Showing posts with label Dragon Magazine. Show all posts
Showing posts with label Dragon Magazine. Show all posts

Wednesday, September 15, 2010

D&D 3rd Edition Epiphanies: Kobolds, Charisma, and Sorcerers

It just occurred to me that me that it's the 10th anniversary of the launch of D&D 3rd Edition (the core rulebooks - Player's Handbook, Dungeon Master's Guide, and Monster Manual - were released between August and October 2000). For a year I had been grooving on the interesting revamps of a game that I dearly loved, eagerly reading the preview tidbits published in Dragon magazine. The d20 mechanic - "one rule to rule them all" - replaced pretty much every system and gave the game a universal structure for just about everything - combat, saving throws, and skill checks. The concept was simple - roll high.

There was a lot more done to the game than that, some of it seemingly cosmetic, some of it simply interesting evolutions all their own or derived from the flow of the literally game-changing d20 system. Spell systems took a big change and even monsters became codified by type. It was revolutionary in many ways.


For me, the it comes down to kobolds, Charisma, and sorcerers. These items embody the core concepts of how the game had changed for the better in my mind. I suppose I should explain...

The 3rd edition of the game actually made Charisma a useful ability to have. It played a stronger role in certain classes - especially the sorcerer, bard, and paladin - but also the cleric. For too long it was the dump ability for too many players - the place to put a low score. It did not readily lend itself to quantifiable benefits - especially in combat. With 3e, Charisma powered a lot of  skills and, er, powers.

The sorcerer was a new alternate to the studious wizard, an arcane spellcaster who based his powers on Charisma instead of Intelligence. For years I had read articles and letters to the editor that wanted an alternate magic system in place. In some ways, this was a good answer to that kind of thinking. As far as that goes, the bard received some much-needed focus that put the class squarely in the spellcaster realm; it used a spell acquisition system very similar to the one used by the sorcerer.


And, finally, there's the lowly kobold, who might happen to be a sorcerer! The kobolds in past editions were such weenies that even 1st-level heroes didn't have much problem with them. Now the little nuisances could be quite nasty, especially with leaders and champions that had class levels like any player character. 

That's it for game design appreciation class today!





Saturday, April 3, 2010

Greek Fire


I was able to grab some feature space again in Dragon magazine based on Dark Age history. Issue 
#334 featured my piece on Greek Fire, a staple alchemical weapon going all the way back to the 1st edition of the Dungeons & Dragons game. I took it back to its famous historical roots, complete with flame-spewing siphon projectors in "The Fires of Alchemy."

The editors did a great job of putting together a theme that evoked historical and legendary elements of the medieval eastern Mediterranean world. "Monsters of Arabia" (by Wolfgang Baur), "The Janissary," and the "Ecology of the Kraken" were all great pieces. Ed Greenwood's Cities of the Realms feature, "Crimmor, City of Caravans," could easily serve as the basis for a real world trading city between Italy and Asia Minor. 

This wraps up the short look at Dark Ages and Dragon (and Dungeon) magazine this week. At another time, I may take a look at other historically themed content that appeared in its pages. Some of the most interesting things I read in Dragon's pages were based on people, places, and things from the world's past.

Next week may be slow going on the blog, but I think it may be time to talk a little more about Vikings...

Wednesday, March 31, 2010

The Rus in Dragon and Dungeon

My first published works appeared in Dragon #290 and Dungeon #89. Dragon contained the historical campaign setting "Red Sails," which focused on the history, mythology, and monsters of Eastern Europe of the Dark Ages (ca 600-1100 AD), but focused on Viking Age Russia. I submitted the first draft opus (hard copy by mail!) in September 1999, right before we went to see The 13th Warrior at the theater - seemed very appropriate. I did get a bit of a bad feeling when I saw the advertisements for 3rd Edition D&D in the August issue of Dragon magazine though. A revision and a few editors later, the setting hit the shelves in October 2001. 

Chris Perkins encouraged me to write a supporting adventure for the setting, and I submitted "Rivers of Blood," which I originally titled "Blood on the Steppes." I suppose Perkins made the call on the better name.  The adventure takes place in 9th/10th Century Russia, with the player characters taking sides of a vendetta between competing chieftains - complete with a slave raid, a dangerous river journey, sacred pools, a kidnapping hag, and a fortified market town.

Tuesday, March 30, 2010

Age of Arthur: Dragon #257 and #263

While taking a few months off from work while taking care of our newborn in the summer of 1999, I queried Dragon Magazine about doing a campaign setting for Arthurian Britain. Editor Dave Gross advised me that it was a great idea - and that they had published Ian Malcolmson's "The Dark Ages" a few months earlier in Dragon #257(pictured right - cover art by Roger Raupp, who did another Arthurian theme cover for Dragon a decade earlier). This is the kind of thing that happens when you don't have a subscription... I did intrigue Dave Gross with another historical campaign idea - but more on that in another post. In the meantime I searched out what I believe must have been the last issue in Atlanta. 

The article offered great advice for modifying the D&D classes through the use of the 2nd Edition-style "kits" so players could assume the role of Saxon thegns, Romano-British horsemen, and clergy. Also, if the players wanted a little more fantasy in their game, the article listed appropriate monsters and the like. 

Malcolmson also wrote a follow-up piece regarding Saxon mythology which appeared in Dragon #263 that fall. It was pretty cool too; readers got to see older and somewhat creepier versions of the gods that appear in the Icelandic sagas.

Monday, March 29, 2010

Coming Up: Dark Ages in Dungeons & Dragons

This week on the blog I'm going to take a look at some of my favorite articles from Dragon magazine which either helped players get closer to a historical setting or bring historical warriors and weapons to their games. My first articles to see publication fall in this category and I'll give some anecdotes on them as well. In the meantime, enjoy the cover from TSR's Greyhawk Wars game, which used Roger Raupp's cover art from Dragon #125. It features Raupp's vision of the showdown between Arthur and Merdraut at Camlann.

