Thursday, June 19, 2025
Dragonlance at the End of the World
Thursday, May 2, 2024
Landfall!
Never having been a huge reader of comics, I keep forgetting that, during the late '80s and early 1990s, DC Comics published a number of titles based (mostly) on Dungeons & Dragons settings. One of them was set in Krynn, the world of Dragonlance. From what I understand, the Dragonlance comics were prequels that took place before the events of the first novel, Dragons of Autumn Twilight, and consequently introduced a number of original characters to serve as its protagonists alongside more familiar names.
Since I haven't had the chance to read these comics, I don't have much more to say about them specifically. However, I am fascinated to discover that, starting with issue #22 (August 1990), the series had a fair number of issues whose stories took place on the continent of Taladas, the setting of the Time of the Dragon boxed set for which I retain a fondness. I suppose this makes sense. If the comic writers had to keep away from the more familiar War of the Lance storyline, looking to a new and mostly undeveloped part of the larger Dragonlance world is a good choice.
Did anyone read these or any of the other TSR comics published by DC? Were any of them any good?
Tuesday, April 2, 2024
Polyhedron: Issue #20
Wednesday, March 20, 2024
Retrospective: Time of the Dragon
Tuesday, June 20, 2023
White Dwarf: Issue #78
Issue #78 (April 1986) features a cover by Chris Achilleos and a new editor, Paul Cockburn. Prior to coming to White Dwarf, Cockburn was an editor and writer at TSR UK's Imagine, which ceased publication in October 1985, with its thirtieth issue. In his editorial, Ian Livingstone, states that "it looks like everything is changing around here except the name" and he's not mistaken. The whole look of WD is different with this issue – the graphic design is more "professional" and there's a lot more color, for instance. Whether that's good or bad is a matter of taste, I suppose. I can only say that, for me, these "improvements" are a vivid signal that the times, they are a-changin' and I hate change.
With this issue, "Open Box" abandons numerical ratings for its reviews, which I applaud. As commenters have repeatedly pointed out to me, those ratings were not made by the reviewers themselves but by someone on the magazine's editorial team, hence their frequent inconsistencies with the actual text of the reviews. The first product examined is Night's Dark Terror, which the reviewer liked as much as I. Cthulhu by Gaslight is also reviewed positively, though somewhat less enthusiastically. The Nobles Book for Pendragon receives an even more muted thumbs up, while Dragons of Glory is recommended only for "the Dragonlance fanatic," which, I think, is quite fair.
Paul Mason's "Cosmic Encounter" is not, strictly speaking, a review of the classic science fiction boardgame. Instead, it's an overview of the game's rules and play, no doubt with an eye toward enticing readers to purchase Games Workshop's new edition of the game. Dave Langford's "Critical Mass" is, oddly, more readable now than in previous issues. Whether that's due to a better layout or the fact that Langford – in this issue anyway – reviews fewer books, I can't rightly say. It's a pity that, with one exception, none of his reviews stuck with me. The one that did, for Gary Gygax's Artifact of Evil, which Langford criticizes for its "brutalities visited upon the English language" and for being little more than "an AD&D campaign write-up." I wish I could disagree.
"Solar Power" by Gary Holland is an occasionally amusing bit of original fiction about Norbert Parkinson, a man whose maladaptive development leads to a psychosis in which "he lives in a world occupied by elves, goblins, dragons, evil wizards and diverse other fantasy figures ..." It's fun enough for what it is, I suppose. Meanwhile, Graeme Drysdale's "Ashes to Ashes" is supposed to be "a closer look at resurrection in AD&D." In fact, it's a fairly cursory examination of all the magical spells by which a character can be returned to life in AD&D (reincarnation, raise dead, and resurrection) along with some comments and advice about their advantages and drawbacks. Again, fine for what it is, but nothing special.
Peter Tamlyn's "The Pilcomayo Project" is an adventure for Golden Heroes. The scenario is long – 7 pages – and takes place in Bolivia, where a Neo-Nazi supervillain and his robot stormtroopers are attempting to locate the legendary city of El Dorado. It's four-color nonsense, of course, but probably enjoyable in play. I find it notable, though, that, unlike previous superhero scenarios in White Dwarf, this one is not dual statted for Champions, only Games Workshop's own Golden Heroes – a sign of the times, no doubt!
"The Spunng Ones!" by Marcus Rowland is an adventure for Judge Dredd the Role-Playing Game. This is another long one (8 pages) but it's absurd in a way that only a Judge Dredd story can be. A gang of criminals have given an experimental food additive called "Spunng" to a group of "fatties." Spunng converts their fat deposits into rubbery flesh that is also bullet proof. The fatties the engage in a crime spree the player Judges must stop. As I said, absurd, but that's Judge Dredd for you. "'Eavy Metal" takes a look at Judge Dredd miniatures and includes photos of a Sector 306 diorama built for Games Day '85. As always, it's a pleasure to see the amazing work others put into their miniatures.
