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81
EDITOR'S INTRODUCTION
Welcome to the first
installment of a new
feature in DRAGON®
Magazine, one which
we hope will serve our
readers in two ways.
?The Forum? is a place
where we can print
your opinions and observations,
about
articles that we?ve published
or about other
subjects or issues of
a more general sort.
From now on, the ?Out
on a Limb? letters
column will be reserved
for short letters,
primarily those that
ask direct questions
requiring a response,
and ?The Forum?
will be the home for
long letters containing
detailed commentary or
criticism. Forum
letters will not be accompanied
by direct
responses, although as
time goes on their
questions and criticisms
may be ?an-
swered? in some other
place and some other
way in the magazine.
As a writer, you don?t
have to be as con-
cerned any more about
whether your letter
is going unnoticed. We
do read every letter
we receive ? honest!
? but until now we
haven?t had a convenient
way of getting
many of the long ones
into print, to
?prove? that we got ?em
and that we aren?t
reluctant to share them
with you.
And, as a reader, you
now have an op-
portunity, more than
ever before, to find
out what sorts of things
are on the minds of
the other people who
share your interest in
DRAGON
Magazine. Not everyone who
has an opinion or an
idea also has the confi-
dence, or the time, or
the skill to form that
idea into a publishable
article manuscript
? but that doesn?t necessarily
mean they
shouldn?t be printed
anyway And that?s
what ?The Forum? is all
about. Here,
printed just the way
they were written, are
the thoughts that this
issue?s writers want to
share with you.
* * * *
It would be wise to devote
a major portion of
the Forum to new ideas rather
than criticism
which is mostly superficial
and based largely on
personal opinion. Instead
of hearing about what’s
wrong with an article, let’s
hear about new cam-
paign ideas, magic items,
and monsters. “Out on
a Limb” seems naturally
suited towards criticism,
while The Forum could be
used more produc-
tively as an idea exchange
between Dungeon
Masters and players. I encourage
other readers
who agree — or disagree
— with my suggestion
to write in.
Peter Bregoli
Braintree, Mass.
(Dragon #84)
* * * *
It would be wise to devote
a major portion of
the Forum to new ideas rather
than criticism
which is mostly superficial
and based largely on
personal opinion. Instead
of hearing about what’s
wrong with an article, let’s
hear about new campaign
ideas, magic items, and
monsters. “Out on
a Limb” seems naturally
suited towards criticism,
while The Forum could be
used more productively
as an idea exchange between
DMs
and players. I encourage other readers
who agree — or disagree
— with my suggestion
to write in.
Peter Bregoli
Braintree, Mass
(Dragon #84)
* * * *
THE
CHARACTER WITH 2 CLASSES
While
rolling up a friendly neighborhood
arch-villain this afternoon,
inspiration
struck. What would happen
if I gave this
7th level assassin a single
level of experience
as a fighter first? I tried
it. The result pro-
duced a staggeringly powerful
NPC that
exposed a serious flaw in
the current
"Character With Two Classes"
rule.
As many players realize,
at low levels the
fighter is one of the most
powerful classes
around. In fact, a first-level
dungeon party
can be composed entirely
of these and real-
ize no noticeable difficulties.
Most fledgling
magic-users, thieves, and
even clerics are
kept going only by the promise
of far
greater things to come.
Why, resourceful
players may reason, should
the entire party
not begin as fighters and
switch to the de-
sired class after one level?
The DMGs
?cheating? methods for generating
abilities
usually provide the high
stats required to do
this. It sounds okay, but
look at the results:
1. Non-fighter characters
normally re-
stricted to 18 strength
could receive scores
of 18/50, 18/75, or even
18/00!
2. They would receive four
?starting
weapons? immediately, as
well as a gamut
of others upon beginning
their new class a
mere 2,000 experience points
later. As if
after this weren?t enough,
they would ever
fight at only -2 for
non-proficiency.
3. They would be able to
obtain high hit-
point scores at low levels
(why fight a giant
rat when you can take on
a hydra?), throw-
ing the game off balance.
4. Upon reaching so much
as second level
in their new class, things
would get really
out of hand. The now non-fighters
would be
able to carry all sorts
of extra goodies nor-
mally restricted to fighters
to prevent other.
classes from becoming self-made
godlings. I
have nightmares of sword-swinging
clerics
who sport girdles of giant
strength, or of the
warlock with two javelins
of lightning, a +3
battle axe, and a rod of
lordly might stuffed
in his pack, ?just in case.?
This isn?t the only situation,
either. What
about the monk with but
one level of magic-
user experience who discovers
a wand of
fire in some forgotten crypt.
. . ?
Most players, including my
own, have
not yet discovered this
overly effective strat-
egy, but you can see my
problem. Minimal
levels of experience in
a class can bestow
such advantages that the
whole ?Two
Classes? threatens to fall
apart. Is there any
way to correct this rule,
or to dilute some of
the superhumans it creates?
What about
allowable weapons? Should
a two-classed
character be permitted at
all?
David Hutton
Saskatoon, Saskatchewan
While reading through my
copy of DRAGON
#81, I came across an article
by David Hutton in
the Forum section concerning
the power of the
character
with two classes, and I felt obligated to
express my feelings on the
subject.
I feel that the current system
of the character
with two classes is very
accurate and adds flavor
to the game. I see no evidence
in what Mr. Hutton
has written that the character
with two classes
is so "staggeringly powerful,"
as he puts it. In the
example he gives of a Cutthroat
who was once a fighter of
first level, I see a
character who wasted two
thousand experience
points to gain the ?benefits?
of better armor in
combat, which doesn?t come
in too handy if the
NPC is attempting to sneak
up and assassinate
someone. If you examine
the two characters, it is
obvious that an assassin
has a better chance to
hit, an equal number of
weapons (with just as
many to choose from), and
an equal nonproficiency
penalty with his first level
fighter part.
The only good which comes
out of the whole deal
is that this character can
use all the magic weapons
a fighter can use, instead
of just most of
them, which other thieves
and assassins can use.
And I would rather have
an assassin in nice quiet
leather armor with a girdle
of fire giant strength
than an assassin/first level
fighter with a potion of
the same name.
Also, if there is still a
reluctance on the part of
you DMs out there, consider
this: the more the
power, the greater the risks
most players can and
will usually take. In most
cases, when characters
die it is because they bit
off more than they can
chew. Your characters with
two classes are just as
likely to make ridiculous
mistakes and blunders
as are your "normal" characters.
To enhance this
swelling of pride is easy;
a few peasants falling on
their knees in front of
the heroes pleading for
salvation from the local
dragon
or wizard, or a
king offering a nice, fat
ransom to anyone who
can infiltrate the castle
of one of his enemies
should blind the characters
to all caution and
send them headlong into
doom, if for no other
reason than to save their
precious reputations.
One final point to consider:
If the characters
are that great, sooner or
later some deity will call
on them to give eternal
service. Former player
characters who have been
divinely called do make
great right-hand men and
women for most Dungeon
Masters. . . .
Eric Odgaard
Lincoln, Neb.
(Dragon #82)
* *
* * *
Some years ago, when creating
the first character
I would play, a third-level
magic-user, I was
distressed by how slim his
chances of survival
were. Then I recalled the
"Character With Two
Classes"
section of the Players Handbook. Suddenly
I could create a character
with a chance.
However, I still didn't have
a character of great
power. In "The Forum" of
DRAGON
issue #81,
David Hutton
said that by giving a character one
level as a fighter, one
would get someone who was
"staggeringly powerful."
I noticed that possibility.
However, having been a DM
for some time, I
realized that such problems
might be avoided
without a tremendous amount
of difficulty.
The key concept in the change
of class is the
amount of time necessary
to spend in training for
the new class. (Lenard Lakofka
thankfully detailed
this in DRAGON #51;
hopefully that
article
will be reprinted in BEST OF DRAGON
IV.) It is on the
order of years. This tends to keep
most characters from switching.
Also, with this
information the first of
David's problems -- that
a character switching from
fighter to another class
could cause non-fighters
with 18/01 to 18/00
strength -- is easily solved.
Since no other class
has the need for as much
physical strength as
fighters, the muscles that
were carefully honed
during fighter training,
and vigorously kept up,
will go slack, say at a
rate of 05 every other
month, until finally, after
18/01, a strength of 18
is reached, there to remain.
(Certain exceptional
individuals might keep their
muscles in shape
while training for another
class, at the DM's
option. Training times would
be considerably
lengthened.)
David's 2nd problem was that
of weapons of
proficiency. First, he said
that the fighter (first
level fighters switching
to another class was his
main concern) would have
4 weapons, and
then would gain even more
upon entering the
new class. Again, this is
a question of training.
Most people won't spend
the time and money
necessary to learn to use
additional weapons (say,
darts if becoming a M-U)
if they can already
wield 4 weapons (say, a
long bow, a mace, a
long sword, and a two-handed
sword).
He also said that they would
ever after fight at
-2 for non-proficiency.
This is only true to a
point. They would fight,
as a first level fighter, at
-2 (assuming they switched
from being a first
level fighter). As an example,
let's take my favorite
character, Zephyr, a first
level fighter who,
after long years as a wizard's
apprentice, became
a magic-user and then gained
3 levels (this
first/third level human,
having never been unnaturally
aged -- yet -- was already
almost forty
years old). Let us say he
found a long sword, with
which he was proficient
as a (1st level) fighter.
He could use it as a 1st
level proficient fighter,
or as a third level non-proficient
mage, at -6
(don't tell me a mage can't
swing a sword, albeit
poorly). He would, of course,
swing as the
fighter. Even if it was
a bastard sword, with
which he was non-proficient
in both classes, he
would still attack as the
fighter.
Now let's say that Zephyr,
after many, many
years of adventuring, has
become a 22nd level
Archmage (he hasn't). Now
it is much to his
advantage to swing that
+3 sword he made, as a
21+ level M-U, at -6 (as
opposed to a proficient
1st level fighter).
David's 3rd problem was high
HP
scores. I am not certain
if he meant "scores" as
in a number of HP or "scores"
as in "hits
for damage." The latter
would basically rely on
exceptional strength, which
we've already discussed,
so I'll address the former.
As everyone knows, a high
CON can
give a character extra HP
(sometimes a lot
of extra HP). Non-fighters
can, at most,
only get +2 per HD, but
fighters with a CON
of 18 can get +4 per HD.
Add to this the
common practice of giving
maximum HP
for the 1st level's HD (see
Len Lakofka's
article),
and one has problems. Fortunately, one
doesn't gain additional
HP after changing
classes, until the level
of the new class exceeds the
level of the old. 2nd, only
the fighter HD
will get a +4, the others
only getting +2.
Take the 1st level/3rd level
fighter/M-U again.
With an 18 CON he would
get 14 HP (maximum
10, +4 constitution bonus)
for the fighter
level, and 6-12 HP for the
M-U levels (1-4
for each level after the
first, +2 CON. for each level
after the 1st), for a total
of 20 to 26 HP.
Finally, David wonders what
would happen if
special "classed" magic
items were used by the
wrong class, say, monks
using wands of fire
(because they have 1 level
as a magic-user).
The wizard Zephyr wields
the very highly enchanted
long sword Firefrost --
technically
speaking, it's an intelligent
+5 flaming vorpal
frostbrand. And despite
all that, he's more likely
to hit an opponent with
a 2 gp dagger than with
Firefrost.
To sum up, the ?Character
With Two Classes?
is not so much a veritable
godling (like an ?official
? bard), but rather is an
interesting change
from the typical stereotypes
(a wizard with a
sword ? unheard of!) to
a more fantastic, more
all-encompassing system
wherein a character can
be what he wants to be.
Scott D. Hoffrage
Miller Place, N.Y.
(Dragon #83)
<^House
Rule^: When changing class to a class that is not able to have exceptional
STR, each game month, drop your exceptional STR by 5%, until 18 is reached.>
<Zephyr: fighter>MU>
* * * *
*
PSIONICS
I believe the article by
Mr. Schroeck in
issue #78 has pointed out
a major problem
in psionics; specifically,
low level characters
automatically getting their
full calculated
value of psionic points
rather than going
through a system of controlled
progression.
I would like to present
this idea for general
consideration.
According to page 3 of Eldritch
Wizardry,
"Psychic Potential" is gained
at 10% incre-
ments, plus or minus a bonus
or penalty as
determined by a d% roll.
