Dragon 119 (march 1987).pdf

(6731 KB) Pobierz
Dragon Magazine #119
180980694.008.png
180980694.009.png
180980694.010.png
CONTENTS
Magazine
Issue # 119
Vol. XI, No. 10
March 1987
SPECIAL ATTRACTION
10
DRUIDS: Those who know Mother Nature best.
Publisher
Mike Cook
Underestimating Druids (is a bad practice) Carl Sargent
Druids are much more powerful than you might think (or might hope).
Editor
Roger E. Moore
18
Is There a Doctor in the Forest? John Warren
A little holistic medicine goes a long way in the woods.
Assistant editor
Fiction editor
22
On Becoming the Great Druid William Volkart and Robin Jenkins
Great Druids are made, not born and the process is difficult and long.
Robin Jenkins
Patrick L. Price
Editorial assistants
28
Cantrips for DruidsNaturally Rick Reid
Bird calls, bug repellent, and a cure for poison ivy.
Marilyn Favaro
Barbara G. Young
Eileen Lucas
Georgia Moore
30
King of the Jungle Ed Greenwood
The best friend a druid ever had: the beastmaster.
Art director
Roger Raupp
OTHER FEATURES
Production assistant
Gloria Habriga
36
The Uldra Calle Lindstrand
A new demi-human for those who like dwarves, gnomes, and the northern forests.
The Ecology of the Korred Ed Greenwood
Come and join the dance you may not be able to resist it.
Subscriptions
Advertising
42
Pat Schulz
Mary Parkinson
Ed Greenwood
Creative editors
Jeff Grubb
46
The Dragons Bestiary The Readers
Not everything in the forest is small, cute, furry, and helpful.
Henchmen and Hirelings Charles Olsen
An update and review of the rules on those special NPCs.
Contributing artists
54
Paul Arpino
Martin Cannon
Darlene
Jeff Easley
59
The Game Wizards Jeff Grubb
Remembering the Forgotten Realms . . . and things to come.
Larry Elmore
Jim Holloway
Daniel Horne
Marvel Bullpen
Richard Tomasic
David Trampier
Dwain Meyer
63
The Pawns of Crux Steven Saylor
A slavers game becomes a crucible for courage.
77
Politics Amid the Rubble Douglas Lent
More of the rubble rousers of the GAMMA WORLD® game.
79
The Role of Books John C. Bunnell
Punk elves, shared worlds, and more.
82
The Marvel®-Phile Jeff Grubb
The newest X-Man has her telepathic eyes on you.
84
This is Only a Test Lawrence Liao
If this had been an actual emergency, your agent would have been dead.
DEPARTMENTS
3 Letters
88 TSR Profiles
97 Snarfquest
4 World Gamers Guide 90 TSR Previews
100 Dragonmirth
6 Forum
92 Gamers Guide
102 Wormy
74 Sage Advice
94 Convention Calendar
COVER
Daniel Horne, our cover artist this month, was in the mood to do a historical
subject. His painting, entitled The Real Reason the Romans left Britain, depicts a
little-known episode in British history, in which two Roman foot soldiers have
bumped into Kostchtchie, the surly fellow from page 40 of the
2 M ARCH 1987
Monster Manual II.
Of the unsquashed legionnaire, Daniel writes, Boy, is he going to get it!
180980694.011.png 180980694.001.png 180980694.002.png 180980694.003.png 180980694.004.png 180980694.005.png
LETTERS
One for Michael
Finding Chainmail
devoted entirely to science-fiction articles? I am
a player of the D&D game but prefer science-
fiction games more. In fact, there seem to be
quite a few good science-fiction game articles
when you glance through the index published in
issue #112. A lot of SF role-players might like
the magazines SF material published under one
cover. How about it?
There is another idea I have been thinking
about for a few years With all the good articles
DRAGON Magazine has been running on the
background and mechanics of a fantasy world,
why not put them together in one volume called
Fantasy Source Book? Articles such as those on
running a castle, currency, sailing ships, and
weather could be included Such a book should
be a generic type, not orientated strictly toward
the D&D or AD&D game. It should be some-
thing that a person with a different fantasy role-
playing system would want to buy just as an
information source. Also included in this book,
at the end of the articles or as a separate article,
should be a critical bibliography. Something that
would say, If you can buy only one or two
books on the subject, buy these, or If you want
a complete collection and have the money, buy
it otherwise, pass it by. I think DRAGON
Magazine did one or two articles on bibliogra-
phies in the past already A well-done Fantasy
Source Book could be a hot-selling item in TSRs
line of products.
It happens now and then that role-
playing gamers feel called upon to
explain why they like gaming and
what they enjoy about it. A lot of
interesting excuses are trotted out,
most of them perfectly valid -- but
perhaps missing the main point of it
all in the attempt to prove that
gaming has some redeeming social
value.
