dragon Publishing’s monthly adventure playing aid. All rightson the contents of this publication are reserved,and nothing may be reproduced from it in wholeor in part without prior permission in writingfrom the publisher. Copyright 1982 by TSRHobbies, Inc. USPS 318-790. ISSN 0279-6848.Second class postage paid at Lake Geneva,Wis., and at additional mailing offices.2

DragonMarch 1982his issue of DRAGON Magazine is specially forthose of you whose versions of “fantasy” have moreto do with planets than planes of existence, morewith lasers than longbows. Counting the coverpainting and a spread of 23 pages inside, this magazine has more science-fiction material in it than we’ve ever usedin a single issue before.Our center 16 pages are filled with Exonidas Spaceport, asetting described in meticulous detail by author Jeff Swycafferand designed for use in Traveller games. Rather than presenting one narrow situation for characters to figure their way intoand out of, Exonidas is a package of opportunities, an environment from which dozens of different sorts of adventures couldspring. Everything we and Jeff could think of is included in thepackage, all the way from a diagram of the entire solar systemdown to where everyone sits in the offices of Torman and Son.Jim Holloway and his talented airbrush (or maybe thatshould be “talented Jim Holloway and his airbrush”) providedthis month’s cover, a portrayal of the climactic scene fromSkitterbugging, a science-fiction tale which precedes the Exonidas section. Between the story and the spaceport is a pagedevoted to descriptions of the people and things from the storyin Traveller terminology. Further connections are left for you tomake: Could the skitterbuggers prosper in a place like Horitheur? Are there mist wasps holed up in the hills of Theury?All that talk about outer space doesn’t mean there isn’t plentyof material inside for fans of the D&D and AD&D games. Firstand foremost among the “fantasy” features is From the Sorceror’s Scroll, wherein Gary Gygax introduces you to the magic ofcantrips and provides official descriptions of two new AD&Ditems, the Advanced Illusion spell and the Philosopher’s Stone.We don’t need a fortune teller to be sure that A.D. Rogan’sarticle on gypsies will be well accepted by AD&D gamers. Thehistorical and legendary characteristics of gypsies combine tomake a potent and playable new character type. Speaking ofpotent, check out the Demonic Knights of Doom, as describedby Rob Kuntz in the debut of a new regular feature abouthappenings in the WORLD OF GREYHAWK Fantasy Setting.When one of these guys asks you whose side you’re on, you’dbetter have a quick answer — and it better be the right one.Following in the format of his articles on dwarves in our lastissue, contributing editor Roger Moore presents “The halflingpoint of view” and “The gods of the halflings.” Just in back ofthat seven-page section is a detailed story on particular poisons from Larry DiTillio’s campaign that we hope you’ll findeasy to swallow.Making up monsters is easy. Making up good monsters issomething else altogether, as Lew Pulsipher points out in“Make monsters, not monstrosities.” After you’ve read aboutLew’s guidelines, turn to the Bestiary and see how well youthink this month’s monster makers have done.A quintet of characters from famous fiction, ranging from the(almost) ordinary to the extraordinary, are offered for youredification in Giants in the Earth.Reviewer Tony Watson gives his evaluations of Starfire III:Empires and Demonlord in Dragon’s Augury. Chris Hendersonlooks at new releases from the world of literature in the mostcolorful installment of “Off the Shelf” we’ve ever published, andtwo more pages’ worth of miniatures and other game accessories are covered in Figuratively Speaking. And miniatures arealso on Phil Foglio’s mind, as you’ll see in “What’s New.” Now,get the lead out and start reading. — KMSPECIAL ATTRACTIONExonidas Spaceport: An adventurefor Traveler characters . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Giants in the Earth:Sir Roger de Tourneville . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Harold Shea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Anthony Villiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Mark Cornwall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Sniveley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Dragon’s Bestiary:Bleeder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stymphalian birds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Spriggan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Convention schedule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Figuratively Speaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Dragon’s Augury:Starfire III: Empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Demonlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Off the Shelf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .What’s New . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Dragon Mirth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .OTHER FEATURESGypsies: A curse or a blessing — or both!. . . . . . . . . . . . . . . .The Great Kingdom and the Knights of Doom . . . . . . . . . . . .Skitterbugging — Futuristic fiction . . . . . . . . . . . . . . . . . . . . . .Translating skitterbuggers into Traveller . . . . . . . . . . . . . . . . .The halfling point of view . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .The gods of the halflings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Poison: The toxins of Cerilon . . . . . . . . . . . . . . . . . . . . . . . . . . .Make monsters, not monstrosities . . . . . . . . . . . . . . . . . . . . . . .1624263249525762REGULAR OFFERINGSOut on a Limb — Letters from readers . . . . . . . . . . . . . . . . . . . . 4From the Sorcerer’s Scroll — The magic of cantrips . . . . . . . 6Advanced Illusion and Philosopher’s Stone . . . . . . . . . . . . 103111213141521222267687273757880