Putting things
together with some modification,
the table
could read as follows:
Psychic Potential
| D% roll | Rate of progression per level |
| 01-10 | 4% |
| 11-25 | 5% |
| 26-50 | 6% |
| 51-75 | 10% |
| 76-90 | 11% |
| 91-99 | 12% |
| 00 | 13% |
This table may be usable
in the current
psionic system. For illustration,
let?s say a
character has a calculated
psionic ability of
200 points. As Mr. Schroeck
has suggested,
this would be a ?goal.?
How fast will the
character progress toward
this goal? We
make a d% roll on the table
given above.
Let?s say the d% roll comes
up 55. The
character will get 10% of
200 points, or 20
points, each level, half
for attack and half
for defense. Any fractions
can be rounded
up or down as the DM desires.
This table may be usable
in the current
psionic system. For illustration,
let?s say a
character has a calculated
psionic ability of
200 points. As Mr. Schroeck
has suggested,
this would be a ?goal.?
How fast will the
character progress toward
this goal? We
make a d% roll on the table
given above.
Let?s say the d% roll comes
up 55. The
character will get 10% of
200 points, or 20
points, each level, half
for attack and half
for defense. Any fractions
can be rounded
up or down as the DM desires.
Psionic points can fluctuate
with changes
in wisdom, intelligence,
or charisma. On
the other hand, the rate
of progression can
remain as a fixed value
or be adjusted up or
down to follow any such
fluctuation. If the
initial point acquisition
is low, it might
prevent usage of a discipline
at 1st level. I
would not expect this problem
to have much
effect on game balance.
Ed Zmitravich
Meadow, Utah
Dragon #81
* * * *
Although my AD&D
group has used
psionics for quite a while,
there have been a
few questions along the
way. The articles in
issue #78 helped to clear
much of these
away. One question still:
Why relate psionic
progression to class progression
at all? No
doubt it lessens the DM?s
?not another item
to keep track of? blues,
but I can?t find the
logic behind it. A character?s
mental abili-
ties (i.e., psionics) have
little relation to the
character?s class. When
you realize that the
acquisition of psionic disciplines
depends
upon the progression within
the character?s
class and moreso upon which
class is cho-
sen, it makes even less
sense.
Comparisons of the separate
class pro-
gression tables shows that
a druid wound
gain disciplines quicker
than any other
class. Why? Logic along
one line would say
that a magic-user or illusionist
(who uses
naught but his/her mind
normally) would
acquire them faster. Along
another line of
logic, a fighter (who uses
mostly his brawn
with less mind) would acquire
them fastest
as the ?spell users? already
have their
minds busy holding spells.
Yet the druid
gains them faster than any
other class be-
cause he/she is a druid.
Either way you
lose.
One suggestion would be to
have a sepa-
rate progression for the
gaining of disci-
plines and attack/defense
modes. This could
possibly be modified by
the pertinent ability
scores (intelligence, wisdom,
and charisma)
and/or the character?s total
psionic ability
score. A bonus/penalty might
be added per
the class that is chosen.
Another suggestion might
be to create a
new class along the lines
of Mr. Collins?
Psionicist. A character
who showed poten-
tial (per the
previous roll of the dice) could
opt for this class only
to develop the talent.
Choosing a class other than
this one would
mean that the talent was
never developed
and would not be available
to the character.
Rodney L. Barnes
Albany, Ore.
(Dragon #81)
* * * *
The issue on psionics was
very well re-
ceived. There could have
been more on the
political side of the psionic
endowed. For
those who wish to find out
more of the
political side, I suggest
reading To Ride
Pegasus
by Anne McCaffrey. The book is
very good in dealing with
the psionic com-
munity and their dealings
with the ?un-
gifted.? The problems they
encounter are
similar to the Deryni. And
with a little
imagination, a scenario
could be built
around a town in need of
saving from suspi-
cious neighbors. . . .
Mark Kadas
Allentown, Pa.
(Dragon #81)
* * * *
In
reference to Theresa Reed's letter
about male orientation published
in issue
#74
of your magazine, I would like to say
that I find your articles
are in general very
good, but there are occasions
when they are
downright terrible. In the
much maligned
issue #72, for instance,
there is an article
called "A
new name? It's elementary!?"
Quite handy to have for
naming characters,
but what if those characters
are female? I
see in this article a word
for "prince," but I
see no sign of a word for
?princess.? Simi-
larly, there are words for
?man,? ?god,?
and ?warrior, man? but the
female equiva-
lents are not even mentioned.
This
oversight was bad enough, but the
article about the new Duelist
NPC class in
the next issue of DRAGON
Magazine (#73)
was even worse. In this
article the Fenc-
ingmaster's school is described
as a "male
gossip shop" and there is
no hint whatso-
ever of the female pronoun
throughout the
entire article. It is true
that the profession
on which the Duelist NPC
class is based
was entirely made up of
males, but that is
no reason for it to be limited
in the AD&D
world. After all, fighters,
cavaliers, and
most thieves were male,
but Gary Gygax
has had the good sense not
to restrict the
game in that area, and in
so doing has
attracted many women to
the game. (No
doubt many men find the
"him/her," "he/
she" approach of Mr. Gygax's
writing
cumbersome, but women resent
being
referred to as "he," just
as most men would
resent being referred to
as "she.")
There are a few other examples
I could
give of this male orientation,
but as they are
relatively minor I won't
cloud over the
major issue by getting picky.
I would like to
emphasize, however, that
I do not want
articles written from the
female perspective.
They are just as bad as
articles written from
the male perspective, as
they too alienate a
large proportion of the
readership. What I
do want is for all articles
to be written from,
an unbiased perspective.
Elizabeth Perry
Wellington, New Zealand
(The Forum, Dragon #81)
P.S. Sorry this letter came
so late after the
subject of male orientation
was raised, but
issue #74
only arrived in this remote part of
the prime material plane
three weeks ago.
Many moons ago (in DRAGON
issue #74)
Theresa Reed wrote a letter
to the editor stating
that she felt that DRAGON
Magazine was
?ignoring? women. I have
played AD&D
for two years and read the
magazine for
nearly as long, and I do
not feel that AD&D
is a ?male-oriented? game,
nor is
DRAGON
a ?male-oriented? magazine.
For example, in the Players
Handbook,
most of the entries that
can refer to
either male or female characters
are stated
as ?his or her.? I also
think that a slight
strength penalty for female
characters is not
sexist; it is actually rather
generous, if you
consider that the AD&D
game is based on a
medieval society, in which
women were
rarely allowed out of the
house! Compare
this to a game like the
one described in the
book Fantasy Wargaming,
in which female
player characters suffer
penalties such as -2
to charisma and -3 to social
class!
I must also commend DRAGON
Magazine
for its fairness. The women
we frequently
see on the covers of the
magazine
have been anything but weak
and helpless,
and are certainly clad in
more than chainmail
bikinis. I can even remember
that one
old issue of DRAGON
contained an article <Dungeons aren't supposed to
be 'for men only'>
which strongly discouraged
the use of rape
and pregnancy in campaigns.
Laurel Golding
Grosse Ile, Mich.
(Dragon #82)
CONVENTIONS
I would like to discuss
two items that may or
may not be related, depending
upon a particular
point of view: DRAGONmagazine
and the GEN
CON game convention. Assuming
that they are
related to a goodly degree,
inasmuch as both are
results of concentrated
efforts of divisions of
TSR, Inc., I’ll make my
comments with that in
mind.
I’ve attended the last four
GEN CONs and
have also read DRAGON
during that same
period. In that time, I
have never understood
why the magazine published.
by TSR has virtually
ignored any extensive follow-up
of the game
convention presented by
TSR. (I seem to recall a
photo and a small article
concerning GEN CON
XII, and I know you now
publish the preregistration
schedule in the June issue.)
With the
exception of Kim Eastland’s
fine follow-ups on
the miniatures’ competition,
there have been no
articles of any depth that
concern the last four
GEN CONs. With the wealth
of subject matter
that would be available
from such an event, it
baffles me as to why DRAGON
has not plundered
this treasure trove of game
tournaments,
seminars, exhibits, art
shows, ad infinitum, and
turned your magazine into
a complete publication
tion. Without articles,
reviews, results and photos
of TSR's convention, TSR's
magazine is, indeed,
incomplete.
Now, I know (as you have
stated in your
editorials several times)
that you do not want to
be known as a "house organ,"
and maybe this is
why you haven't done any
follow-ups on TSR's
convention. As far as I'm
concerned (and you
said you wanted to hear
our opinions) it doesn?t
really matter if you are
hung up on what you
consider to be a derogatory
title, your magazine
is published by TSR,
so why not take advantage
and have one division of
TSR link hands with
another. Of course, I am
not aware of what ethics
might be involved here,
if any, but it appears
painfully logical that if
TSR puts on the biggest
game convention around,
why not use their own
magazine to further both
the convention and the
magazine?
And if you're worried that
"house organ" will
attach some sort of stigma
to DRAGON, you
need fear not. With the
influx of gaming magazines
in the past four years,
DRAGON
still
retains (and constantly
improves on) its quality
and professionalism. You
truly lost the "house
organ" monkey on your back
when you stopped
printing E. Gary Gygax's
diatribes against the
entire gaming industry.
Gary Gygax's war with
his competitors has absolutely
no bearing on any
of us average gamers.
But, GEN CON does have a
bearing on readers
of DRAGON: it presents
what you publish,
live. Articles, reviews
of seminars and exhibits
and art shows, some tournament
results, and
photos would not only renew
memories and give
news to those of us who
attend, but it would give
valuable information and
stir the interest of a
gamer who may be reluctant
to attend. In the
end, it means more and more
satisfied DRAGON
readers, as well as new
convention attendees who
can find out how much fun
a large scale convention
can be.
Anyway, these are just one
man?s comments
and opinions on a couple
of subjects that could
and should complement each
other, and I hope
you take this constructive
criticism in the light
that it was given and deal
with the situations.
Bill Cavalier
Rolling Prairie, Ind.
(Dragon #84)
* * * *
I'm shocked at the
RPGA Ranking System. <link>
All points of it are well
thought out except the
placement of fun as a bonus
point area when fun
is the only reason I play.
If the players are boring
the game is boring, no matter
how well they
execute their characters?
actions of work together.
James Brewer
Lebanon, Pa.
I found some cause for disagreement
in Ka-
tharine Kerr?s December
article, "Who lives in
that castle?"
Contrary to what Ms. Kerr
states, the average
serf did not live in a constant
state of near-
starvation, except in times
of drought and fam-
ine, when everyone
tightened his belt. Serfs ate
quite well, if somewhat
monotonously. While the
lord and his guests dined
on such delicacies as
peacock (very tough, I?ve
heard, and served more
for its looks than taste)
and other game, rare
foods and spices such as
pepper, white bread, and
sweets . . . his serfs were
downing copious
amounts of ye olde standbye
? potage (pea
soup), cassoulet (bean and
sausage stew), por-
ridge, bacon, eggs, black
bread, and any small
game he managed to poach
without getting
caught.
A smart lord would not take
so much that his
serfs would starve. After
all, it?s bad land man-
agement ? a serf who
is dead or otherwise too
weak to work is not getting
his lord any richer.
Nicki Perdue
Morgan Hill, Calif.
* * * *
Both EGG and Ed Greenwood
have suggested
that the Nine Hells be stripped
of non-devil
deities, which begs the
question of where to put
absolute lawful evil deities
who aren?t devils.
Actually, the problem extends
through all the
afterlife planes, inasmuch
as there are far more
pantheons of gods in any
alignment than there
are known planes. If we
discard the basic axiom
of the afterlife astral
planes, however, we can
easily dispose of the problem
and not really affect
the known planes too much
in playability.
As it stands, there is one
afterlife plane per
major and/or minor alignment,
with official stats
given for 16 of the 25 possible
alignments. If we
remove this concept and
say that there is (with
exceptions) one afterlife
plane per manifestation
of godhead and these planes
have alignments, the
current problems disappear.
In the case of the
Nine Hells, those nine planes
occupy only a part
of what I call the Astral
Space of Absolute Lawful
Evil. Since the planes are
determined by the
intersection of the Good/Evil
and Law/Chaos
axes and are afterlife planes,
it can be presumed
that the third dimensional
axis is the Life/Death
line. (Astral continuums
using the Light/Dark
axis?) The plane which orcs
and goblinoids battle
for possession of lies parallel
to the hells, stacked
within the Astral Space
of lawful evil, along with
the planes ruled by other
lawful evil deities.
