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Ad Review: The Dragon Magazine 41, Part II

Ad Review: The Dragon Magazine 41, Part II

The Dragon, Issue 41, cover by James Holloway

Last week, I began looking at the ads from issue 41 of The Dragon magazine.  This week I take a look at the ads I didn’t get to last week.

After looking at the in house ads places by TSR, ads for local gaming stories, miniatures, and a variety of accessories, it seems like a good time to turn my attention to some of the games being offered in the issue.  I’ll start, not with table top or board games, but rather play-by-mail games, which I attempted to play once, but could never really figure out how to interact with them.  For me, they were more an intriguing concept than a recreational outlet. I may not have been alone in that.  I only see four other articles on Black Gate that even mention play-by-mail games.

Two play-by-mail games were advertised in the issue.  The first, World Campaigns IV was a military campaign set following World War III as the players attempt to rebuild civilization. Rather than a massive player game, players set up in groups of 35 (and if you sent in your application with friends would be grouped together). The rules and first move cost $8, with subsequent moves costing $5 and a maximum of 8 moves per year. World Campaigns IV was based out of Dover, New Hampshire. Playtesting for the game began in 1977 with the game launching in 1980. In 1988 the game relaunched as World Campaigns V, which allowed for longer games. A computer moderated version was also launched in 1988.

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Ad Review: The Dragon Magazine 41, Part I

Ad Review: The Dragon Magazine 41, Part I

The Dragon, Issue 41, cover by James Holloway

In  August of 1980, I wandered into Klipper’s, my local toy shop that had a counter devoted to Dungeons and Dragons and other role playing games, and picked up a copy of The Dragon, issue 41. It was the first issue I purchased. On the cover, by James Holloway, a man in a wizard’s robe carrying a staff was walking a lizard child carrying a lunchbox to school, while the human students were starting wide-eyed.

At the time, I was most interested in the parts of the magazine that could most directly be added to my game. Dragon’s Bestiary, introducing the silkie and tomb tapper, the Giants of the Earth, which not only gave me heroes I could use, but introduced me to fantasy novels to track down, the Bazaar of the Bizarre. I remember incorporating the idea of dragon’s blood advanced by Robert Plamondon into my campaign. I ran my players through The Halls of Beoll-Dur, and enjoyed the exploits of Finieous Fingers.

Other parts were of lesser interest. I was not playing Metagaming’s Melee, which seven pages and four articles were devoted to. Similarly, the Avalon Hill articles by John Prados and Tom Wham were not things I was looking for at that time. Since I didn’t have a TRS-80, the computer program offered by Mark Herro didn’t offer me anything. The article on Napoleonic guerilla warfare was targeted at wargamers, not RPGers.

Revisiting this issue 46 years later, I’m looking at a different aspect entirely.  I found myself wondering “What was advertised in that issue of The Dragon and did any of the advertisers make enough of a splash to still be around after all this time?”

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Come and Get Me, Coppers … in Gangbusters

Come and Get Me, Coppers … in Gangbusters

Though it no longer exists, the gaming company known as TSR, Inc., will always be associated with Dungeons & Dragons. However, TSR published a lot more tabletop roleplaying games than D&D. The science fiction game Star Frontiers to this day has a strong fan base, and the game Gamma World continues to find some love. That being said, many of TSR’s other RPGs tend to have been forgotten by a wider audience though they might still have a community of followers.

Such a game is Gangbusters.

Designed by Rick Krebs and originally published in 1982, Gangbusters takes place in the America of the 1920s and 1930s in the fictional Lakefront City. This is a game of cops and robbers, of gangsters and crime lords and Tommy guns. Historical figures such as Al Capone or Pretty Boy Floyd might make an appearance along with fictional characters like Sam Spade or Philip Marlowe, but players also have the opportunity to play the bad guys. Or they can play the good guys and join the side of the law. Or they can be something in between, like a newspaper reporter or photographer.

The original version of Gangbusters included multiple maps, two ten-sided die, and a 64-page book of rules. Today 64 pages might not seem like much for a rules book, but Gangbusters had plenty of information packed into those pages.

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Basic Dungeons and Dragons is Still Kicking: An Interview with Module Writer Geoff Gander

Basic Dungeons and Dragons is Still Kicking: An Interview with Module Writer Geoff Gander

To_End_the_Rising_Web_CoverGeoff Gander is a dark fantasy writer and D&D module-creator living in Ottawa, Canada. Geoff and I met over early morning coffee to talk gaming.

Derek: So, you write Basic D&D modules. You’ve had 2 modules printed by Expeditious Retreat Press. Even when I was a small town teenager, I could still get my hands on a variety of role playing games, especially AD&D, making Basic seem like yesterday’s news. Now, twenty-five years later, people are paying you money to write modules for Basic. Where’s that market coming from?

Geoff: We’re seeing the rise of old school gaming in classic pen-and-paper RPGs as well as computers. Many old schoolers who played D&D and similar games in the 80s are now introducing the games to their children, or they may have followed the general flow of gaming culture towards the latest products on the market, and have grown nostalgic for what got them into the hobby in the first place.

There are also people like me, who grew dissatisfied with the quality of mainstream gaming products and stayed with the systems they enjoyed, long after they went out of print.

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