Dragon‘PC demigods’Dear Editor:Enough is indeed enough. A hearty thanksto Greg Fox for his letter of protest (issue #55)concerning “player-character demi-gods,” i.e.those PCs stronger than Moradin, faster thanCorellon, and possessing magical items torival those of Thoth. I have recently encountered a player/DM with the following character/NPC: a 20th/25th-level human fighter/magic-user, all stats between 18 and 25 (heavily weighted toward the upper end, of course),who owns an army of 1,000 dragons (specialhybrids, each using two different types ofbreath weapons), an ogre magi astride eachone. When asked what possible use this reptilian armada could be put to, he related hisplans for attaching a cable to each one andusing them to move his castle to a nearbyisland. And, finally, among his hundreds ofmagical items, he has a rod of curinglresurrection with an infinite number of charges.Ugh! And as if that weren’t enough, when Irelated this to a friend of mine, he merelysneered derisively and began telling me aboutwhat his 50th-level ranger (D:30, S:35) woulddo to such a wimp. I began to feel dizzy.So, having had personal experience withthe PC demigod problem, I must applaud thefirst part of Mr. Fox’s letter. His observationsconcerning experience points, however, arenot indisputable.Mr. Fox tells us that (gasp) a player actually(egad) wanted experience points for being hitin combat. What’s the big deal? As you rise inlevels, you not only progress on the combattables, but you gain hit points, and as we aretold on page 82 of the DMG, these increasinghit points do not reflect an ability to sustain anincreasing amount of physical damage, butthe skill and fatigue involved in avoiding damage. Therefore, a character who is hit in meleehas gained (if he survives) nearly as muchexperience (ah, next time I dodge thus andparry so) as a character who hits. I tend to givethese characters one-half share of experiencepoints, providing they were not rendered unconscious, in which case I doubt they werepaying attention to their combat abilities.This is not an unrealistic interpretation ofexperience, especially in light of some othermethods of gaining experience points, suchas finding treasure. Here we find a rule thatthe AD&D game could do without. Charactersin my milieu get no experience points for treasure, and advance quickly enough anyway. Isuppose there may be an explanation somewhere as to why this system was ever incorporated, but I have been unable to find it — onlyin an ill-thought-out paragraph on page 85 ofVol. VI, No. 9the DMG explaining, in essence, that after all,AD&D is “only a game” and that “compromises must be made.” The paragraph thengoes on to state that real fighters would getreal experience by “exercising, riding, smiting pelts, and tilting at the lists.” Somehow Ibelieve that one would gain a bit more experience by battling a troll than by fencing with afriend.Mr. Gygax has made an unforgivable mistake here, and that mistake is underrating hisown gaming system. In my experience, AD&Dis the best role-playing game on the market,and, no, Mr. Gygax, concessions do not haveto be made. It in no way harms characters toreceive gold without the experience that supposedly goes along with it—after all, the twocan never be mutually exclusive. I have neverencountered the smallest pile of copper thatwas not guarded by something which considered it valuable — and that something isworth experience points.Bill KnorppDeSoto, Mo.‘Spice and intrigue’Dear Editor:I read an article in Up on a Soapbox inDRAGON #57 that upset me greatly. It was thearticle about how no “.intelligent AD&D player would deliberately choose to play acharacter of evil alignment.” I have had manyexperiences with evil player characters, bothas a Dungeon Master and as a player, and Ihave found that evil characters not only havethe most fun, but they add spice and intrigueto the campaign, which helps the other players enjoy it more.Brian Blume (the author) said that in reallife evil characters are ostracized from society; that no one trusts them or cooperates withthem. In real life, who are the evil people? Arethey the thieves and robbers who terrorizepeople and roam the streets? Yes, sometimes;but evil also abounds in government, big business, and many other respectable professions. Evil and criminal are not always synonymous. Evil merely implies that the personis out for his own good and he doesn’t carewho gets trampled in the process. There arethousands of people who fit this descriptionwho have not been ostracized from the community. Many are the most trusted membersof corporations and businesses.He stated that no one can trust the evilcharacter because the evil character will notcooperate with anyone. On the contrary, theevil character will cooperate with anyone he4feels he can use to further his own ends. Athief will need fighter cover in an adventure tohelp him survive; an assassin will welcome thehelp of spell casters and other adventurers tocover his assassination attempts, and an evilwarlord will surround himself with other characters to prevent personal injury from enemies. Also, evil characters must advance inlevels, and will travel with a party and cooperate in hopes of receiving treasure and experience. As for being well played, an assassinmay indeed backstab when an adventure isover for the extra experience, and a thief mayvery well pick party pockets (with the partynone the wiser). Of course, a thief who hassprung traps and opened locks for a party aswell as surprising opponents will definitely beappreciated, if not trusted.Mr. Blume also says that when an evil character begins to dominate other party members, the group will dissolve in chaos. In thegroup I am DM for, the only evil player character in the bunch is the second most powerfulcharacter in the group (next to a druid). Heplays very independently and is often awayfrom the party, but he does benefit them insome ways. He also keeps the other characters on their toes, which keeps them fromgetting too lax. His presence is appreciated inthe campaign. In another campaign, my friendand I play a pair of neutral evil characters whohappen to be twin brothers. We are, by a smallmargin, the two most powerful characters inthe party. The party itself is almost exclusivelyevil and all the players are very independent.No one trusts anyone else past basic bodilydefense, and “party treasure” is a rarity. Allthe players and the Dungeon Master agreethis campaign is one of the best they haveever known.Christopher MillerGrove City, Pa.Weapon skillDear Editor:The Leomund’s Tiny Hut article concerningthe use of sword and shield (#57) was a commendable article, and it set me to thinking.For quite some time, I have been using a weapons skill system that I others might be interested in. One of the enormous improvementsbetween the D&D and AD&D game systems isthe proficiency rules. However, althoughthese rules provide for the process of learningto use different weapons, there is no way for acharacter to excel in any one weapon. Withthe system I devised, an individual may gain(Turn to page 66)