Removing the one-plane-to-a-customer
rule
makes it easier to make
the astral planes able to
be consistent with established
mythology. Olym-
pus can and should be in
the same astral space as
either the Twin Paradises
or the Seven Heavens.
The Greeks and Romans had
civilized (lawful)
societies, and their gods
should reflect that.
It might be convenient to
name the 25 spaces,
but caution should be used
to have names which
do not reflect any particular
inhabitant of the
space. Mr. Greenwood used
the phrase ?The
Infernal Regions? in his
article when talking
about the various hells
of legend and literature,
and I for one nominate it
for the name of the
Absolute Lawful Evil space.
S. D. Anderson
Whittier, Calif.
* * * *
I?m glad to hear you?re allowing
more space
for readers? opinions in
DRAGON.
I?m also very
glad to hear that you call
such opinions ?letters,?
as letters can be handwritten
while other manu-
scripts have to be typed,
and I hate to type. So,
here?s my opinion on one
question ? I trust it
will be legible.
Why There's No Such Thing
as an Anti-
Paladin:
Gods differ greatly in how
easy it is to serve
them. The lawful good gods
are the hardest to
serve, since their service
goes against so many of
our natural instincts. A
couple of examples:
Self-preservation.
Modern policemen are
taught that if the choice
is between shooting the
villain when the shots might
hurt innocent by-
standers, or holding your
tire and maybe getting
shot yourself, you
don’t shoot. And if an evil man
takes hostages and demands
that you surrender
or he?ll kill them, you
surrender. (Of course, you
may negotiate, but not to
the point where he kills
one of them to add to the
pressure.) A chaotic or
neutral good character might
argue that killing
the hostage-takers, no matter
what happens to th
hostages, will ultimately
be the better course in
that it will deter future
hostage-takers. A lawful
evil or neutral character
might argue that every-
one is responsible for their
own actions, so if the
hostages were dumb enough
to get captured,
that?s their worry; I?ll
just kill the villains. But
neither of these is the
lawful good way. For the
lawful good character, defense
of the innocent
must come first; self-preservation
is secondary.
Self-enrichment:
Too much wealth in the hands
of too few people is a hallmark
of lawful evil ?
get all you can and hold
onto it, and don?t think
about all the impoverished
peasants who average
your money out. Lawful good
people can live
comfortably, but any extra
money goes to im-
prove the lot of their less
fortunate fellow crea-
tures. Hoarding and ?flaunting
it? are alike evil
traits; lawful good people
take what they deserve
and need, but no more. They
are good as well as
lawful.
I could go on ? for one thing,
I haven?t
touched on when killing
(i.e., vengeance) is
justifiable ? but
you should have the picture by
now. Being lawful good requires
great restraint
and goes contrary to many
of our basic instincts.
Therefore, the lawful good
gods give considera-
ble benefits to their more
loyal followers, both as
inducements to serve them
by following this
basically unnatural way,
and as rewards for
arduous services (suitable
recompense for services
rendered is definitely a
lawful good virtue).
Now, consider how one serves
the cause of
chaotic evil. It?s a
lot easier. If you have foes, you
can kill them, torture them,
enslave them, or do
what you will. If innocent
bystanders get you
don?t care. You can pile
up all the money you
want, not caring how many
people get impover-
ished in the process. In
short, being chaotic evil
places you under no restraints
whatever. It?s fun
(for those with the ?right?
? by which I mean
wrong — mentality,
of which there are very
many). So why would the
chaotic evil gods want
to reward one for having
fun?
And that’s why there
is no such thing as an
anti-paladin (or an evil
saint; see issue #79).
Ralph Sizer
Providence, R.I.
* * * *
While reading through my
copy of DRAGON
#81, I came across an article
by David Hutton in
the Forum section concerning
the power of the
character with two classes,
and I felt obligated to
express my feelings on the
subject.
I feel that the current system
of the character
with two classes is very
accurate and adds flavor
to the game. I see no evidence
in what Mr. Hut-
ton has written that the
character with two classes
is so ?staggeringly powerful,?
as he puts it. In the
example he gives of an assassin
of seventh level
who was once a fighter of
first level, I see a
character who wasted two
thousand experience
points to gain the ?benefits?
of better armor in
combat, which doesn?t come
in too handy if the
NPC is attempting to sneak
up and assassinate
someone. If you examine
the two characters, it is
obvious that an assassin
has a better chance to
hit, an equal number of
weapons (with just as
many to choose from), and
an equal non-
proficiency penalty with
his first level fighter part.
The only good which comes
out of the whole deal
is that this character can
use all the magic weap-
ons a fighter can use, instead
of just most of
them, which other thieves
and assassins can use.
And I would rather have
an assassin in nice quiet
leather armor with a girdle
of fire giant strength
than an assassin/first level
fighter with a potion of
the same name.
Also, if there is still a
reluctance on the part of
you DMs out there, consider
this: the more the
power, the greater the risks
most players can and
will usually take. In most
cases, when characters
die it is because they bit
off more than they can
chew. Your characters with
two classes are just as
likely to make ridiculous
mistakes and blunders
as are your ?normal? characters.
To enhance this
swelling of pride is easy;
a few peasants falling on
their knees in front of
the heroes pleading for
salvation from the local
dragon or wizard, or a
king offering a nice, fat
ransom to anyone who
can infiltrate the castle
of one of his enemies
should blind the characters
to all caution and
send them headlong into
doom, if for no other
reason than to save their
precious reputations.
One final point to consider:
If the characters
are that great, sooner or
later some deity will call
on them to give eternal
service. Former player
characters who have been
divinely called do make
great right-hand men and
women for most Dun-
geon Masters. . . .
Eric Odgaard
Lincoln, Neb.
* * * *
Many moons ago (in DRAGON
issue #74)
Theresa Reed wrote a letter
to the editor stating
that she felt that DRAGON
Magazine was
?ignoring? women. I have
played AD&D
for two years and read the
magazine for
nearly as long,
and I do not feel that AD&D
is a ?male-oriented? game,
nor is
DRAGON a ?male-oriented?
magazine.
For example, in the Players
Handbook,
most of the entries that
can refer to
either male or female characters
are stated
as ?his or her.? I also
think that a slight
strength penalty for female
characters is not
sexist; it is actually rather
generous, if you
consider that the AD&D
game is based on a
medieval society, in which
women were
rarely allowed out of the
house! Compare
this to a game like the
one described in the
book Fantasy
Wargaming, in which female
player characters suffer
penalties such as -2
to charisma and -3 to social
class!
I must also commend DRAGON
Maga-
zine for its fairness. The
women we fre-
quently see on the covers
of the magazine
have been anything but weak
and helpless,
and are certainly clad in
more than chain-
mail bikinis. I can even
remember that one
old issue of DRAGON
contained an article
which strongly discouraged
the use of rape
and pregnancy in campaigns.
Laurel Golding
Grosse Ile, Mich.
Some years ago, when creating
the first charac-
ter I would play, a third-level
magic-user, I was
distressed by how slim his
chances of survival
were. Then I recalled the
"Character With Two
Classes" section of the
Players
Handbook. Sud-
denly I could create a character
with a chance.
However, I still didn?t have
a character of great
power. In ?The Forum? of
DRAGON
issue #81,
David Hutton said that by
giving a character one
level as a fighter, one
would get someone who was
?staggeringly powerful.?
I noticed that possibility.
However, having been a DM
for some time, I
realized that such problems
might be avoided
without a tremendous amount
of difficulty.
The key concept in the change
of class is the
amount of time necessary
to spend in training for
the new class. (Lenard Lakofka
thankfully de-
tailed this in DRAGON
#51; hopefully that
article will be reprinted
in BEST OF DRAGON
IV.) It is on the
order of years. This tends to keep
most characters from switching.
Also, with this
information the first of
David?s problems ? that
a character switching from
fighter to another clas
could cause non-fighters
with 18/01 to 18/00
strength ? is easily solved.
Since no other class
has the need for as much
physical strength as
fighters, the muscles that
were carefully honed
during fighter training,
and vigorously kept up,
will go slack, say at a
rate of 05 every other
month, until finally, after
18/01, a strength of 18
is reached, there to remain.
(Certain exceptional
individuals might keep their
muscles in shape
while training for another
class, at the DM?s
option. Training times would
be considerably
lengthened.)
David?s second problem was
that of weapons of
proficiency. First, he said
that the fighter (first
level fighters switching
to another class was his
main concern) would have
four weapons, and
then would gain even more
upon entering the
new class. Again, this is
a question of training.
Most people won?t spend
the time and money
necessary to learn to use
additional weapons (say,
darts if becoming a M-U)
if they can already
wield four weapons (say,
a long bow, a mace, a
long sword, and a two-handed
sword).
He also said that they would
ever after fight at
-2 for non-proficiency.
This is only true to a
point. They would fight,
as a first level fighter, at
-2 (assuming they switched
from being a first
level fighter). As an example,
let?s take my favor-
ite character, Zephyr, a
first level fighter who,
after long years as a wizard?s
apprentice, became
a magic-user and then gained
three levels (this
first/third level human,
having never been unnat-
urally aged ? yet ? was
already almost forty
years old). Let us say he
found a long sword, with
which he was proficient
as a (first level) fighter.
He could use it as a first
level proficient fighter,
or as a third level non-proficient
mage, at -6
(don?t tell me a mage can?t
swing a sword, albeit
poorly). He would, of course,
swing as the
fighter. Even if it was
a bastard sword, with
which he was non-proficient
in both classes, he
would still attack as the
fighter.
Now let?s say that Zephyr,
after many, many
years of adventuring, has
become a 22nd level
Archmage (he hasn?t). Now
it is much to his
advantage to swing that
+3 sword he made, as a
21+ level M-U, at -6 (as
opposed to a proficient
first level fighter).
David?s third problem was
high hit point
scores. I am not certain
if he meant ?scores? as
in a number of hit points
or ?scores? as in ?hits
for damage.? The latter
would basically rely on
exceptional strength, which
we?ve already dis-
cussed, so I?ll address
the former.
As everyone knows, a high
constitution can
give a character extra hit
points (sometimes a lot
of extra hit points). Non-fighters
can, at most,
only get +2 per hit die,
but fighters with a consti-
tution of 18 can get +4
per hit die. Add to this the
common practice of giving
maximum hit points
for the first level?s hit
die (see Len Lakofka?s
article), and one has problems.
Fortunately, one
doesn?t gain additional
hit points after changing
classes, until the level
of the new class exceeds the
level of the old. Second,
only the fighter hit dice
will get a +4, the others
only getting +2. Take the
first level/third level
fighter/M-U again. With an
18 constitution he would
get 14 hit points (maxi-
mum 10, +4 constitution
bonus) for the fighter
level, and 6-12 hit points
for the M-U levels (1-4
for each level after the
first, +2 con. for each level
after the first), for a
total of 20 to 26 hit points.
Finally, David wonders what
would happen if
special ?classed? magic
items were used by the
wrong class, say, monks
using wands of fire
(because they have one level
as a magic-user).
The wizard Zephyr wields
the very highly en-
chanted long sword Firefrost
? technically
speaking, it?s an intelligent
+5 flaming vorpal
frostbrand. And despite
all that, he?s more likely
to hit an opponent with
a 2 gp dagger than with
Firefrost.
To sum up, the ?Character
With Two Classes?
is not so much a veritable
godling (like an ?offi-
cial? bard), but rather
is an interesting change
from the typical stereotypes
(a wizard with a
sword ? unheard of!) to
a more fantastic, more
all-encompassing system
wherein a character can
be what he wants to be.
Scott D. Hoffrage
Miller Place, N.Y.
* * * * *
REVIEWS
Issue #81 was great, but
I take exception to an
article that I have always
considered my favorite:
the game reviews. Ken Rolston
is generally a
very good reviewer, but
here I think he gave too
much away concerning the
scenarios.
"Call of Cthulhu" is a game
which must have
almost complete secrecy.
Things such as revealing
the deity (Cthulhu)
or telling that there is an
exploding door and a shoggoth
in scenario two
does not work well in this
game system (or any
other, for that matter).
Giving away important
facts takes away the horror
from the scenarios.
"Ravenloft" was not such
a giveaway, but I
still think some fun will
be taken out of the scenario.
I know I won't have as much
fun as I
would have now that I've
read the review.
In further issues, review
either new games or
supplements -- but please
don't give away hints
like shoggoths and death
traps. Reviews are
needed to express a writer's
opinion (a well
valued one); however, reviews
should not give
away plots or hints. Ken
Rolston is an excellent
writer -- but this time
maybe he wrote just a bit
too much.
