The first thing I noticed about this issue was the cover. This was not an issue I had as a young nerd, but the cover painting by Clyde Cauldwell, which makes it seem very familiar.
I started playing D&D in 1984, introduced by a friend, Josh Tooley, in 6th grade. He watched his older brother play with some friends, and so with a hand-drawn map on notebook paper, a d6 and a vague recollection of what went on, he ran me through a dungeon during recess. I was hooked, and convinced my parents to get me the game - in this case Moldvay Basic purchased at Toys 'r' Us - for Christmas. Good times.
So, let's see what TSR had to offer 35 years ago.
One of the best things about these magazines in the old days were the advertisements. All these games - and God knew what they were - with all this art. It was all so new to me when I was a kid. Take this ad from I.C.E.
Jake Jaquet's editorial this issue was just the tip of the iceberg ...
"There is a bit of a new trend in gaming that I find a bit disturbing, and perhaps it should be food for thought for all of us. I refer to the recent interest in so-called “live” games, especially of the “assassin” or “killer” varieties."
I remember back in 7th grade some kids running T.A.G. - The Assassinatiom Game. All who participated had to draw the name of another player and kill them - which meant pointing at them and saying "bang". The victim would then hand his slip over to his assassin, and so it would go until the game was over. Alas, but 2nd period it was all over - a couple morons tried to assassinate their victims in class, and the administration called the game off. I suppose now we would have all been expelled.
Enough of this memory lane stuff, let's get on to the offerings:
The monk isn't out of the fire yet. Steven D. Howard writes in "Defining and Realigning the Monk" a few questions and answers about the monk, mostly to cover why they can't do some things (answer - I guess it wouldn't be lawful) and how to once again handle the whole limited number of monks over 7th level. This issue's Sage Advice keeps the hits coming, with more discussion of the good old monk.
Dude - I had those. Still have some of them, as a matter of fact. Love that packaging, and I always dug that logo.
Next up is Andrew Dewar's "The Oracle". This character class always seems like a obvious choice for gaming, but because it deals with the future (which turns out, it is not possible to predict), pulling it off is always tough, both in terms of the abilities, and making it a playable class. Of course, the oracle here is an "NPC class", meaning not meant for players, but we all played them anyways.
The oracle can cast divination spells, and can use some other divination abilities. It must have an Int and Wis of 14 or higher. Oracles can be human, elf or half-elf. Advancing beyond 11th level requires the oracle to challenge a higher level oracle to a game of riddles (which makes no sense if this is an NPC class ... and there is actually half a page spent discussing advancing in level over 11th level).
The innate abilities are various forms of divination - rhabdomancy, arithomancy, etc. - which the class has a percentage chance of using successfully at different levels.
Lewis Pulsipher has a nice introduction to heraldry in "Understanding Armory". It's a great primer for those interested in the subject.
Roger E. Moore has the lowdown on "Some Universal Rules - Making Your Own Campaign - and Making It Work", which covers exactly what he says. He gives a step-by-step on how he designed an original campaign world, based on nothing but his imagination. He also gives a nice set of ways from getting from one universe to another:
1. Cross-universal caves - always go from one world to another.
2. Teleport chains - a length chain of a weird metal that, when surrounding a group and the ends joined pops them into another world.
3. Rings or amulets - like the fabled Ring of Gaxx
4. Rooms and corridors at the bottom of a dungeon
5. Cursed scrolls
6. Angry wizard with a new spell
8. Magical items causing etherealness
9. Psionic probability travel
10. Magic spells (astral spell, plane shift)
11. Mutational planar travel (i.e. Gamma World)
13. Advanced technology
14. Acts of the gods
He also notes Dorothy's ruby slippers
Judith Sampson has a really interesting article called "Adventuring With Shaky Hands", in which she describes playing the game with choreo-athetoid cerebral palsy. Worth a read.
In "Larger than Life", David Nalle covers "The Bogatyrs of Old Kiev". Here are a few highlights:
He also has stats for Baba Yaga, though I don't know how they compare to the later version in the famous Dancing Hut adventure.
Speaking of adventures, this issue has "The Garden of Nefaron" by Howard de Wied. This adventure won first place in the Advanced Division IDDC II, so it has that going for it, which is nice. This puppy includes some wilderness and a dungeon, and is meant for a large group of relatively high level characters. It also includes some nice Jim Holloway art, one of my faves.
The dungeon has a ki-rin as its caretaker, there are corridors and rooms filled with magic mists, illusions and a really great map (with Dyson-esque cross-hatching).
#53 also has some Top Secret material by Merle M. Rasmussen, with scads of spy equipment.
Len Lakofka has some extensive info on doors in his Tiny Hut and Matt Thomas does some work on the AD&D disease rules in "Give Disease a Fighting Chance".
If you like triffids, you'll like "The Way of the Triffids" by Mark Nuiver. Let's do a triffid in Blood & Treasure stats:
Type: Small to Large
Hit Dice: 6
Armor Class: 7
Attack: Stinger (10′/1d3 + poison)
Alignment: Neutral (N) with evil tendencies
No. Appearing: 1
They can hide in foliage with 94% chance of success, and they attack with a stinger. The stinger requires two saves vs. poison. If the first is saved, it means instant death. If the second is failed it means blindness and 2d4 additional points of damage.
For the Traveller fans, Dennis Matheson presents "Merchants Deserve More, Too", which covers character creation for merchants.
Another great ad. I'd dig one of these shirts.
Besides reviews and such, that's it for September 1981 ... except for the comics.Here's a dandy from Will McLean ...
And though no Wormy this month, here's one of the nifty D&D comics by Willingham ...
Khellek shouldn't be confused with Kellek
|"That's the pepper - right down the middle!"|
Or Kelek, Evil Sorcerer
Apparently a popular name among magic-users.
Have fun, guys and gals!