Best of Dragon Magazine 01.pdf

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P^ - - THE
^
. -CREAT1ON
r. pa ,, dyoi , r OF K1NGDOMS!
DUNGKONS & DRAGONS Role-Playing Game cjmpaign to
inckulc estahlishing u dominion :uul bringiag civili/.ation to the
wilderness. Tlic ot"fici:il Dis^D^ Gompanion rul«, wrirten hy
I-rank Mentzer, are for character levels 15-25 and allow
you to add greater realisin :md dcpth to your cam-
paigns. Featuring uniimied ctmibut • trcating
{and holding) strongholds • new weiipons and
annor • advanced class descriptions • thc "War
Machine" mäss combarsystem • the plancs
nf the niultivcrse • nc\y monsters and
treasures. In thc 32-puge 1'laycr's
Companion • 64-pngc Dungeon
Master's Companion.
TSR.tnc
: the po v
our ii
OUNGEOMS & DRAGONS and D&0 are regislefed trademarks of TSR, Inc. 1984
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Best of
Magazine
Vol. 1
Introduction
by Kim Mohan, DRAGON Magazine Editor-in-chief
Either way you look at it, this is a very revealing magazine.
If you read it, you'll find out a lot about DRAGON® Magazine
— what it used to be like, and how it has evolved since the early
years. And, judging by how many copies of this anthology are sold,
we'll be able to learn sometbing important about all of you.
Both of those statements call for some explaining. Fortunately, I
have a lot of space left in which to do just that. , . ,
This might more properly be called Volume 1.1 in our series of
anthologies, because it's not quite the same as the editions of Volume
1 that have preceded it. We took out the advertising that appeared in
the original Collector's Edition and all of the subsequent printings,
because the prices, the products, and sometimes even the companies
have long since gone out of date. We plugged new artwork into some
of the old advertising space, and we compressed the book so that it's
eight pages thinner than it used be.
But we haven't done a thing to the rest of the book — and the rest
of the book is what matters, isn't it? All of the game-related articles
are presented here in exactly the same form and substance as they
appeared in every previous printing of this anthology — and that
also happens to be exactly the way they were published in the vari-
ous issues of the magazine where they first saw the light of day.
Volume 1 stands by itself in our series of anthologies as the only
collection of previously published articles that displays those articles
with the same titles, the same typography, the same everything that
they had in the magazines from which they were taken. Even if you
don't own any of the issues published from 1975 through 1978, you
can get a very clear idea of the kind of material that The Dragon (as
it was known back then) was filled, with, and how that material was
displayed and portrayed. For instance:
As you'll see, the type was generally smaller back then. In fact,
you're getting more words for your money in this 68-page collection
than you would get in any of our other anthologies, all of which have
80 pages but are set in larger type,
A great share of the articles in early issues of the magazine were
contributed by a couple of young, energetic guys named Gygax and
Ward (who are still just as energetic, even if they aren't quite as
young any more).
Much of what appeared back in those days as "mere" magazine
articles ended up becoming part of the ADVANCED DUNGEONS
& DRAGONS® game system two or three or four years later; com-
paring, for example, the original ranger class (page 4-9) with the
current rules will give you an idea how concepts and ideas changed
as the AD&D® rules evolved into their final form.
A lot of space in those olden days was taken up with advice to
people who were just starting out as players or Dungeon Masters —
understandably, because back then everyone was a beginner. Even
so, an article like Jim Ward's "Notes from a Semi-Successful D&D
Player" (page 21) is worthwhile reading today, even for (and per-
haps especially for) people who think they've thought of everything.
Now, what are we going to learn about you from your purchase of
this anthology? Well, we're going to find out how many of the peo-
ple who currently read DRAGON® Magazine are vitally interested
in seeing material from the early days, and that will help us decide
what to put into Volume 5, Volume 6, and so forth. Should we dig
farther into the past, or just go deeper into the more recent issues?
Should our next anthology be a semi-random sampling of "golden
oldies," or should we assemble a collection centered on a particular
topic, without paying special regard to which out-of-print issues we
dip into? \bur response to the re-issuing of Volume 1 will point us in
the right direction — and I think we can take it from there.