Jon Paulson
River Falls, Wis.
(Dragon #85)
Mr. Rolston's response:
Jon,
It's difficult to make public
judgments without
citing specific examples.
I have to balance the
damage of revealing one
or two plot elements
against the virtue of communicating
and substantiating
my judgment for the reader.
I agree with you that where
the element of
suspense is critical, details
should not be revealed.
I even agree that the specific
references in the
review of Shadows of
Yog-Sothoth
should have
been less explicit.
I propose one possible solution
to this problem,
subject to the editor's
approval. In future adventure
reviews I will warn readers
when I'm about
to discuss specific adventure
details. ("<WARNING:>
The following explicit discussion
of plot elements
may diminish a player's
pleasure if he anticipates
participating in this adventure.")
I also suggest
that such explicit discussions
of plot elements be
printed in italics, to make
it easier for the reader
to skip sections that he
wants to avoid. [Editor's
note: Sounds like it's
worth a try]
Thank you for bringing this
matter to my
attention. Review readers
should regularly give
reviewers feedback on the
usefulness of their
reviews. Writers address
an INVISIBLE and inaudible
audience as they sit typing
their articles. To
see and hear what you have
to say helps us directly
address the needs of our
reading audience.
Ken Rolston
Tabor, N. J.
(Dragon #84)
* * * * *
Rules and reasons
To put things in alignment terms: The
Forum has been rather chaotic since it
began, but now it's going to start exhibiting
some lawful tendencies.
First, the rules. To have the best chance
of being published, a letter to The Forum
should be no longer than about 250
words, or roughly one page of doublespaced
typewriting. You should make your
point clearly and briefly. If you exceed
the
250-word limit, you must be able to convince
us (by the content of the letter, not
by some sort of cover letter) that you
couldn't avoid going over.
We will publish your name and full
mailing address if you put that information
at the bottom of the letter; otherwise,
we?ll refer to you by only your name and
home town (as we have been doing for
everyone up to now). Whether you want it
published or not, you must include your
full mailing address somewhere on the
first page of your letter. We will not
publish
a letter signed with a name that we
suspect is not your real name (such as
"Lord Babbalon"), and we will not print
a
letter from a writer who requests that
his
name be withheld.
Don't try to cover more than one subject
in a single letter, even if you think you
can
handle two topics and still stay within
the
word limit. We will give preference to
letters that concern only one topic ? so
if
you have more than one thing to say, write
more than one letter.
We reserve the right to edit letters for
the sake of fitting our space limitations,
but we will not edit a letter to make it
more comprehensible or less offensive.
We
won't print letters that, in our opinion,
don't make sense or are abusive, insulting,
or overly sarcastic in tone.
Now, the reasons. Although The Forum
has been generally appreciated by our
readers, the ones who don?t like it frequently
complain that letters are too long,
too stuffy, or too snotty. By establishing
and enforcing a word limit, we hope to
solve the first two problems: If you only
have a certain amount of space to get your
point across, you?re going to be more
direct and you?re going to avoid wasting
words on incidental information . . . aren?t
you? By stating and emphasizing something
that has always been an unwritten
and understood rule (no nastiness), we
hope to solve the third problem as well.
You can say that you think someone is
wrong, but you can't say he's stupid; you
can say that someone has failed to exam-
ine all the sides of an issue, but you
can't
call him prejudiced. You can advance your
own point of view on a subject, but not
by
running down someone else?s opinion or
effort.
We think The Forum is a nice, if not
necessary, part of the magazine. It gives
you the incentive to tell us what you think,
but more importantly it can put you in
touch with the immense community of
people who ? regardless of whether they
agree with all of your opinions ? have
one
important thing in common with you:
They enjoy role-playing games, and they
want to learn how to enjoy and appreciate
them even more. Your letter to The Forum
may be the spark that ignites an idea in
someone else, whether he agrees with you
or not. The Forum will continue as long
as
you continue to make it possible by sharing
your thoughts with us, so that we can
share them with everyone else.
The letters in this edition of The Forum
don't follow the new rules, because obviously
the writers couldn't have known the
rules before they wrote. And we'll probably
print a few "illegal" letters for another
issue or two out of our supply of letters
we've already received. But any letter
we
get that's postmarked after Sept. 15 should
follow these guidelines to have the best
chance of being used. Now, this month?s
opinions and observations:
I was surprised by what I
read in "Dawn of a
New Age" (issue #112).
First of all, I am extremely
glad about the reduction
of science
fiction articles.
However, the new typeface
is honestly the
most disgusting, unreadable
one I have ever
encountered. In an informal
survey of three
people (which, I realize,
isn?t many) all preferred
the typeface used before
issue #73 to
Baskerville and Zapf. Almost
equally annoying is
your method of putting the
title of an article
within a box of gray or black.
I would like to see
unique and individual ?title
printings.? For all it?s
worth (which probably isn?t
much), I would
suggest the use of Michelangelo
for display type;
both are designed by Hermann
Zapf. Perhaps
you could give examples of
a few typefaces on
the next readership survey,
and let the readers
choose which they like best.
At the bottom of page 8, Mr.
Mohan states
that you aren?t going to
be as careful in making
sure that the information
in your articles is
correct, because the survey
indicated that the
readers were bored with ?realism?
articles.
Don?t let me tell you how
to interpret your
surveys, but it seems to
me that no one would
desire an unrealistic article.
Maybe that sounds
a bit extreme. What I mean
is that I think the
survey responses showed that
the readers did
not desire articles that
dealt solely with realistic
facts, not that they wanted
the articles to be less
realistic.
On page 31, Mr. Mohan wrote
of recapturing
the flavor and outlook that
the magazine had
three or four years ago.
I can?t speak for the
entire readership, but the
articles I enjoy are
the ones that give me knowledge
or ideas that I
can incorporate into my campaign.
On thing I forgot to mention
before: the gray
paper would be put to better
use by using for
only the science fiction
and superhero articles,
making them more easily identifiable.
Mark Nemeth
Ridgecrest, Calif.
(Dragon
#114)
FORUM
A word from the editor
The previous guidelines established in
DRAGON Magazine issue #113 (page 6)
for this column is still in effect, with a
few minor CHANGES. We prefer that Forum
letters be kept fairly short and to the
POINT, but longer letters are still acceptable
if well written. Be reasonable in making
your points and respect another person's
opinions even if you disagree with them.
Name-calling letters are dropped in the
trash can, as are those that ramble, or are
so incoherent or illegible that the staff
cannot make out what is said. Please write
clearly.
The Forum gives you the chance to
express your feelings, opinions, observations,
and ideas on gaming. Though this
column usually runs without editorial
comment, an exception is being made for
this particular issue. We Now plunge into
the maelstorm:
DRAGON
Magazine seems to be constantly
reexamining itself.
As a customer, I would
rather change TSR's publishing
division rather
than the magazine.
Kim Mohan told us in issue
#110 that CHANGES
were needed because
DRAGON
Magazine had stopped growing. I
doubt that alterations in
the magazine can
reverse that. Most
role-playing gamers read
and enjoy -- DRAGON
Magazine. But nonplayers
do not know that it exists.
What the magazine
needs is for TSR, Inc. to
find new markets.
Role-playing should be as
popular as
SCRABBLE or MONOPOLY
games. But most
people think it is incomprehensible
or that it is a
form of teenage rebellion.
Maybe advertising
can dispel this impression.
The AD&D game
revision also might help.
All beginners would
appreciate one set containing
everything A
player |or| DM needs.
The set must be cheap,
however, or else it will
scare people away. I
think this is possible.
The rulebook could have a
few pages describing role-playing,
a chapter on
the most popular spells,
classes, races, weapons,
monsters, mythos and magickal
items, and maybe
50 pages of data, like a
big DM's screen or the
monster listing in the DMG.
The revisions themselves create
a problem. It
is disheartening to think
that the game you are
playing is about to become
obsolete. I do not
want to abandon my campaign.
Please make the
AD&D
game rewrite compatible with the current
books. I cannot explain
the difference
between the D&D<(BX,
BECMI)> and the AD&D games to
beginners; 2 AD&D
games would be worse.
Generating new role players
may be difficult,
but DRAGON
Magazine cannot gain readers
without new gamers.
Thomas Kane
Farmington, ME
(Dragon
#118)
When considering the addition
of new rules to
a campaign, such as those
in the DSG
and DRAGON
Magazine, a DM
should always consider one
thing which both
rule books and the magazine
have neglected to
mention: the scope of that
individual's campaign.
For example, if a character
has a use
for anything other than his
trusty long sword/mace/dagger,
what is the USE of having
weapon proficiencies at all?
While weapon proficiencies
are, in general, beneficial
to the Game, the
weapon
specialization rules given in
Unearthed Arcana are
meant to restrict a
fighter in his choice of
weaponis -- to apply
disadvantages as well as
advantages. What use
are these rules if a fighter
uses only 1 weapon
anyway (as most fighters
do)? As the rules
stand, all they do is give
fighters and rangers a
considerable amount of undeserved
power,
especially in a campaign
where level progression
is rapid and 1st level consists
of but 2
or 3 adventures. The
mid-level fighter, with a
+3 "to hit" and damage on
his nonmagical bastard
sword, becomes a formidable
KILLING MACHINE,
capable of devastating any
opponents who
come along, no matter how
low an SC
they have. Clerics,
magic-users, and thieves are
pushed aside, and the AD&D
game becomes a
fighter-dominated game, unless
variation in
weapon proficiency is highly
advantageous,
which is not the case in
most campaigns (how
many times have you see a
vorpal bardiche or a
military pick +1, flame tongue?).
Another example of "scope-dependent
rules"
is the
rules for NWPs in the
DSG. Unless
there is a distinct disadvantage to
not being proficient as a
potter or a boatwright,
every 1st-level character
will choose blind-fighting
and healing proficiencies
(the 2
abilities most players select
first), which results
in nothing but strengthening
the opposition.
Monsters and NPCs never seem
to need to
ability to throw a pot, wright
a boat, or heal
themselves; and if they did,
a DM could always
think up a reason for them
to have that ability.
These rules were intended
to diversify the
characters -- not to become
mere additions to
their power. Running
a good campaign is a full-time
job as it is; creating a
campaign which accomodates
these rules is next to impossible.
Even rules as simple as the
alignment system
become twisted and perverted
if the scope of
the campaign is not large
enough. Unless there
is a great advantage to being
lawful and/or
good, or some disadvantage
to being chaotic
and/or neutral, most players
only see the disadvantages
to law and goodness (i.e.,
you have to
keep your promises and you
can't kill neutrals
just to steal their treasure).
One of my power-hungry
players has remarked: "CN
is
the ultimate alignment."
Unless a DM is either incredibly
creative or
has an infinite amount of
time, these new rules,
which were meant to expand
the game, only
detract from it.
Brock Sides
Moscow, TN
(Dragon
#119)
Although this is my first
letter to "Forum," I
have chosen a topic that
seems to be written
about quite a lot. The addition
of rules by wellmeaning
player's, through articles
in DRAGON®
Magazine, and TSR's new [AD&D®
game] books,
has only led to the confusion
of everybody. I tell
you from experience as both
DM and player
that nothing is more boring
than having to look
up the rules on swimming
to see if a character
makes it to the far shore,
or look up the (three?)
different rules for breaking
a weapon. How
simple can it be? You either
hit or miss; you sink
or swim.
I have always enjoyed reading
the letters in
"Forum." It's fun to read
the arguments about
this, that, and the other.
I guess it's my turn to
step into the ring. I want
more ideas instead of
rules! I was thrilled to
read James A. Yates's
article on "The
Mystic College" issue 123): It
was new, it was exciting,
and best of all, it
wasn?t a set of rules. It
fit perfectly into a spot
in my campaign that I just
couldn?t fill. That is
the kind of thing that I
buy DRAGON Magazine
for.
Don?t get me wrong. As a DM,
I have been
known to throw in some little
piece of magic or
a new monster to give my
players a break from:
?A ring? Well, can I control
people, control
animals, regenerate; do I
feel warm, weak; can I
jump, walk on water, etc.??
It is almost a chant
when my players find a new
item. This is not
what I am writing about.
I am trying to get the
point across that the revisions
of the ranger, the
thief, the druid, the monk,
barehanded combat,
and dragons, just to name
a few, are only making
a muddled mess out of the
game.