It is certainly true that you can
learn a lot from role-playmg games.
The amount of incidental learning
can be outstanding; I know more
about medieval pole arms now than
I did before I first played in a D&D®
game, for example. In a more seri-
ous vein, weve received a number
of letters from teachers and parents
who give glowing reports on stu-
dents who formerly had academic
problems or lacked interest in read-
ing until they discovered role-
playing. Then, there was no way to
stop the students from exploring the
local libraries to research ancient,
modern, and speculative hooks and
papers usually for use in gaming,
of course, though the teachers and
parents pointed out that this behav-
ior generalized. Students in role-
playing seem to develop stronger
interests in reading than they did
before their gaming habits started.
Other people point out that role-
playing games are mind-expanding.
The games present unusual thought
problems to gamers which they
must then solve, using only their
imaginations and a set of rule books.
It is conceivable that one could not
only learn new ways to solve prob-
lems in general, but could also gain
the spark of creativity itself from
gaming. Gamers reward the unique
idea, the bizarre plan that works,
the solution no one else thought of.
I have been playing the D&D® and AD&D®
games for about five years and have rarely been
disappointed. Im proud to say that Ive only
played about three prepared dungeons in my
life and found them to he very boring and
limiting. I enjoy using the three original books
(Players Handbook, Dungeon Masters Guide,
and Monster Manual ), although I have all the
books and sometimes use Unearthed Arcana
and Legends & Lore. What I want to know is,
what ever happened to the Chainmail rule
book? Ive only heard that it was the original
game. What was it like and how does it differ
from todays game? Im asking because the idea
of a more basic system appeals to me. I find
plenty of adventure in fighting with NPCs, and I
treat monsters as rarities, preferring to use
basic monster types (i.e., trolls, giants, and
dragons). Let me know whats what.
Richard Roughgarden
Juiz de Fora, MG, Brazil
The Chainmail rules are a set of wargaming
rules for medieval miniatures, written by Gary
Gygax and Jeff Perren in the mid-1970s. The
booklet is only 44 pages long, and the majority
of it is devoted to historical medieval military
units (such as Swiss pikemen, Turkish archers,
arquibusiers, and feudal knights). A special 14-
page section covers fantasy combat rules; when
compared to the current state of the AD&D and
D&D games, these rules look very “basic”
indeed!
The silver-covered Chainmail rules may be
purchased from the TSR® Mail Order Hobby
Shop. For a catalog, write to: The TSR Mail
Order Hobby Shop, P.O. Box 756, Lake Geneva
WI 53147. From the sound of your letter, I
would guess that you might also want to see the
original D&D game rules if you want a less-
complicated game system than the AD&D game,
though the current edition of the D&D game
(particularly using the Basic, Expert, and Com-
panion rules alone) serves very well. The origi-
nal D&D game rules (those three little tan
booklets that you hear so much about) are not
well polished and make use of the Chainmail
rules in some places, but they are extremely
interesting.
Running a fantasy campaign using the
Chainmail rules would be a challenge — on the
other hand, we did receive a letter from an
Australian gamer who had run exactly such a
campaign for several years. Anything’s possible.
— RM
George F. Cooper III
Parma, OH
We, too, have considered a “Best of" science-
fiction collection, and other readers have sug-
gested the same idea. What we need most now
is feedback from our readers: Would you be
interesting in such a collection? What games
and articles would you most like to see in such a
collection? What about super-powered hero
articles?
As for the Fantasy Source Book, our current
series of “Best of” Anthologies seem to fill the
bill already. Anything we could produce would
greatly overlap the material in all of the pre-
vious anthologies. However, we are always
taking new ideas for articles that should be
collected for future anthologies; see the follow-
ing letter. — RM
There are lots of other good things
about gaming, hut the one that has
meant the most to me is rarely men-
tioned. When I remember the best
times that I had while gaming, I
think about the people I met and the
friendships that gaming forged.
A module
anthology?
There's Bill, for example, who was
with the very first gaming group I
ever joined. He's now stationed in
Turkey with the U.S. Army (I havent
met his wife Melissa, but shes like
an old friend, too). Once a month or
so, we exchange strange postcards
or long letters. Then, there was the
big Army group I hung around with
(continued on page 60)
Dear Dragon.
Can you put adventures in your Best of
DRAGON Magazine anthologies? I would like to
see The Dancing Hut," "Fedifensor, and Into
the Forgotten Realms:
I have used many articles from DRAGON
Magazine. I like all of Ed Greenwoods articles
on the Realms I especially liked the article in
issue #110 about the dracolich.
(continued on page 60)
An SF anthology?
Dear Dragon:
Glancing through some recent issues, I
thought of an idea I would like to propose. How
about a Best of DRAGON® Magazine anthology
D RAGON 3
Dear Dragon:
180980694.006.png 180980694.007.png
Zgłoś jeśli naruszono regulamin