Saturday, February 27, 2010

Barbarians, Bandits, and Ballyhoo (Part Three)

This is the last blog in the series dedicated to Dragon #63 (July 1982), the magazine that served as the single most influential piece of reading for my neophyte understanding of what a role-playing game could be, right after the 1st Edition Dungeon Master's Guide.

The Humanoids
This article offered an in-depth review of the societies, cultures, and gods of the kobolds, goblins, hobgoblins, and gnolls. The Monster Manual obviously gave us a decent overview, but this piece really went the distance. Again I found material that helped us to differentiate between these nasty foes with something more their physical appearance and typical panoplies. I'm quite certain the monsters' evil deities found their way into Unearthed Arcana and 2nd Edition's Monstrous Mythology handbook. Nomog-Geaya (the patron hobgoblin deity of war) is still my favorite mythical figure from the D&D game.

Plan Before You Play
Ed Greenwood wrote this one, and he even mentions his homebrew setting Forgotten Realms within its pages. Who knew that before the decade ended we would see its release as a long-lived popular commercial franchise? That aside, this article really helped me to put some thought into the loosely-defined world where our campaigns unfolded. In those days, I didn't go much beyond the range of a few kingdoms and regions - which was all right - we didn't have globe-trotting journeys usually - but it was nice to have something more than just completely generic medieval towns separated by generic dangerous wilderness. Greenwood's nuts-and-bolts approach was perfect.


For the Sake of Change
The magazine also had an article based on coinage, citing historical examples and encouraging game masters to try out something more exciting than the old copper and gold pieces. They should have regional origins, names, and values. 


Chagmat and Devas
Dragon #63 also included the adventure 'Chagmat', which kind of confused me with the spiderfolk's weird gem-operated chambers but was fun to play nonetheless. I think the cavern encounters on Little Boy Mountain were as fun as the actual chagmat lair. I still laugh about the ogre named Muddah Rateater. I also liked the dangerous chasm where the PCs and the hobgoblin sentries could knock each over the edge of the bridge (there was a great illustration of a hobgoblin getting shoved over with a spear thrust).


Finally, we get the first sight of the devas, angelic (sort of) creatures who served the good deities of the game's pantheon. I believe they made it into the Monster Manual II hardback a few years later. In some ways, they seem more frightening than the D&D fiends. 


That's all for the D&D epiphanies for this week. I'll do another series later on.

Friday, February 26, 2010

Barbarians, Bandits, and Ballyhoo (Part Two)

As I mentioned in the last post, Dragon #63 proved to be quite an epiphany for me. I'll get right to the articles that made this issue such a great treasure in my early gaming days. 


The Big, Bad Barbarian
This is where Gygax introduced the barbarian class. A version of it appeared later in the Unearthed Arcana D&D source book a few years later (1986?). What I thought was so cool about the article - besides the class itself - was that Gygax devoted a lot of text to help the reader make sense of the assorted abilities the character could have. He put the abilities in context of real world barbaric/heroic societies and their equivalent in his World of Greyhawk setting. 

Bandits and Bandit Kingdoms
Dragon #63 introduced the bandit NPC (non-player character) class, sort of a mix between ranger and thief. I used this one a few times. Ultimately, it seemed kind of underpowered but it still seemed pretty cool. 

The issue also spent a few pages detailing the World of Greyhawk's Bandit Kingdoms, complete with brief leader and army stats. Of course, I can't recall most of the kingdom names, but I think Rookroost was one of them. This brings me to another tangent point about the interesting place names from the World of Greyhawk: I never played the setting, but the names of the regions, countries, and cities were so interesting, I had to bring them into my game. Those evocative names brought some kind of gravity to the vaguely-formed world in which we played. 

In the next blog, I'll review some bits about monster societies and world-building. 

Thursday, February 25, 2010

Barbarians, Bandits, and Ballyhoo (Part One)

Dragon #63 (July 1982) made a huge impression on the way I viewed Dungeons & Dragons as a game master (or Dungeon Master in the old tongue). It changed - rather, created - a worldview perspective from top to bottom for all those myriad adventures. This issue brought the concepts of monster societies and world-building to the game in a ways I'd never fully explored before. It offered me big ideas and tools for making them felt in an intimate way on the ground level of our games.

The rule books (especially the awesome 1st edition Dungeon Master's Guide) and TSR's adventure modules already encouraged the game master to think of D&D as something more than just a series of dungeon crawls, but Dragon #63 put it in just the right combination and concentration for me. I never felt the same way about the game. 


First, take a look at the cover (see right). While I liked a lot of Dragon's covers, this one really seems to capture not only the essence of the issue, but the common reality of the medieval world - even if a fantasy one - bandits in the forest. This painting of highwaymen still resonates with me.


More to follow...

Wednesday, February 3, 2010

The Dark Ones


I'll share a personal milestone on this post - the first time one of my articles received magazine cover art.

Dragon 322 features my 'Ecology of the Dark Ones' and they put a very cool dark stalker on the cover. I like the way the artist veered away from the blacks and grays and used a red hooded cloak.

I wrote about half a dozen ecology articles for Dragon and Kobold Quarterly. For those of you not familiar with the format, the ecology article explores the individual and societal lives of game monsters and usually includes some kind of "crunch" material, such as a statistics for variant species or special items. The Dark Ones ecology, for instance, features a number of alchemical items that compliment their sneaky tactics. I like these kinds of articles because they help the gamemaster to not just think of monsters as statistics, but as ways to create interesting encounters.