Timothy J. Cunningham
Wichita KS
(Dragon
#128)
I want to challenge a common
claim about
role-playing games: that
the primary aim is to
have fun -- bend the rules,
insult everyone's
intelligence,
ignore any subtlety or sophistication
-- just have fun. As long
as you're having
fun, the story goes, it doesn't
matter if you're
playing the most mindless
rubbish imaginable.
I think this devalues RPGs.
I?d like to claim
that the ?work hard, play
hard? ideal should be
applied here. Good RPG play
challenges intelligence,
makes demands upon puzzle-solving
abilities, brings out the
actor in players, and
more, and all this makes
a lot of demands on the
players? skills. You get
out of an RPG what you
put into it. If you?re too
lazy to think, the ?garbage
in, garbage out? dictum applies.
I?m not saying that RPGs shouldn?t
be fun.
That would be stupid. Instead,
I?m making the
point that putting the objective
of having fun
above everything else is
pointless. Rather, the
fun and pleasure generates
itself as the players
and DM play through the challenges
of the
adventure. It arises from
player by-chat and
improvised DM-player exchanges
set against the
backdrop of a fairly serious
business. If an
adventure doesn?t have a
worthwhile goal, all
the higher qualities of role-playing
just disappear.
This is why silly dungeons
? adventures
with no worthwhile goal ?
are a total waste of
time. The humour in an adventure
has to be
incidental or the whole thing
falls flat. In my
experience, the utter failure
of silly dungeons
shows how self-destroying
the claim that the
primary objective of RPG
play is having fun
really is.
Also, the ?just have fun?
bunch, by the nature
of the argument, obviously
rail against any idea
of quality or standards in
RPG play. Yet this is
absurd; every RPG player
knows good and bad
players. If we can distinguish
between good and
bad, then we?re using some
kind of rule to do
so: So-and-so is a good role-player,
someone else
is very poor. They might
both be having fun,
but almost all of us know
which one we?d prefer
to enjoy role-playing with.
We do think that a
person who acts out a role
well is a better
player than an unconvincing
one ? an intelligent
player is better than a dumb
one, a harmonizing,
mediating player is better
than a petty
dictator or a disruptive
one. Indeed, our views
on these matters decide with
whom we are
prepared to game and with
whom we form
friendships, and they concern
personal qualities
strongly tied with the ability
to play well, not
just what some fun-o-meter
rating would read.
This is serious stuff. But
there are too many
dumbheads outside role-playing
who see us as
whackos for us to put up
with the ill-disciplined
fun-seekers inside the hobby.
Let them go play
something else and let the
rest of us get on with
really enjoying a good time!
Steve Allen
London, U.K.
(Dragon
#135)
I am writing to contest the
assertions made by
Steve Allen in issue #135.
In his letter, he states
that the primary objectives
in RPGs should be to
think and solve problems,
and that the pleasure
and fun will generate itself.
Perhaps his players
enjoy that, but mine feel
that fun is more important.
As far as I recall, fun has
been the prime
objective in playing any
game. If Mr. Allen can
assert that solving problems
will generate fun in
an RPG, perhaps he also feels
that winning is
the most important thing
in board games. When
I lose in games like that,
I don?t feel bad because
I?m still having fun.
I feel slightly insulted by
Mr. Allen?s statement
that players who play just
to have fun cannot
determine standards of quality.
There are good
players and bad players,
yes, but my objection
lies in his definition of
?good players." In my
mind, a player who has fun
and makes things
more fun for other players
(using humor, crazy
actions, or whatever) is
a far superior player to
one who thinks over every
move carefully,
solves puzzles, and achieves
the adventure?s
goal. The latter approach
is as hollow as playing
a board game strictly to
win and accepting no
other goals in the process.
My gaming group?s all-time
favorites are West
End Games? PARANOIA®
and Steve Jackson
Games? TOON® games, and
we?re just starting to
play TSR?s BULLWINKLE &
ROCKY? game.
These were certainly designed
to be fun over
everything else, with freewheeling,
fast-moving
mechanics. Granted, as Mr.
Allen put it, they
have ?silly dungeons ? adventures
with no
worthwhile goal," but they
are much more
enjoyable for us than so-called
?serious? games.
Fun is, after all, the ultimate
point of RPGs.
Amod Lele
Kingston, Ontario
(Dragon
#139)
In response to Steve Allen's
letter in issue #135:
However you go about it,
RPGs will
always be nothing more than
a source of fun.
Without getting too philosophical,
it seems to
me that the overall goal
in life is nothing more
than to maintain a level
of happiness and satisfaction
and to have as much fun as
possible.
People can pretend that their
reasons for living
are to strive for world peace,
obtain religious
enlightenment, or whatever,
but such lofty, wellmeaning
aspirations are really just
subdivisions
within the everyday quest
for personal satisfaction.
For instance, in seeking
to help others, we
are really just helping ourselves.
I think that if
everyone in the world would
seek a fun and
happy life according to his
own beliefs, the
world would be an honest,
open-minded, ambitious
place, even if it would be
somewhat wild, I
play RPGs for fun, and I,
like Mr. Allen, prefer a
somewhat more serious level
of play, but I like
to mix it in with humor and
stupid stuff because
I think that funny, knock-around
gaming makes
the darker material that
much more scary and
surprising when it finally
rears its blackened
head. I like to watch the
gamers go from hysterics
to serious action, then to
sad regret and back
to laughter again. I do what
makes me the most
happy; so does Mr. Allen,
and so does everyone
else. That is the way it
should be in gaming,
because 500 years from now,
who?ll know the
difference?
David Moyle
North Olmsted OH
(Dragon
#139)
I think RPGs are entering
a "settling down"
period. The future stress
will not be on new
game systems, but rather
on strengthening
current systems. For the
first time in the RPGs?
history, the number of new
players will taper
off (due to shifts of taste
in the public). Established
players will age as a population
and will
also have greater levels
of disposable income.
Thus, I think the future
will hold an expanded
market for supplements designed
to complement
an existing game. The market
has been
saturated with campaign settings,
most of which
are more or less mutually
exclusive. (Who has
time to adventure across
both Krynn and Oerth,
not to mention the Forgotten
Realms?) As players
become comfortable with one
setting, they
are less apt to purchase
others. If they do, it is
probably more for ideas than
anything else.
Thus, the most successful
game companies of
the future will cater to
the generic campaign,
selling products any DM can
use in any campaign
(e.g., TSR?s REF3 The
Book of Lairs). Of
course, the second-edition
AD&D
game is likely
to spark new interest in
RPGs and bring in
many new players. Yet, I
see an overall trend
toward serving the established
player.
While major efforts should
probably be in the
direction of satisfying this
established clientele,
new players should still
be sought. This can be
accomplished by maintaining
a high visibility
(more conventions, charity
events, and ? most
importantly ? press coverage).
Direct confrontation
with Bible Belt groups should
be avoided.
Just keep producing fine
products and let them
scream. Any press is good
press. Total parental
approval could destroy the
new player market
as much as anything; the
D&D game should
keep its rebellious edge.
On the other hand, a
marketing campaign aimed
at the older player
could help in making the
D&D game an ?acceptable
? pastime for ?adults.? Another
market that
needs to be targeted is the
female consumer. If
the D&D game can establish
itself with women
of all ages, its future is
secured.
While I have only mentioned
the D&D game
by name, other RPGs certainly
will be a major
part of the future market.
Yet in the public?s
mind, RPGs and the D&D
game are synonymous.
Something should be done
to correct this;
the emergence of ?Party Games?
might be an
avenue to open new RPG markets.
Overall, I feel the main emphasis
should be on
established players. Flexible,
multisystem
products of high quality
are the way to go.
Jeffrey M. Carey
Chicago IL
(Dragon
#138)
I'd like to reply to Kenneth
Arromdee's reply
to my letter [issue #135].
If you have ever
played or run a magic-user
who has set up his
own magic shop, one of the
first things you
discover is that scrolls
are the primary source of
income available to you.
There are a couple of
cases where the cost of making
a single application
's worth of ink for a scroll
exceed the sale
price listed for that scroll,
but for the most part,
scrolls are a high-profit,
easily produced item
with a price range within
reach of people who
can't afford the cost of
magical items. More to
the point, they can be made
at low levels. Scrolls
are the only thing an 8th-level
magic-user can
make and sell.
Mr. Arromdee doesn't like
the loophole I
pointed out about the spell
phantom armor and
states how he?d make a ruling
against it in his
campaign. But just for the
record, all this ruling
does is rob the players of
the chance to role-play
(that magic-user has no rings,
cloaks, or bracers;
how did that ogre miss?).
And while reversing
the robe so the armor doesn?t
show protects its
wearer from having the armor
dispelled by
disbelief, when was the last
time anyone ever
used disbelief to get rid
of a phantom armor
spell? That ruling is the
equivalent of making an
insurance policy against
being run over by a
1913 Rolls Royce while within
the Grand Canyon
illegal.
The point he made about PCs
needing DM
collusion in order to mistakenly
sell a higherlevel
version of an armor or magic
missile spell
is nonsense. I didn?t post
any odds for it in my
letter because there were
too many variables
involved. Obviously the odds
of it happening are
small, but impossible? Look
at the chance the
game gives for characters
to make a successful
?god call.? Consider a magic
shop run by an
absent-minded buffoon like
the alchemist Amelior
from DQ1 The Shattered
Statue. In such a
case, the PCs actually have
a fair chance of
lucking out. They might do
slightly worse if the
store is being run by a new
apprentice. The
odds are that the PCs will
only get the regular
scroll, but the chances of
getting lucky are
realistically within the
range of the dice we roll.
If tossing the dice to see
if a party gets an
unlikely break is DM collusion,
I am a cardcarrying
collusionist!
His last paragraph had nothing
to do with my
letter but deserves a little
comment. Using the
dual-classed character option
to help a magicuser
survive is an admission that
the singleclassed
magic-user is not weak at
low level ? it?s
hopeless! The problem is
that a lot of characters
do not have the minimum 15
strength and 17
intelligence needed to qualify
for the fighter/
magic-user dual class. What
do you do with this
set of rolls: S 5, I 17,
D 13, W 11, CN 16, Ch 10,
CM 12 ? declare the character
hopeless?
Even if the character does
qualify, there is a
problem. Look at the minimum
starting age for
a fighter (16) and for a
magic-user (26); see the
DMG, page 13. Do you
get the idea that there is
a long length of preparation
to learning how to
cast spells? How long should
a character who is
changing classes leave the
campaign, and how
far does the rest of the
party advance while he
is gone?
Even if you are generous and
let Joe Fighter
spend a couple of weeks at
Magic Camp and
come back as a 1st-level
magic-user, he is a least,
one level behind the rest
and starting anew in
one of the slowest advancing
classes. (Incidentally,
most players who go this
route go up to 3rd
level as a fighter to get
the benefits of better
saving throws, a better ?to
hit? chance, and
extra hit points for a relatively
small experiencepoint
cost.)
No, the dual-class option
in not the solution,
unless the player has a lot
of DM collusion.
Larry Madden
Glendale CA
(Dragon
#141)
I have been an avid D&D®
game player for a
little over five years now,
and I am concerned
about the future of the D&D
game. No, not the
AD&D game, the original
game. Even though
players of the AD&D game
number more than
the players of the D&D
game, there is still a
wide audience. I have heard
remarks like ?D&D
is for babies.? Unfortunately,
most players are
not willing to give the D&D
game a chance.
Granted, it is much simpler
than the AD&D
game, but it is still an
excellent system. Many
DMs play a mixture of the
two; this is fine (I do
this myself), but they don?t
recognize the D&D
game as a separate system.
Right now, I?d like to
add some points which I think
make the D&D
game better.
First, the combat system is
a heck of a lot
easier. It doesn?t have weapon
speed factors,
weights which affect the
swing, and so on. You
just use the normal combat
system without all
the added extras. Next are
the characters. [The
D&D game has] all the
basic classes, but there is
no dual-class rule; you are
one class and one
class only. Fantasy heroes
didn?t train half their
lives as fighters and then
become magic-users; it
was just impossible. The
spell system is exactly
the same, except that there
aren?t as many spells
to choose from. Finally,
there is the role-playing
aspect of the game; there
is a whole set of rules
on running a large-scale
campaign in the Companion
Set. The mechanics of the
game are
simple, so the emphasis is
on role-playing.
I hope that I have made it
clear that the D&D
game is worth your while
to play. It is a startling
difference for both DMs and
players alike. I
hope that, you give the D&D
game a try
Bob Tarantino
Etobicoke, Ontario
(Dragon
#143)
For those DMs looking for
a new twist, a
friend of mine once suggested
what he called
?Reversal AD&D.?
