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Primary Name
Dragon (Issue 79 - Nov 1983)
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Description Edit | History

Vol. VIII No. 5 of Dragon Magazine.

Cover Art by Jack Crane.

This issue featured Wacko World - a TOP SECRET Adventure, winner of the Module Design Contest, category T-3 (TOP SECRET, Investigation Bureau)
It also listed the "Gamers' Guide", which was an index of all the advertising in the issue.

Articles Relationship: Articles
Pg. 1 of 2 » 2
Pg. 2
Magazine in motion

Design changes and a new forum for Dragon magazine.

Pg. 3

The editor-in-chief\'s summary of this issue (see More Information for complete text).

Pg. 3
Out on a Limb
Reader/Fan Mail

Letters: \'Theme of the game\', Important points, Missing line, Plane articles, One to a customer, and \'An

Pg. 6
The Ecology of the Treant

All about the guardians of the forest for Advanced Dungeons & Dragons.

Pg. 10
The Ordeal

A gaming group tries to teach one of their number a lesson at a halloween party.

Pg. 14
Sage Advice

Q&A about articles in Dragon magazine on Advanced Dungeons & Dragons: silver standard, landragons,

Pg. 17
Magic resistance: What it is, how it works

When, how and why magic resistance works and how it is used in Advanced Dungeons & Dragons.

Pg. 21
GEN CON Miniature Open '83

Photos and lists of winners of the miniature painting contest at GEN CON XVI.

Pg. 24
Blame it on the gremlins: Militaristic mischief-makers

The chaotic fae trouble-makers that vex pilots translated for Advanced Dungeons & Dragons.

Pg. 28
Setting saintly standards: Friends of the gods deserve special powers

Powers and abilities of saints, the most powerful servants of a deity on the material plane for Advanced Dungeons

Pg. 33
Wacko World

A TOP SECRET mission for 4-8 players. Investigators check out an amusement park targeted by extortion, that may

Pg. 50
Page Advice II: Getting started

A sequel to the article in Dragon (Issue 76 - Aug 1983), giving tips on writing articles and modules for

Pg. 53
The fights of fantasy: Good generalship from a non-medieval viewpoint

\'A discussion of how strategy and battle might be different in a fantasy game, and why\', using examples from

Pg. 60
Be aware and take care: Basic principles of successful adventuring

Ideas based on common sense and cooperation to help your characters live longer.

Pg. 72
SF/gaming convention calendar

A list of conventions held from Nov. \'83 to May \'84.

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More Information Edit | History

From the editor-in-chief's description of the issue:

What do an amusement park and a role-playing adventure have in common? Obviously, they're both designed with enjoyment in mind. So, it logically follows that a role-playing adventure set in an amusement park is doubly enjoyable. In the hope that all of you TOP SECRET players out there will feel the same way, we present Wacko World, the first scenario for spies we've published in about a year and a half.

After you've gone on all the rides and sampled the Florida Fried Frog at Wacko World, shift back into "fantasy mode" to enjoy the rest of this month's issue.

The longest feature article inside is actually two companion essays. In "The fights of fantasy," veteran author Lew Pulsipher explains how big-scale battles in a fantasy world wouldn't work the same way as they did in medieval days. Then, on a smaller scope, Lew sets forth guidelines for how a group of adventurers should think and act to best assure themselves of living to fight another day. "Be aware and take care" is the title of this piece, and that phrase is a pretty good summation of what the article's about - words to live by, you might say.

For AD&D game tips of a more concrete, rules-oriented nature, check out Scott Bennie's description of saints, and our home-brewed message on magic resistance. The former article is designed, as Scott says, to fill a gap in the rules: The AD&D books mentions that there are such things as saints, but not until now have we seen an attempt to define just what those characters can and can't do. The latter article was a collaborative effort by three TSRians: Penny Petticord, Jon Pickens, and Roger Moore, with some final-version fiddling courtesy of yours truly. It's not official, but until something else comes along, we hope it will help answer some questions and clear up some confusion on the subject.

In our continuing effort to add depth and detail to the AD&D universe, this month's "ecology" article talks about the treant. We don't know if author Susan Lawson actually talks to trees, but it would seem that at least she listens.

With a salute to the thousands of our readers who are in the armed forces, we somewhat nervously present Gregg Chamberlain's manuscript on gremlins, those little critters who have been perplexing to pilots and nasty to navigators ever since aerial warfare, so to speak, took off. Here's hoping that they don't decide to start making mischief with magazines.

And, as a diversion from our regular column on unpainted miniatures, we hope you'll like seeing what some first-class finished figures look like. It's plain to see that the winners of the GEN CON Miniature Open didn't have any gremlins grabbing their brushes when they turned out their colorful creations. - KM

Pg. 1
Softcover Magazine
Year: 1983
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80 pages
Size: Letter
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