DragonVol. VI, No. 9THE ART OF LEO & DIANE DILLONByron Preiss, editorBallantine Communications5-28449-6-1495 14.95Finally,an art bookas goodas its artOne force that helped make science fiction and fantasy respectable was the artbook. Showing the world the genre hadmore to offer than just “comic book art”spread appreciation for it. Unfortunately,many collections suffered from an obviouslust to exploit a new market. Why, how, andwhen they were painted—details like thesewere rarely given to the reader.This, at least for one stunning volume,has changed. The Art of Leo & Diane Dillonis in all respects what an art book should be.First off, the history of both artists is given. Editor Byron Preiss and the Dillonswrote a marvelous text that nicely complements nearly 130 illustrations. Most of thepieces also have an accompanying paragraph or two with background for the work.The Dillons have perfected a wide rangeof styles and mediums in more than twentyyears as illustrators. Of the 48 color plates,the same method of creation is rarely usedtwice: watercolors, pen and ink, woodcuttings, rubber cement resist, bleaching,crayons, pastels and more.And, although the book is the price ofthree admissions to “Raiders of the LostArk” the expense is worth it. This is a volume that is easy to return to again andagain, and in the long run, afar more enjoyable experience than still another Frazettabook. This one was made with some smallthought given to the audience, and it shows.ABOVE: Two watercolor and pastel paintings.A Wrinkle in Time (left), a 1979 painting, andMystic in Love, completed in 1973.76

DragonMarch 1982ABOVE: (clockwise, from upper left) I Have NoMouth and I Must Scream, a 1967 casein; TheEagle and the Raven, a 1978 gouache; NoDoors, No Windows, a 1975 watercolor andacrylic; a 1978 pastel and water color cover forCricket Magazine; and The Other Glass Teat, a1975 watercolor and acrylic.77

DragonVol. VI, No. 978

DragonMarch 198279

DragonVol. VI, No. 980

DRAGON magazine is published monthly by Dragon Publishing, a division of TSR Hobbies, Inc. Subscription orders and change-of-address notices should be sent to Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147. Tele-phone (414) 248-8044. DRAGON magazine is available at hundreds I of hobby stores and bookstores throughout the

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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-

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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; telephone 414-248-8044. DRAGON is available at hundreds of hobby stores and bookstores throughout the United States and

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