That is, the players hand
their characters to the DM
and each is allowed a
choice of monster of appropriate
level (with the
DM?s general discretion)
to name, develop a
background on, and present
in a dungeon. Your
experienced characters are
somewhere in the
dungeon, and your group of
monsters will
either have to work together
or make alliances
with other creatures to work
against your
characters. It?s important
that the DM doesn?t
harm the actual characters
? just the copies of
the PCs? statistics.
Darren Hennessey
Tampa FL
(Dragon
#143)
For quite some time now, I?ve
read the polemics
about how the AD&D game
is a different
game from the old D&D
game, and how the
new Mentzer D&D game
is the true descendant
of the old D&D game.
I beg to differ. I have
researched copies of all
the D&D and AD&D
games, and I have come to
some easily proven
conclusions:
1. The AD&D game is the
original D&D game
put into hard covers, with
the rougher edges
filed down. Almost everything
in the DMG,
Players Handbook, and Monster
Manual is from
the original three books
(with the Blackmoor,
Greyhawk, and Eldritch Wizardry
expansion
books) or the early DRAGON
and The Strategic
Review issues. For example:
artifacts and relics
from Eldritch Wizardry (page
41) are now in the
DMG, page 155; the bard character
class, from
TSR #6, is now in the Players
Handbook (pages
117-119); the ranger character
class, from TSR
#2, is now in the Players
Handbook (pages 24-
25); the druid character
class, from Eldritch
Wizardry (page l), is in
the Players Handbook
(page 20-21); and the thief,
dwarf, paladin, elf,
hobbit (now halfling), and
half-elf, from
Greyhawk (pages 1-12), are
now in the Players
Handbook, (pages 15-30).
Most of the treasures
in the DMG first appeared
in those small paperbound
books. The game matured a
bit in the
rewriting and reprinting
into hard covers, but
the major difference between
the version is that
everything has been made
easier for the players
than it was in the earlier
three-book-plus set.
2. The new D&D game is
actually the latest
rewrite, of the D&D game.
This game IS different,
relies more on skill [than
does the AD&D
game], and is MUCH better
[than the AD&D
game]. It is a carefully
thought-out game
designed for play up to very
high levels with
challenge all the way. [The
monsters are relatively
stronger than their counterparts
in the
D&D game, the characters
are relatively weaker],
and in the D&D game,
the monsters have
more friends, too. An AD&D
game fire giant has
a 25% chance of having 1-4
hell hounds; a D&D
game fire giant has an 80%
chance for 3-18 hell
hounds and a 20% chance for
1-3 hydras.
Experience-point awards are
smaller in the
D&D game, and you don?t
even get experience
points for magic, period
(this corrects itself,
though, as it takes fewer
experience points to
advance to levels higher
than the first nine).
This is an answer for all
those folks who think
of the new D&D game as
being for ?kids.? I
believe that any player why
tries it will find, as I
have, that the new D&D
game, not the so-called
ADVANCED D&D® game,
is skill-based.
Ivy K. Reynolds
Portland OR
(Dragon
#144)
Hail thee, brave and hearty
adventurer! Hast
thy sword become dull or
thy spell books
moldy? Or hast thy DM become
more concerned
with details on the weather
than on the
adventure?
Seriously, one element that
has all but disappeared
from the AD&D
game world is the
proverbial ?hack-and-slash?
type game which,
I?m sure, we all have enjoyed
at one time or
another. Remember the good
old days with
module S1 Tomb of Horrors,
when you could
enter a hidden crypt, spend
hours puzzling out
riddles and smashing skulls,
then come out with
a few dead characters and
a lord?s ransom in
gold? Those types of games
have all but given
way to political/socioeconomic
masterpieces
designed to give your high-level
lords a chance
to govern a remote province
and design tax
laws for the peasants, or
perhaps to test your
diplomatic qualities in dealing
with the various
clans, tribes, nations, and
hierarchies of an
expansive AD&D
game country.
I commend the authors of such
masterful
creations of fantasy gaming
lexicons for their
use of AD&D game
rules to initiate a broadscale
campaign for the serious
gamer. Yet, time
after time, I have found
it extremely difficult to
interest a group of bloodthirsty
players in the
politics of their campaign
or any aspect of the
region?s landforms. In my
area, we are more
interested in a long, challenging,
dungeoneering
game that requires player
intuition as well as
knee-deep, blood-and-gore
fighting. My friends
and I had a marvelous time
playing the G1-3,
D1-3,
and Q1 AD&D game modules.
We found
they challenged our AD&D
games skills of
combat, magic-use, and guile
as they rewarded
us. Is TSR planning to release
any more of these
adventures? Are the
golden days of the AD&D
game over?
S. R. Oldson
Tallahassee FL
(Dragon
#146)
Ever since I started the AD&D
game, I have
played in a house campaign
that revolves around
a realistic (almost, at least)
game world, much like
the FORGOTTEN
REALMSTM campaign. Characters
are treated as if they were
real, -and every
thing we do or act upon has
consequences that
could affect us, much like
something real people
would experience (barring,
of course, the occasional
dispatching of an unlucky
monster). Admittedly,
a competent DM has a lot
to do with this
fact, but a not-so-good game
master brings me to
my next point.
Prior to my AD&D game
days, I played I.C.E.'s
MIDDLE-EARTH ROLE-PLAYINGTM
game. The
campaign was a joke. Each
module I bought was
used for a couple of weeks
until all the dungeons
in it were played out. Every
time our
gaming group would assembled,
totally different
characters were played, and
no feeling of continuity
was generated. I later learned,
thanks to
the AD&D game
and a sharper DM, that I was
going about it wrong—simply
not playing the
game in the way it should
have been played.
Or was I? My query is, how
do you play? Is
your campaign world treated
as real with
direct-action-produces-results
scenarios that
may affect characters for
the rest of their lives?
Or do you game without abandon,
where the
DM simply says, “Okay, you’re
there. Do you
enter the dungeon?” It would
be interesting to
see a little feedback in
“Forum” or elsewhere
concerning how some gamers
enjoy doing what
they do; role-playing is
a highly underrated
hobby and could stand a little
positive publicity.
Lastly, I would like to comment
on a point
made by Mr. Shawn DeMers
in issue #132. He
mentioned the accusations
he received from
friends about devil worshiping
and the
DRAGONLANCE® saga.
Here in Utah, roleplaying
games are subject to scorn
and distrust.
Many outsiders view the AD&D
game as either
a visage of evil or as a
game too complicated to
bother with.
Perhaps this narrowed perspective
contributes
to the entirely unfounded
rumors about
satanism within the AD&D
game. Seeing positive
(e.g., no pentagrams or drooling
demons)
and interesting advertisements
for such a truly
exceptional medium would
excite the majority
of true-blue role-players
and possibly spark the
interest of those not associated
with the vast
and wonderful world of fantasy
role-playing.
Michael Drake
Pleasant Grove UT
(Dragon
#146)
Finally, you've done something to beef up![]()
In "Sage Advice" in issue
#134, the question of
house rules was brought up.
If there is one
thing I hate, it?s a player
who challenges a house
rule. The DM had a reason
for making the rule,
and if players don?t like
it, they can find another
game. In my own world, elves
cannot be clerics.
The reason for this is that
an elf can be almost
any class, and it is usually
advantageous to be
an elf. Aside from the bow
and short-sword
adjustments, elves each have
infravision and the
ability to find secret doors.
Combined with any
class, an elven character
will dominate a game if
the PC is played correctly.
My house rules also
make dwarves most powerful
as clerics (I loved
the dwarven
cleric in issue #129) and humans
most powerful as fighters.
I have corrected a
major imbalance in the game
regarding elves,
and I have given other races,
notably humans
and dwarves, a chance. If
I had to make one
recommendation for the revised
AD&D
game
books, it would be to make
the elves less powerful
and other races more powerful.
Dean Wright
Security CO
(Dragon
#140)
I am writing in response to
letters by Dean
Wright
and Steve Allen, recently found in "Forum"
(issue #140). I agree
with Mr. Wright on
the fact that house rules
should not be contested,
unless the player has a good
argument.
In my own campaign, gods
and demigods are
invincible, as well as devil
and demon lords; not
much is even a challenge
to the more powerful
demons and devils.
I also agree with Mr. Allen's
statement that tells everyone
to stop crying
about low-level magic-users.
If you don't like
'em, don't use 'em.
The characters in my campaign
realize how nice it can be
to ahve high-level
magic-users as friends and,
therefore
protect them when they're
still weak.
After reading my 1st paragraph
you might
believe that I totally agree
with these 2 people.
Wrong! They both sound
like one of my
players. From this
player we ofen hear quotes
such as, "These characters
are so cheap' or "I
hate method V!" Also,
he always protests against
elves, humans, cavaliers,
paladins, magic-users
and rangers, claiming that
they 're too generic
and that we should make something
different. I
wonder what he thinks our
gnome/fighter/illusionst is?.
1st, to address Mr. Wright's
question: Why doesn't anybody like elves? The argument that
they can be too many things
is a bad one. What about humans? Humans have unlimited ability
in any class. And as
for an elf's bonus for
swords and bows, what good
is this if the character
isn't proficient in these
weapons? Try
giving an elven cleric a
long sword and see how
well he does in combat.
I also disagree with his
rule about the nonexistence
of elven clerics.
Every race shouled be allowed
to choose the
cleric as an occupational
class. Primitive people
are not atheists, and most
people maintain those
beliefs in their god or gods
for many generations
and have priests to help
guide their woshipping
of deities.
Now, Mr. Allen, have you ever
tried pitting a
5th- level fighter against
a 5th-level cavalier,
paladin, or barbarian?
It doesn't work. Specialization
is needed to balance out
a campaign;
fighters have no chance otherwise.
Just look at
the name: FIGHTer.
Specialization gives fighters
the edge they need to compete.
What good is a
15th-level fighter when a
12th-level magic-user
can kill more enemies faster
with chain lightning
and magic missile spells?
Even a 5th-level
magic-user is better at close
range using a
fireball (5d6 hp damage vs.
the 3d6 hp damage
from the two-handed sword
the fighter might
be using).
Pertaining to method V character
generation:
The last character I saw
generated by this
system was a drow cavalier
(in my campaign,
players use any system they
want to make
characters) S 17, I 16, W
15, D 18, C 17, Ch
14, and Co 18. As you can
see, the original rolls
were 17, 16, 15, 17, 18,
14, and 16. Only one 18
was rolled. Due to the race
of this character
dexterity was raised to 18,
constitution was
lowered to 17 and comeliness
was raised to 16
(also partially due to the
charisma roll).
Often, deep gnomes aren't
taken seriously. I
believe that the ability
to summon elementals is
to offset this. Besides,
the character can do
nothing except command the
elemental while it
is there or be attacked.
Drow and svirfnebli are
limited as to how many levels
they can obtain.
Finally, we come to the barbarian
class. I
know that barbarians are
great guys and all,
with their attacks on creatures
that normally
can be hit only with magical
weapons, their 12-
sided hit dice, and their
saves vs. spells. But try
having a barbarian PC in
the same party as a
magic-user PC; the barbarian
will most likely kill
the magic-user, or at least
try.
Last, but not least, I would
like to say a few
things about saving throws.
Don't a lot of you
DMs out there often hate
how a high-level
character can guzzle down
a large glass of
poison and still survive?
I know I do. The spells
and poisons that petrify,
paralyze, or kill people
often do no damage at all.
These things should
at least do some damage.
Even Hercules was in
great pain when poison was
introduced into his
bloodstream, and he was the
son of Zeus! My
solution to this problem
is to double the experience
level needed to improve a
character's
chance of making the saving
throw. This will
lower the chance, so that
when a question like
"Does a 3 save?"? to quote
Gregg Sharp in "The
Last
Word" (issue #129)?comes up, the answer
will be no.
Eric Ehlers
Springfield, VA
(Dragon
#148)
I am writing concerning the
letter Bob Trantino
wrote in DRAGON issue #143.
I have played
both the D&D® and
AD&D® games for some
years, and I personally like
the AD&D game
better. Weapon speeds and
dual-class characters
give the game a real-world
feel. I almost always
play a mage/thief, and I
enjoy my PC?s dual-class
status. The D&D game
is a simple version of the
AD&D game and, to me,
seems too simple and
unrealistic.