Contents
Planes
2
Deserted Cities of Mars ,
31
How Green Was My Mutant
3
Monkish Combat in the Arena of Promotion
32
Some Ideas Missed in Metamorphosis Alpha
4 _
Some Thoughts on the Speed of a Lightning Bolt
34
Alternate Beginning for Metamorphosis Alpha
5
What to Do When the Dog Eats Your Dice
,'
'33
Hints for D&D Judges
7
Excerpt from an Interview with a Rust Monster
37
The Play's the Thing
10
Sturmgeschutz and Sorcery
..,..'
40
Languages
11
Illusionists
fj
The Development pf Towns in D&D
--12
Illusionist Additions
-
44
Lei There Be a Method to Your Madness
14
Tombs &; Crypts
45
Designing for Unique Wilderness Encounters
16
Haiflings, Dwarves, Clerics & Thieves in DUNGEON!
46
The Total Person in Metamorphosis Alpha
17
Statistics Regarding Classes: Bards
"
47
How Heavy Is My Giant
19
The Original Ranger Class
49
Notes from a Semi-successful D&D Player
21
Wizard Research Rules'
50
Tolkien in DUNGEONS & DRAGONS
22
Witchcraft Supplement for DUNGEONS & DRAGONS
52
The Meaning of Law and Chaos in D&D
23
Solo DUNGEONS & DRAGONS Adventures
S3
D&D Is Only as Good as the DM
26
Lycanthropy: The Progress of the Disease
$2
Gary Gygax on DUNGEONS & DRAGONS
-27
The Japanese Mythos
The DUNGEONS & DRAGONS Magic System
28
Random Monsters
ft5
Monster Reference Table Addition
29
D&D Option: Demon Generation
68
Miscellaneous Treasure
-30
DRAGON, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, D&D and AD&D are registered trademarks owned by TSR, Inc.
Copyright *I9fl5 TSR, Inc All rights reserved.
VOLUME I
60
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Planes
The Concepts of Spatial, Temporal and Physical Relationships in D&D
by Gary Gygax
For game purposes the DM is to assume the existence of an infinite
number of co-existing planes. The normal plane for human-type life
forms is the Prime Material Plane. A number of planes actually touch
this one and are reached with relative ease. These planes are the
Negative and Positive Material Planes, the Elemental Planes (air,
earth, fire, water), the Etheriat Plane (which co-exists in exactly the
same space as the Prime Material Plane), and the Astral Plane (which
warps the dimension we know as length (distance)). Typical higher
planes are the Seven Heavens, the Twin Paradises, and Elysium. The
plane of ultimate Law is Nirvana, while the plane of ultimate Chaos
(entropy) is Limbo. Typical lower planes are the Nine Hells, Hades'
three glooms, and the 666 layers of the Abyss.
Assume further that creatures which can be harmed only by wea-
pons of a special metal (silver, cold iron, etc.) gain this relative invul-
nerability from having a portion of their existence in either the positive
or negative material plane at the same time they exist partially in the
prime. Therefore, those creatures which can be struck only with + 1 or
greater magical weapons exist wholly and simultaneously in two planes
(one of which is, of course, the Prime Material). So creatures which re-
quire attack of a + 2 or better magic weapon then exist in three planes
simultaneously, and so on. This brings us to the consideration of the
existence of magical weapons in other planes and in multiple planes si-
multaneously.
If it is accepted that the reason that certain creatures can only be
hit by magical weaponry is because the creature exists in two or more
planes simultaneously, then it follows that the weapon must likewise
extend into the planes in which the creature exists. At the very least it
must be that the weapon extends into no less than two of the planes in
which the creature exists, and these planes are those in which the crea-
ture has vulnerable aspects. This makes for a very complex relationship
of planes to planes/swords and other magical weapons to planes. A
special sword functioning with bonuses against certain creatures, or a
special purpose sword, will have existence on only certain planes with
regard to its special bonus, or due to its special purpose, but as most
weapons of this type also have a general +1 or better value, they also
extend into all planes — or do they?