This issue includes a full-page "Gobbledigook" comic, along with a re-telling of The Lord of the Rings had "Thrud the Barbarian" been involved. Hint: it doesn't go well for the Dark Lord. Sadly, the issue also marks the end of "The Travellers" comic, which had long been a favorite of mine. If I didn't already have other reasons for wanting to give up on this series, the departure of "The Travellers" might be sufficient.
Two more to go, two more to go. I just need to keep telling myself that ...
Friday, May 5, 2023
So You Don't Have To
Loren Rosson, a regular reader of this blog and old school RPG fan, recently put together a ranking of twelve of the original fourteen Dragonlance modules published by TSR between 1984 and 1986 (leaving out only DL 5, Dragons of Mystery, which is a sourcebook, not an adventure, and DL 11, Dragons of Glory, which is a wargame). As I remarked to him when Loren first told me about this project, this is a difficult and thankless job. Despite my own decidedly negative feelings about the entire Dragonlance series, I nevertheless think there's great value in looking at these modules, since, for all my criticisms, a few of them contain genuinely imaginative elements. Likewise, they offer some insight into the changing face of TSR, D&D, and roleplaying games generally during the mid-1980s.
If this interests you at all, head on over to Loren's blog and take a look at what he has to say.
Tuesday, April 4, 2023
White Dwarf: Issue #70
Tuesday, February 28, 2023
White Dwarf: Issue #67
Ian Livingstone's editorial notes that, "after nearly ten years of running a poor second to the USA in the creation of fantasy games ... Britain is quickly catching up." Though intended as a boast – and a bit of self-promotional for Games Workshop's products – there's a great deal of truth in this. By the mid-1980s, the industry leader, TSR, felt like a spent force, even to a fanboy such as I. No other American company ever achieved the same level of success or reach until the '90s, leaving an opening for a new top dog. Warhammer, still on the rise at the time, would soon become the juggernaut it remains today.
The issue's articles begin with the cleverly named "Haunters of the Dark" by Graeme Davis. Over the course of three densely-packed pages, Davis offers up rules and ideas for handling ghosts in Call of Cthulhu. This is the article that made the issue for me in my youth, as I was much impressed not only with the content of the article itself but the possibilities it opened up. In my teen years, CoC was my go-to game for horror. While the game provided some support for non-Mythos adversaries, that was never the focus of the game. This article was a step toward correcting that and I adored it.
"Open Box" opens with a very fair but largely negative review of Pacesetter's Star Ace (5 out of 10), a science fiction game whose mix of ideas never managed to gel. Also reviewed is Monster Coliseum for the Avalon Hill edition of RuneQuest, which fares only slightly better (6 out of 10). Finally, there are reviews for three Dragonlance modules: Dragons of Flame (7 out of 10), Dragons of Hope (8 out of 10), and Dragons of Desolation (9 out of 10). In retrospect, it's quite fascinating to be reminded of just how well received Dragonlance was at the time. While the reviews here are not wholly without criticisms, the overall tone is positive. Though I remain convinced that, on balance, Dragonlance was a net negative for the development of D&D, there really was a hunger at the time for what the Hickman Revolution was offering.
Dave Langford's "Critical Mass" laments the pace at which fantasy and science fiction books are being published – and his own inability to keep pace with reviewing them. Consequently, he decides not even to try, focusing instead on longer reviews of fewer books than one lots of rapid fire bullet point reviews of everything that comes across his desk. Even so, Langford still manages to review slightly more than a half-dozen books in this month's column, which is nothing to sneeze at. The standout is his review of Brian Aldiss's Helliconia Summer, the final book in what Langford calls "an impressive trilogy." I couldn't agree more.
"Loam Wolves" by Barry Atkins is a fun little article that introduces "barbarian" magic to replace standard battle magic in RuneQuest. As its title suggests, the magic takes the form of runes drawn with moist earth upon the body of a barbarian, imbuing him with certain powers for a duration of time. While not mind-blowing by any means, it's a solid, flavorful article of the sort I generally like. "Peking Duck" by Phil Masters is a superhero brawl set in and around a Chinese restaurant, the Fo Yen Wok. Statted for both Champions and Golden Heroes, the article is also notable for the appearance of yet more terrible graphic design choices by the White Dwarf staff. Behold!