Jeremy Gilliam
Valparaiso IN
(Dragon
#149)
For the sake of honest criticism,
this letter
was written in regard to
Jeremy Gilliam?s letter
in issue #149. His letter
stated that the D&D®
game ?seems too simple and
unrealistic.? I am a
Dungeon Master of three parties
of six players
each. One of my campaigns
uses the D&D
system, and the other two
the AD&D® game.
Personally, I agree with
Mr. Gilliam fully. But
most of my players (who play
in all parties)
enjoy the D&D game more.
They like the fastpaced,
less-delayed role-playing
better than the
more complicated version.
Overall, the AD&D system
may be more
complicated, but the role-playing
is not. It all
depends on your work as Dungeon
Master and
how well you put the various
descriptions into
words. A bad Dungeon Master
who gives
choppy descriptions will
not make a very realistic
campaign. Some people I game
with don?t
even care about the rules;
they just enjoy the
role-playing and let the
DM do all of the ?complicated
stuff.? The conclusion is
that many gamers
don?t like to bother with
things like weapon
speeds and encumbrance. If
this were not true,
TSR would have a lot of extra
D&D sets in its
inventory. My D&D Ethengar
campaign has
been a great success in realism
because of hard
work and good charisma.
Alex "Maximus" Iwanow
East Brunswick NJ
(Dragon
#153)
I read with interest the articles
on cheating in
issue #144, and I
thought you might like to
know how I deal with some
of those problems
in my campaign.
First, I will discuss cheating
when rolling
ability scores for a new
character. As a DM, one
of the first AD&D
game rules I ever took issue
with was the experience-point
bonus system.
Why should a character who
already has it easy
with high ability scores
be rewarded for successful
adventuring with extra experience
points? This ruling simply
widens the ability gap
(through quicker advancement)
between characters.
I told my players to add
up their characters
? ability scores and subtract
that sum from
90. A negative value is a
percentage penalty, a
positive value is a percentage
bonus. I then told
them to arrive at the scores
any way they
pleased. They could roll
numbers and design a
character based on the result,
or they could
design the numbers based
on the character they
wished to create?end of problem
and the
beginning of some great role-playing
fun.
Second, I will discuss cheating
while playing. I
have a simple rule: Play
however you like, and
cheat if you like, but no
one can do anything
that will spoil the fun of
other players (or you?re
out of the group). I point
out to the players that
cheating against the game
is like cheating in
solitaire?who are you cheating?
No one is
allowed to take issue with
another player who is
suspected of cheating. As
a result, one of two
things happens: The cheater
quits in disgust
when no one seems to care
whether he cheats
or not (if I haven?t already
had to ask him to
leave) or he sees the point
and starts to enjoy
the game as it is meant to
be played.
If one or more players are
familiar with the
module we are about to play
(I have always
used commercial modules strung
together by an
overall story line in my
campaign), I alter it as
though it had already been
visited once in the
past and is now repopulated
and redecorated
(with new traps). The characters
who have been
here before can then ?remember?
anything they
like and can advise the party
accordingly.
As often as possible, I ask
the players to roll
certain dice without first
telling them why they
are doing that or whether
they should want a
high number or a low (though
they always ask).
If honesty in a particular
roll is crucial to the
success of an adventure,
I roll it myself.
Though there are honest mistakes
made (and I
make about half of them),
the players usually
pick them up without much
bickering, and
everyone seems to have a
good time.
Dennis Rudolph
Prince George, British Columbia
(Dragon
#150)
Most of the letters in "Forum"
deal with people
who regularly play their
favorite RPG with a
group of friends. This makes
it easy to forget
the number of people, like
myself, who find
RPGs very interesting but
for one reason or
another can only seldom,
if at all, play an actual
tabletop game.
Before I go much further,
I need to explain
two of the ways in which
people play RPGs.
Some people enjoy being with
friends and
playing a game with endless
horizons. They do
not bother with particulars
such as spell durations.
Others play with friends
and have a
similar attitude, but the
DM is familiar with and
uses all rules, and the player
is and does likewise.
This is the type of play
normally seen at
conventions. I?m not saying
one style is right or
wrong, but I enjoy amassing
books and other
literature on the AD&D
game, and with all the
reading I do in place of
playing, I have become a
strict follower of the latter
example.
I do know several people who
regularly get
together and play a few rounds
of the AD&D
game, but their DM doesn?t
even keep track of
time in the campaign! I also
enjoy play-by-mail
games (PBMs) and computer
RPGs (written
about in issue #145?s editorial)
that can be
substitutes for those not
in a group. While
certainly fun, I disagree
that computer RPGs
can replace a campaign in
which each character
is controlled by a different
person.
I would also like to mention
Michael Townsend
?s letter in ?Forum? issue
#145, in which he
says he did not have many
friends in high
school because he was bussed
to a handicap accessible
school. He spent many hours
in its
library reading fantasy and
science-fiction books
as an escape from loneliness.
I am not physically
handicapped, but manic depression
and extreme
shyness have kept me from
making many
friends. Reading AD&D
game materials has
helped me escape from loneliness,
too.
Matt Foster
Wichita KS
(Dragon
#150)
I am writing to comment on
S. R. Oldson?s
?Forum? letter in issue #146.
I have been a DM
for only three years, but
I certainly see his
point. When I first began
playing the D&D
game, my players and I really
enjoyed gaming.
Recently, however, we?ve
gotten tired of the
more sophisticated modules
in which the characters
must solve some mystery or
prevent
some civil war.
Mr. Oldson?s call for a ?long,
challenging,
dungeoneering game that requires
player intuition
as well as knee-deep, blood-and-gore
fighting
? is well justified. Besides,
how many players
and DMs want to see DUNGEONS
& DRAGONS®
games become PAYROLLS &
POLITICS with the
fighters, clerics, thieves,
and mages replaced by
ambassadors, lawyers, district
attorneys, and
IRS agents?
In my opinion, a good D&D
adventure involves
a deep, dark dungeon or other
mysterious,
forgotten area with a theme
like ?clear the
swamps of the foul lizardmen?
or ?delve into the
ancient drow city and retrieve
the Talisman of
Light before they destroy
it!? Granted, all hackand-
slash adventures would get
dull before
long. Those who desire these
types of modules
need to play arcade games
in which all you need
do is kill. Modules should
be balanced with the
right amount of fighting
and the right amount
of thinking. (Oldson?s example
of module S1 The
Tomb of Horrors is
excellent, as the module was
well written.)
Please keep what I have said
in mind when
writing modules. I would
also like to encourage
others who support the ideas
expressed by Mr.
Oldson and myself to write
to ?Forum? in order
to state their opinions and
encourage module
writers to design more modules
of this nature.
Lee Loftis
Greenville SC
(Dragon
#150)
The "Forum," issue #146,
contains several
letters on subjects that
I would like to address. I
have been playing the AD&D
game since 1982,
and I have seen the long,
slow transition from
the original AD&D
game to the amalgamation of
the 12 or so hardcovers and
finally to the new
AD&D 2nd Edition
(which I must say is GREAT!).
I have also seen, the birth
of the political/
socioeconomic masterpieces
that have become
so popular lately. The point
I would like to make
is: WHO CARES?!
First, the whole purpose of
a game is to have
fun. So what if a group wants
to indulge in the
detail and rules needed to
run a direct-actionproduces-
results campaign or indulge
in hour
after hour of creating mindless
monster-bashing
adventures? I have run and
played in both, and
I enjoy both. What are people
arguing over?
Second, I am also concerned
about those who
say that a bloodbath cannot
be creative. In my
estimation, I6 Ravenloft
(by Tracy and Laura
Hickman) is essentially a
bloodbath that focuses
on vampires, but it?s a hard
test of a player?s
skills and game knowledge.
It is also the best
module ever produced by TSR,
Inc. I dare
anyone to say it?s not creative.
Third, what?s the problem
with having evil
PCs? They are hard to play,
true (what better
test of skill?), but why
can?t they be in a party of
predominately good characters?
Raistlin sure
wasn?t good (even in the
beginning, he acted like
a neutral PC with evil tendencies).
In Dragons of
Autumn Twilight, Laurana
asked Raistlin why
he followed Tanis. His reply
was: ?Because for
now we walk the same path.?
In closing, let me say this:
I am a new waver
(i.e., a punk rocker to some,
although there is a
difference), and I try to
see people as individuals
(that?s why I consider myself
chaotic neutral). If
a group of players prefers
building a kingdom
to thrashing orcs and giants,
so what? As long as
we are the ones who make
the AD&D game
what it is and have fun doing
it, nothing else
matters, does it? So just
sit back, relax, and let
us all revel in our ?infinite
diversity? (to quote a
certain Vulcan).
Anthony N. Emmel
Longview TX
(Dragon
#150)
I bought my latest issue of
DRAGON
Magazine
[issue #145], and as always
I was reading ?Forum
? when I came across the
letter by Michael
Townsend in White Hall, Md.
I wrote this letter
to show there still are people
who care that
there are lone players out
there. Here are some
tips on how to bring a group
together. First,
come up with a flyer telling
what game you are
interested in playing and
what type of player
(serious or casual) you want.
Then copy this
many times (at about $0.10
a photocopy, this is
not bad). Then take these
copies to bookstores
and hobby stores that sell
the game you play.
Ask if you can leave some
copies at the register
(if anybody buys something,
he will see them).
Also, if you are buying game
supplies and you
notice another person buying
supplies, strike up
a conversation. See if this
person wants to get
into a game or has friends
who play. The more,
the merrier! That?s how I
meet my friends.
Steve Williams
Lakeland FL
(Dragon
#151)
I have just finished perusing
a copy of the
AD&D 2nd Edition preview
[in issue #142] that
describes the dramatic revision
changes, and
issue #143 in which
one of our Canadian brethren
laments that all those sophisticated
AD&D
game players out there refuse
to take him
seriously because he is a
mere follower of D&D
games. My decade-plus of
role-playing experience
compels me to submit an opinion,
widely
held by my contemporaries.
This opinion is
really quite concise: "PHBT!"
AD&D game players
are weenies and bedwetters;
no self-respecting D&D
game aficionado
need beg their indulgence.
Our battle-scarred
group of graybeards has been
involved in a very
advanced style of play since
early 1976, when
we immediately grasped the
power and potential
of one of the opening lines
in the original
release: "[These] are guidelines
to follow in
designing your own fantastic-medieval
campaign
" [from Men & Magic,
page 4). Straightjacketed
dabblers in the AD&D
game and their
pitiful reliance on external
structures to aid
them in negotiating the lovely,
intricate labyrinth
of role-playing are commonly
the object of
ridicule in the rarefied
atmosphere of our
gatherings. It was with contempt
and loathing
that we greeted the AD&D
game with its execrable
shift from "imagination rules"
to "rules
reign."
A refreshing trend seems to
be emerging,
however. The AD&D
game preview, page 14:
"This is part of our goal
of increasing player
choices and encouraging you
to make the game
your own." It's about time.
You fellows have a lot
of catching up to do. Perhaps
this is the perestroika
of the AD&D game?
Michael Henits
Rome, Italy
with Eric M. Paulson
London, England
and Gregory H. Graham
Colorado Springs CO
(Dragon
#151)
I would like to disagree with
Ms. Reynolds
letter in issue #144. Although
I do agree that
many of the AD&D
game rules were taken from
the
original D&D game, and that the D&D game
is a very good one, it is
not better than the
AD&D game!
I think that the AD&D
game is better than the
D&D game because
the latter is illogical. Saying
that a halfling cannot pursue
thieving activity is
simply stupid. Even the D&D
material states
that halflings engage in
thievery (GAZ 8 The
Five Shires, in particular.)
Although some people
could criticize the AD&D
game because of its
restrictions on certain races
taking certain
classes, the game system
has logical reasons
(e.g., dwarves cannot be
druids because they
don't live in the woods).
Besides the ridiculous
race restrictions, the D&D
game also has fewer
spells, a smaller monster
selection, and fewer
classes in general.
The evidence above should
prove that the
AD&D game is the
better game. I do think that
the D&D game is
better for the less-serious roleplayers
who like a simpler game and
easier
victories.
Joseph D'Amico
Wallington NJ
(Dragon
#151)
I have a suggestion for other
DMs, and “Forum”
seems to be the best place
to make it. I
have found that it is very
helpful to mix game
systems. I’m not talking
about putting guns and
lasers in the AD&D®
game, slavering demons in
the STAR FRONTIERS®
game, or aliens or wizards
in TSR’s TOP SECRET®
and West End
Games’ JAMES BOND 007
games. What I’m
talking about is mixing their
systems. For example,
the magic system in the AD&D
game can be
converted for use in the
MARVEL
SUPER HEROES
™ game, which spends about
three vague
pages on magic and doesn’t
need supplements.