Perhaps the most reasonable way of handling this matter is to
graph the planes which are existent in the campaign in question. Basic
bonus weapons extend generally into planes which are once, twice, etc.
removed from the Prime Material Plane of play. Those with special bo-
nuses then have a more intense nature in the plane in which the creature
they function specially against has its extra existence. And this also ex-
plains weaponry which does extra damage to creatures which can be hit
by non-magical weapons. Let us assume that these weapons have their
special existence on the plane in which the particular creature has its
personal existence. Perhaps such planes are more accurately termed
subplanes. Each type of creature has its own sub-plane, human, giant-
ish, demoniac, or whatever. Furthermore, similarities of type indicate
the same or closely allied planes.
As a side benefit of the use of this system, operation on the astral
or ethereal by characters no longer poses such a headache to DMs. As
magic weapons exist in those planes which touch upon the Prime Mate-
rial Plane, any person armed with a magic weapon will be able to attack
THE URAtiOV!? N,» really. this * „ 2-^nensionat di-
agram of a 4-dimftKionai com-ept. The concept w basically a concept of plows
»r dimeasiom and haw to travel between the,,,. There are mo basic -'area,- ,,f
plane-. ,n she diagram. The inner ovoid and the outer rectangle. There arc at™
/«•» i«m ,„ travel i<> these planes. The ETHEKEA L will v et vo a ,„ at , , <>flne in .
Prune Mineral. The planet Earth a ,,d everythmg on i,. all ,,f ,he mlar M-.WIHJ
and ,he wt,<,/e universe are of ihe Prime Material. The f-amasv wtrlds row create
Mont ,<> the Prune Material, lumbers 2 and .1 are Positive and Negative Mate-
nal Wanes. Nambtis 4-7 ere tte ultra-pure Elemental Plants of air fire earth
an ft water.
The Ol'TER PLANES There are sixteen outer planes. The Outer Planes are a
collection of the religious and/nr philosophical goats for anti-goals} of mankind
and "the other intellectual species".
The I'THKBKAI. PLANK ).f the transportation "system" of the Inner Material
Planes. Travel into the Ethereal is always of a magical nature by using spells or
special artifacts. The Oil or Armor of Ethereal, a H'ish and the new Vanish spell
ctftt he used.
The ASTRAL PLANE is thf means t>f transportation from the Prime Material
>o the Ouier Planes. There are two restrictions for the Astra! "Plane". /) The
traveler must be in the Prime Material in order to travel into the Astral. The As-
tral can not be reached from the Elemental, Positive or Negative Planes.
2) The Asi rat will lake a traveler to the first level of the Outer Planes. There are
(r m n i s th f
into the Astral or Ethereal Plane if they become aware that their oppo-
nent is operating in one of these planes.
Finally, what of magic swords of special nature or special purpose
which are far removed from the Prime Material Plane? I suggest that
these weapons can be removed no further than the number of planes
from the Prime Material which equals their best bonus stated as a "to
hit", i.e. a +2 can be removed by two planes and still retain its magical
properties. Certain swords will have special treatment — the sword of
sharpness and the vorpal blade most notably. On the other hand, a
sword of life draining ability gains no such consideration, for it oper-
ates primarily on the Negative Material Plane. In any event, swords
removed beyond the plane limit given will lose all of their magic, be-
coming nothing more than normal weapons. This same "law" can ap-
ply equally to those weapons, swords or otherwise, which have a simple
"to hit" bonus.
As of this writing I foresee a number of important things arising
from the adoption of this system. First, it will cause a careful rethink-
ing of much of the justification for the happenings in the majority of
D&D campaigns. Second, it will vastly expand the potential of all cam-
paigns which adopt the system — although it will mean tremendous ad-
ditional work for these DMs. Different planes will certainly have dif-
ferent laws and different inhabitants (although some of these beings
will be familiar). Whole worlds are awaiting creation, complete inven-
tion, that is. Magical/technological/whatever items need be devised.
And ways to move to these planes must be provided for discovery by
players. Third, and worst from this writer's point of view, it wiH mean
that I must revise the whole of D&D to conform to this new notion. Un-
der the circumstances, I think it best to do nothing more than offer the
idea for your careful consideration and thorough experimentation.
This writer has used only parts of the system in a limited fashion. It
should be tried and tested before adoption.