Tuesday, February 14, 2023
White Dwarf: Issue #65
Tuesday, January 17, 2023
Experience a Legend
Despite my well-known dislike of the way that the Dragonlance series changed AD&D (and roleplaying), the fact is that I actually looked forward to the appearance of the first Weis and Hickman novel in November 1984. As a TSR fanboy, I dutifully bought it, along with its two sequels, though, in retrospect, it's difficult to say exactly why. I suspect the sheer novelty of a "D&D novel" – Quag Keep doesn't really count in my estimation – was enough to inflame my interest.
I had just turned fifteen at the time and Dungeons & Dragons meant a lot to me. I suppose I saw the advent of the Dragonlance novels as some kind of validation of all the time, energy, and love I poured into this rather odd pastime. From the vantage point of middle age, it's mildly embarrassing, but adolescent enthusiasms often are.
Tuesday, December 6, 2022
White Dwarf: Issue #60
"First Issues" by Simon Burley is the first part of a series about superhero roleplaying. As its title suggests, the article deals with what makes a good kick-off adventure for a superhero campaign. For its length (two pages), it offers solid advice and suggestions, along with some examples to illustrate its points. As these kinds of articles go, it's pretty good.
Dave Langford's latest "Critical Mass" column makes a few suggestions of books appropriate as Christmas gifts, some of which are high-priced, hardcover reprints of classic science fiction and fantasy books, often illustrated. Even more than usual, the column is mostly of interest historically rather than being of enduring interest. "Open Box," on the other, held my attention more fully. First up, we're treated to a review of Chaosium's ElfQuest, which its reviewer praises (9 out of 10) as "really the nicest RPG I have seen to give someone as a present." Dungeon Planner 2: Nightmare in Blackmarsh gets a solid 7 out of 10, while the first two Lone Wolf books – Flight from the Dark and Fire on the Water – score the same. Finally, there are reviews of three AD&D modules: The Sentinel (8 out of 10), The Gauntlet (7 out of 10), and Dragons of Despair (8 out of 10). The review of Dragons of Despair is notable for its belief that Tracy Hickman is a woman and its dislike for Clyde Caldwell's cover.
Part 2 of Graeme Davis's rules for magic item creation, "Eye of Newt and Wing of Bat," appears in this issue, with rods and potions being its subject this time. As I mentioned previously, I love the idea elaborate item creation rules, but most of them, this one included, are simply too fastidious ("The leg muscles of one axebeak. Simmer for 24 hours and stir in one powdered platinum arrow, minimum value 500gp.") to be workable in almost any campaign in which I have played. I don't know; perhaps others' experiences are very different from mine.
"The Bleeding Stone of Iphtah" by Steve Williams with Jon Sutherland is an excellent Call of Cthulhu scenario set in Jerusalem. Professor Foster is an archeologist being mentally manipulated by the Great Race of Yith, who seek to use him to open a gate that would enable them to escape destruction in the ancient past – but at the cost of mankind's survival in the 20th century. Fortunately, Foster is sufficiently strong willed that he is sometimes able, often with the aid of opium, to break free of the Great Race's control, thereby aiding the Investigators in thwarting their plans. Originally a convention adventure, it's short and focused, both of which are blessing in my opinion. I had fun with this in my gaming group of old and still think fondly of it.
"Boarding Actions" by Marcus L. Rowland is a look at the hazards of attempting to seize a starship in a science fiction RPG. Very well done, it's an extended examination of the tactics behind such an endeavor, from the perspective of both the would-be boarder and those who wish to repel them. The issue also includes new episodes of "Gobbledigook," "The Travellers," and "Thrud the Barbarian." Earlier, I alluded to "Thrud Gets Sophisticated," in which writer/artist Carl Critchlow attempts to (unsuccessfully) interject some elegance and urbanity into the adventures of the mighty-threwed barbarian – with predictable results.
Wednesday, August 31, 2022
Retrospective: Dragonlance Adventures

Monday, July 18, 2022
Dragonlance is Coming
Monday, February 28, 2022
Coming Soon
Wednesday, July 28, 2021
Retrospective: Dragons of Glory
Thursday, April 15, 2021
Alignment Tracking
That's why I'm equal parts intrigued and repulsed by attempts to improve alignment by better tying it to game mechanics. I fully understand the impulse. Many critics of alignment feel that it's useless, a wargaming atavism with no purpose in the game. Associating alignment with some kind of mechanism is, I think, an effort to answer these criticisms and I can appreciate that. At the same time, I enjoy reading optional and alternative rules as intellectual exercises, even though I rarely make use of them myself.
Last week, one of the players in my Empire of the Petal Throne campaign asked me if I remembered an alignment tracking chart from an AD&D product from the 1980s. His question immediately reminded me of the existence of such a thing, though it took me a couple of minutes racking my brain to answer his question correctly. As it turns out, 1987's Dragonlance Adventures includes such a chart, which I've reproduced above.