The system for swordplay,
knife fighting, and
unarmed combat in the first-edition
TOP
SECRET
game is far better than the
one in the
AD&D game but
takes more time. Thus, if the
final scene is a duel between
the party paladin
and an evil fighter, the
TOP
SECRET system
could be temporarily altered
to fit, while the
faster AD&D game
system can be used when
hacking down giant rats and
webbirds. Damage
bonuses and bonuses to hit
can be put into
damage bonuses or penalties
when using the
TOP SECRET melee system.
I am telling you this because
I've tried it and it
works. While some adaptations
are harder than
others (and others are simply
impossible), it is
possible to create a superior
espionage, fantasy,
superhero, or science-fiction
game. Try it.
Toby Myers
Hamilton NY
(Dragon
#152)
I am writing in response to
two commentaries
made in issue
#145. I've been involved in AD&D
role-playing for almost 10
years now, and I've
learned a few things that
can improve the roleplaying
image and gain players (and
possibly
friends) to continue gaming.
In support of Mr. Bryan Walker’s
letter on the
destruction of the AD&D
game’s image, I must
say he has given an excellent
analysis. The
movie, Mazes and Monsters,
gave the AD&D®
game a terrible image, and
I should know from
experience. My parents went
from supportive,
trusting souls to panic-stricken,
nervous wardens
of my gaming habits. Mind
you, we are
talking about a guy who was
(and still is) a
dependable, sociable honor
student, not the
psychotic animal that has
been the classic stereotype
to the general public. Try
as I did to
change my parents’ attitudes,
they only tightened
their monitoring. Only long,
persuasive
discussions would allow me
release for a few
hours. I got to the point
where I was tempted to
sneak out or deceive my folks
in order to play
more often.
Finally, I found a way to
achieve more gaming
time and give my parents
more confidence in
the game and me. My parents
had never seen
me play, so I invited my
fellow gamers to my
home. Once my parents saw
who my fellow
players were and talked to
them, they relaxed
and trusted my judgment on
how much involvement
I had in role-playing. I
think that part of
the fear of the game involves
the mystery of
who is playing the game with
you. When parents
see [bad] public images,
like the terrible
ones Mr. Walker encountered
at the convention,
they develop the idea that
their sons and daughters
are flirting with terrible
people. Your parents
have probably never seen
your fellow
players before, and they
fear those players
might influence you in a
bad way. Parents
typically worry about peer-pressure
situations,
and role-playing is often
categorized as one. It is
a sad situation brought about
by the terrible
rumors the game has gained.
I believe that by letting
your parents know
your gaming associates, they
will
be more open
and trusting of your gaming
habits and of your
fellow players. As long as
you’re capable of
having constant company and
having gamers
who are both flexible and
give a good impression,
and if you have parents who
are openminded
(or at least happier to know
your
friendships and activities),
I think you can
improve the setting in which
you play. Maybe
this won’t work for you or
maybe you don’t
care, but I think it works
given time and patience.
It may even disperse the
cloud of superstition
around the AD&D
game and improve
your family’s relationships.
To Mr. Michael Townsend (and
all concerned),
I reply that I know what
it is like to play with a
handicapped individual and
how gaming gives
one a sense of meaning. I
had a friend who was
blind, and role-playing gave
him more confidence
and a more sociable attitude.
He became
a great player to have around.
As to the question of finding
more gamers, I
have noticed that most role-players
are also avid
comic-book and fiction-novel
readers. At my
favorite store, the owner
had developed a roleplayer’s
bulletin/network for people
to look for
fellow gamers. I simply added
my name and,
within weeks, found people
to continue playing
games. Go to your local book
store or comic
store and see if the owner
has (or has considered)
having such an announcement
board or
network. If not, suggest
it or even develop it for
him if he can’t. Usually,
independent dealers are
more open to this idea than
large chains like
Waldenbook’s, but try wherever
you can. If the
store also sells the AD&D
game or similar roleplaying
products, it will probably
be more open
to such an idea (since this
will bring repeat
business). Try it and see
if you can find the
gamers you’re looking for.
Alex Martin
Mesquite TX
(Dragon
#152)
?Simple.? Whenever I read
an article in ?Forum,
? this is the word that I
hear when readers
describe the original DUNGEONS
& DRAGONS®
game. To begin with, I was
reading issue #151
and noticed that the comments
before mine
(specifically written by
Joseph D?Amico) had also
been written in response
to Ivy K. Reynolds?
opinions on the D&D game
in issue #144. I read
his letter with interest
and I thought that it had
been clearly written with
his points well
explained?until the last
paragraph, when I saw
the words ?less-serious role-players,?
?a simpler
game,? and ?easier victories,?
all of which referred
to the D&D game. Some
letter-writers
imply that the AD&D game
is not realistic.
Given that the D&D and
AD&D games are
based on dragons, magic,
and high-level warriors
who can survive the onslaught
of 50 orcs, I
am curious as to what these
writers would
consider ?realistic.?
As for the implication that
D&D game players
are less serious, I believe
that you would need a
serious disposition to play
characters up to 36th
level. Then there?s the claim
that the D&D
system has ?easier victories.?
To prove that this
is not true, let?s compare
the magic-user class in
either system. I am sure
that Joseph D?Amico is
aware that the D&D system
has fewer spells
than the AD&D game (consequently
forcing
D&D game magic-users
to be much more innovative
than their AD&D game
counterparts),
does not offer magic-users
the choice to specialize
in schools of magic (as per
AD&D 2nd Edition
game mages), and only has
one choice of
weapon for magic-users.
However, the words that bothered
me the
most were ?a simplier game.?
With due respect
to the knowledge of these
people, I must question
their experience with the
D&D game. To
quote from the D&D
Immortals Set DM’s Guide
to Immortals, page 13:
?By similar logic, the boundary
of a trispace
may appear as a three-dimensional
solid (if it
contains dimensions 2 through
4, or 3 through
5) or as a two-dimensional
flat surface (containing
dimensions 1, 2, and 3, the
first being unseen).
A dispace may similarly appear
two- or
one-dimensional, and the
boundary of a monospace
(always one-dimensional)
can only be seen
if its dimension is one that
can be observed
from the Astral Plane.?
The preceding paragraph may
seem confusing
(maybe it is not to some).
However, it is definitely
not ?simple,? as some writers
believe the
D&D game to be.
I did not write this to prove
that either game
is superior in one way or
the other. I am aware
that my last comments in
issue #151 said that
the D&D game?s weapon-mastery
system is
superior to that of the AD&D
game?s weapon
specialization, and I still
believe that. Regardless,
the AD&D system has many
bonuses, including
extended character classes,
clearer priestly
descriptions, etc. I think
that both games represent
two generations (and styles)
of role-playing.
You could compare the AD&D
game to a brandnew
sports car, and the D&D
game to an older
car in mint condition. In
either case, the systems
are both very good. In this
letter, you will notice
that I do not discredit the
AD&D system, but
merely refute the arguments
of those people
who believe that the D&D
system is not worthy
to be played by veteran and
novice
gamers
alike.
Robert Morrison
Calgary, Alberta
(Dragon
#155)
I wish to address the subject
of pregenerated
D&D and AD&D campaign
worlds, and the
led into thinking that all
fantasy campaigns
increasing output of material
and articles devoted
to them (especially in DRAGON
Magazine).
I have been DMing since I
started playing
nearly 10 years ago, and
quite frankly I feel that
the preoccupation with these
game worlds
defeats one of the fundamental
reasons why I
(for one) began playing in
the first place?that
is, to satisfy a creative
desire.
I have never used someone
else?s campaign
world in which to bade my
adventures; I?ve
always felt that the prime
purpose of being a
Dungeon Master was to gain
a sense of accomplishment
by designing what is (for
the DM and
his players) the ?perfect?
fantasy world. Thus, I
am irked by the increasing
space given over to
the specific details of other
people?s worlds (that
are invariably of a high-fantasy
nature) within
the pages of DRAGON Magazine.
I would prefer
to see articles aiding new
and experienced DMs
in the ongoing task of creating
and expanding
their own worlds, including
creating civilizations
and cultures; personally
tailoring monsters,
treasures, dungeons; and
(most especially)
refereeing techniques.
I have nothing at all against
pregenerated
campaigns per se, many of
which have been
derived from or progressed
into the format of a
novel. However, this is where
they should stay.
Novels are, of course, where
much of the inspiration
for the D&D games came
from way back
when, and I think novels
are still probably the
best source of fantasy ideas
next to mythological
tales (although one must
not forget art, music,
and poetry). New DMs should
not, however, be
led into thinking that all
fantasy campaigns
increasing output of material
and articles devoted
to them (especially in DRAGON
Magazine).
should be treated in this
or that way. The writ-
ers have borrowed certain
fantasy structures
from the D&D systems
and excluded others;
that in itself is fine (this
is what any DM would
do, unless he takes every
guideline ever written
for the game). Unfortunately,
overexposing a
DM?s campaigns [to ideas
from novels] implies
that other structures, such
as a low-fantasy
approach, are not worthwhile
interpretations of
the rules.
Pregenerated game settings
are probably
great for tournament situations,
where the
emphasis is laid upon getting
involved in the
game first and the world
second. I cannot
believe, though, that I?m
the only DM who has
become tired of seeing endless
articles on the
FORGOTTEN REALMS?
campaign or supplements
for the DRAGONLANCE®
saga, information
that is only useful to those
familiar with
these settings and the brand
of fantasy that they
exemplify. If you are going
to explore pregenerated
worlds in DRAGON Magazine,
I would
rather you ran a series of
articles on the designs
of a section of DMs across
the board. These
might show contrasts between
low- and highfantasy
campaigns, how the referees
have
tackled aspects of DMing
during design and
during play, and even how
different DMs store
and file their campaign info!
(I?d be most interested
to know what other players
think about
this.) I am sure we could
all use more of the sort
of information that will
help us to determine
which DMing decisions work
and which do not,
such as the excellent articles
published in
DRAGON Magazine some
years ago (e.g., "Curing
the
Monty Haul Malady," from issue #82).
Pregenerated worlds must
not be given priority
over teaching the techniques
of DMing, which
are what make the D&D
systems so special and
distinct from other RPGs.
The DM?s world should be all
his own. It must
be exactly the way he wants
it, right down to
which specific monsters inhabit
it and which do
not. Only by coming up with
his own ideas is he
furthering the art of being
a Dungeon Master. If
you happen to like the kind
of fantasy offered
by the WORLD
OF GREYHAWK® setting and
want to quickly get in and
out of a game, that?s
fine. But let?s not forget
that there are any
number of ways the rules
may be interpreted.
Let?s explore the possibilities!
Craig Hardie
Huntingdon, Cambridge
United Kingdom
(Dragon
#166)
I would like to respond to
Andrew M. Curtis?s
dilemma in DRAGON issue
#172 on how to keep
party members from slaying
the NPCs that the
DM introduces.
As a DM for the AD&D
1st Edition game, I
have run into this problem
before. I found that
the best solution is to take
points off the offending
character?s charisma. Charisma,
as described
by the Players Handbook,
is the measure of the
character?s combined physical
attractiveness,
persuasiveness, and personal
magnetism. It is
important to all characters,
as it has an effect on
dealing with others, like
NPCs, mercenary
hirelings, prospective retainers,
and monsters.
While losing points from charisma
does not
affect low-level characters
to a great degree, it
can come back to haunt them
when it is time to
receive followers. For clerics,
this would be a
die modifier for the amount
of troops they
receive. Simply convert the
Reaction Adjustment
Modifier into a single number;
e.g., 20%
becomes - 2, and 25% would
become - 3
(always round up). Rangers
would use the
modifier to determine which
sub-table to use in
the Dungeon Masters Guide.
Rogues use the
Reaction Adjustment Modifier
to determine the
levels of their underlings.
If this does not keep the
party from slaying
NPCs, it is time to dust
off the FIEND FOLIO®
tome and turn to page 51.
The offending character
has angered his god and is
visited by a
hound
of ill omen to bring the character back
into line. This should only
be used as a last
resort.
I hope this helps your party interact with
NPCs better. Remember if
you are going to take
points from a character?s
charisma for bad play,
you should also give points
for good play.
Harald Jeffery
Ft. Irwin CA
(Dragon #177)