2
BEST OF DRAGON
ner plants and the ASTRAL will get you 10 the outer ptones,'
rhM^>>:R Pi-ANjji Th ere ar f seven innrr ,,,„„„_ Th e fi m
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seven levels in Heaven and nine in IletL The Asiral can only bring you to trie first
level of these Planes. A physical fnrm nf travel musl he used 10 proceed lo the
other levels Travel 10 the Aatrat "Plane" can be done with a wish or Ihe Astral
Spell.
Travel from Oultr Plant lu Outer Plane The Astral Plane can he used In travel
frnm plane lo plane, if, from Heaven to Elysturn, A traveler could also move in-
to an adjacent Plane, le. Heaven to the Happy Hunting Grounds, just by walk-
ing. Travel, bv walking, could or should bt limited to only one Plane ta either
side of the Plane that the traveler barter! in. For example, a traveler Astral
Planed into Nirvana, so by walking he could travel to Arcadia nr to Acheron.
t) Purple, Tte PRIME MATERIAI
2) Yellow, The POSITIVE MATERIAL PLANr
i) Grey, The NLC.AT1VE MATERIAL PI ANt-
4) L( Blue The AIR Kl f-MENTAL PLANE
5» Red The FIRE ELTMENTAL PLANE
6) Greon The EARTH HI KMENTAL PLANE
7) Blue The WATER ELEMENTAL PLANE
8) Orange, TheETHEREAl PLANE
9) Lt Hlue, The ASTRAL PLANE
10) Blue. The SEVEN HEAVHMS
11) Lt. Blue, The HAPPY HUNTING GROUNDS
12) Blue. The TWIN PARAD1SKS
13) Li. Blue, OLYMPUS
14) Blur, Kt YSIUM
15) Blus/Grty, OLADSHEIM
16) Grey. 1 IMBO
17) Red/Grey. PANDEMONiUM
IK) Red, The ftftft LAYERS
OF THE ABYSS
19) Li. Red, TARTERUS
20) Red, HADES
21) Li. Red.GEHENNA
22) Red. The NINE HELLS
2J) Red/Grey, ACHERON
2-0 Grey. NIRVANA
2!) Blue/(.:rey, ARCADIA
HOW GREEN
WAS MY MUTANT
have humanoids appearing as humans in most respects, but if you
would enjoy adding a bit of "color" to your campaign, I suggest the
following tables for obtaining ihe general appearance of mutated hu-
mans, players or not. To determine the appearance just roll dice for as
many of the categories as you desire, and, or course, you may delete,
add, or change as you see fit!
Die
Roll
1
2
3
4
5
6
7
8
9
10
II
12
13-15
16-17
18-19
20
THE APPEARANCE OF HUMANOIDS
IN METAMORPHOSIS ALPHA
Skin/Hair
Coloration
white
pink
tan
brown
orange
black
red
yellow
blue
green
purple
gray
2 colors
3 colors
4 colors
5 colors
Skin
Characteristic
hairy
hair patches
bald
wrinkled
warty
knobby
pocked
leathery
normal
normal
Color
Pattern
solid (or solid patches)
striped
dotted
spoiled
belted
banded
whorles
splotches
normal
normal
by Gary Gygax
Mutated humans, or simply humanoids, are a commonplace sight
in the "worlds" of MFTAMORPHOSIS ALPHA. It is no great matter
rb describe the obvious when telling a player about his own appearance,
or relating to a party of adverlurers what they see when they encounter
some humanoids. Thus, a mutant is very large, or quite small, has
quills, or is winged. Large ears go with heightened hearing. A long,
broad nose indicates a humanoid with heightened smelling ability. It is
easy to go on, but what about general differences? Of course, you may
1
2
3
4
5
6
7
8
Head
crested
long, pointed
flattened oval
bulbous
bullet shaped
quite small
normal
normal
Neck
long
long, thin
shon
very thick
wattled
normal
Body
round
thin
barrel-like
hunched
long
small
normal
normal
Die
Roll
I
2
3
4
5
6
1
8
9
10
II
Facial
Features
very smalt
round eyes
drooping ears
no ears
huge mouth
big nose
no nose
very large
normal
normal
Hands and Feel
long
short
narrow
wide
hard
soft
thick fingered/loed
thin fingered/toed
very large
very small
normal
Fingers and Toes
three
four
four
five
five
five
six
six
seven
webbed
double- jointed/
prehensile
naitlcss
VOLUME I
12
normal
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