As written, it's an odd thing. For one, it only tracks a character's moral alignment, which is to say, the good-neutrality-evil axis. At start of play, a character's alignment is deemed to be at the midpoint of his chosen moral alignment. I'm not wholly sure why the chart has no interest in the so-called ethical alignment axis of law-neutrality-chaos. I presume it might have something to do with the unique cosmology of Krynn, but it's not directly spelled out in the book.
If, in the opinion of the Dungeon Master, a character's actions deviate from his stated moral alignment, it moves one to three steps closer toward the opposite end of the chart. With enough deviations, the character enters the gray "transition" area, which signals that he is in danger of changing his alignment. While in the transition area, there are various game mechanical penalties levied against the character, such as lowered combat statistics and a chance of spell failure. Certain classes, like clerics, suffer further penalties.
Dragonlance Adventures is actually a fascinating AD&D book, one of several setting-specific rulebooks that appeared just prior to the publication of Second Edition. My impression is that these books, each in their own way, was a test run for various ideas and concepts that were being considered for inclusion in 2e. For example, Dragonlance Adventures introduced "spheres" of clerical spells, with each god's clerics having access to only some of them, in an effort to distinguish them from one another. This idea would become a big part of 2e's priest class, one the edition's biggest divergences from its predecessor.
It's worth noting that First Edition already included something akin to this. Page 24 of the Dungeon Masters Guide includes a section of "graphing alignment," in which Gygax states that "It is of importance to keep track of player character behavior with respect to their professed alignment." Likewise, there are penalties for deviating from one's alignment, though they're not as clear cut as those described in Dragonlance Adventures. Still, I feel confident that alignment tracking is likely an idea considered for Second Edition and given a trial in this book. That it never appeared in 2e suggests it probably wasn't well received or that it had failed to serve its intended purposely, namely to make alignment more mechanically significant in AD&D.
Tuesday, January 5, 2021
Imagine Magazine: Issue #26
"The Adventurers' Guild" by Chris Felton takes the form of a faux lecture delivered by a veteran adventurer to his colleagues about novel uses for magic spells. For example, by casting continual light on marbles, one can determine the depth of a shaft or the contents of an alcove. Likewise, one could cast wall of iron above a target, which then drops on his head. As articles go, it's fine but nothing I haven't seen before in other similar articles. Roger Musson's "Monstermark Revisited" is a revision of the author's famous system for measuring the lethality of a monster that appeared in the pages of White Dwarf. Again, it's fine for what it is, but I've never had any need for such a system (though I understand the Monstermark was well regarded in its day).
This month's Pelinore material consists of descriptions of the setting's gods and the village of Tellhalter, neither of which grabbed me the way previous entries in this series have – perhaps I'm becoming jaded. "Fellow Travellers" by Paul Vernon treats what it calls "wayfarers" one might encounter on the road for use as random encounters in D&D or AD&D. Wayfarers are divided into groups, such as commoners, dignitaries, or officials and then further sub-divides them, offering descriptions, game stats, and ideas on how to use them in a game. It's a clever little article with genuine utility, which is just what I like to see. "The Great Paladin Hunt" by Mike Brunton is an AD&D adventure, in which the characters are all paladins who have escaped from the clutches of a band of gnolls who were preparing to eat them as part of a celebration. The scenario is basically a wilderness hexcrawl, with multiple keyed encounters, as the paladins attempt to flee to safety while the gnolls pursue them. As a tournament adventure for Gamesfair, it seems like it'd be fun to play.
"Mindmeld" is "a game of psionic warfare" for two players (though suitable for solitaire play), written by Alan E. Paull. Since I didn't have the chance to play it myself in preparation for this post, I unfortunately can't speak to its quality. "Rock Touch" by Sharon Clark is a short story about a geologist and her assistant who encounter something strange while on a survey. This issue's reviews focus on Dragonlance (both its modules and first novel), all of which are reviewed with charity though without much love, if that makes sense. The reviewers are certainly fairer to the series than I have been in the past. Meanwhile, Colin Greenland's "Fantasy Media" takes on Ladyhawke and Brazil (among other things), both of which he liked a great deal. In "Stirge Corner," Roger Musson continues to talk about the uses of fantasy maps and tackles the issue of whether they ought to "make geological sense" or whether it's more important they serve the ends of the referee's campaign – as always, thought provoking stuff. There are comics too, but …
Which brings us to the coverage of Gamesfair, complete with photos. Here's an example of one that, though taken in another country, nevertheless reminds me of my own early experiences of game conventions.





















