Showing posts with label Dragon Magazine. Show all posts
Showing posts with label Dragon Magazine. Show all posts

Sunday, November 30, 2025

Eee! Tess Ate Chai Tea: The Newsletter #13 (First Week of March 2018)

 

E!TACT! #13
 Special Anniversary Issue!
By Grunion Guy



Special Anniversary Issue!
This is my 13th newsletter! That's the quarter year anniversary! To celebrate this amazing achievement, this issue will be chock-full of hilarious Internet lists (minus the advertisements between each entry in the list! Lucky you!). Lists can be controversial so I apologize in advance if some of my opinions make you angry. You can always send me a letter calling me a cunt! I love hearing from you!


Top 10 Issues of Dragon Magazine!
10. #165. Notable highlights: Undersea Priests: Can a merman cleric cast a flame strike? No — but he can do better; Square Pegs in Round Holes: An SF Module for a fantasy campaign using Wild West characters?; and The Role of Computers: Why your PC/MS-DOS game crashes, and how to run a railroad and not go broke.

9: #83. Notable highlights: The Dancing Hut: A no-holds-barred challenge for high-level AD&D characters; The Ecology of the Stirge: It's a bird . . . it's a bug . . . ; and The Many Facets of Gems: Fact and folklore about snazzy stones.

8: #249. Notable highlights: Below the Tomb of Horrors: New terrors to add to the classic AD&D module or any cryptic dungeon in your campaign; Dungeon Mastery: Learn the vocabulary of the Underdark in "Deep Meanings"; and Sixguns and Sesheyans: Back to the future with Alternity game rules for Old West firearms, plus guidelines for creating your own Weird West campaign.

7: #145. Notable highlights: Bazaar of the Bizarre: Call on a deva or 200 berserk quaggoths — all in the defense of your home; Strongholds Three: Why elven castles look like hills, and other details on fantasy forts; and Your Home is Your Castle: Castles are hard enough to attack, but have you ever tried living in one?

6: #282. Notable highlights: The Outgoing Goblin's Guide to Gaming Etiquette; D&D Personal Ads; and Meanwhile, Back in the Slime-pits of Karvan: Making Cutaway GMing Cut Your Way.

5: #375. Notable highlights: Demonomicon of Iggwilv: Demogorgon: The Prince of Demons: Double your terror, double your fun; Defiled Monsters: Nature takes revenge against the crimes of civilization; and Volo's Guide: Ashemmi and Sememmon: the Zhentarim's star-crossed lovers.

4: #78. Notable highlights: Citadel by the Sea: Contest-winning AD&D module; Be Thy Die Ill-wrought: How to tell if it's really random; and The Ecology of the Mind Flayer: An illithid does no one any good.

3: #285. Notable highlights: How to Fight Pixies Without Getting Pantsed; Mighty Halfling Wizards . . . Seriously!; and a free poster map of the Town of Hommlet!

2: #179. Notable highlights: Magic by Candlelight: After you light one of these magical candles, be sure you stand way back; Seven Enlightening Lanterns: If you explore the dungeons of the Forgotten Realms, be sure to have one of these devices in hand; and Moonlight: Pure, distilled moonlight, silvery and bright — just the target for two smart thieves.

1: #129. Notable highlights: Demi-humans: Pointed ears aren't the only things that make them different; Give Demi-humans an Even Break!: If elves are so smart, why can't they roll more dice for intelligence?; and The Role of Books: Would you let a wargamer be your lawyer?

I'm sure some of you have already punched a hole in your wall enraged that I only gave Issue #285 the third spot. I agree that the poster of Hommlet was pretty fantastic but the rest of the issue was a bit too halfling heavy to be useful to real gamers. Who rolls up a halfling character unless you and your friends are planning a joke campaign?

Oh, also? I lied about the advertisements! Here's the first one:


The men of this particular city wear skirts.

I wish I'd sent away for that brochure. Although if they only currently have nine of the molds, why are "Men of the City" tri-cavity mold #652? This advert seems suspicious. I wonder how much money The Dunken Company made on not sending out brochures after receiving the dollar.

Oh. My mistake! They're still a thriving business for the miniature creating enthusiast! They still have the Men of the City mold although it looks like they dropped the archer. I bet too many people complained about his bow breaking. Or maybe the spearman killed him after the officer ordered him to.


Top Five Times I Was Told About a Computer Game!
5: Daniel P. tells me about Colossal Cave Adventure. This would have probably been in 5th grade in 1981 since I was recently enamored with Dungeons & Dragons. He told me about a game he'd played on his dad's computer at work in which he explored an underground cavern where he'd captured a bird that was afraid of a black rod he'd found and was eventually blocked from further progress by a serpent. I had no idea what a text adventure was at the time so my imagination turned it into the perfect computer adaptation of Dungeons & Dragons. I imagined it was leaps and bounds more exciting than the LCD Dungeons and Dragons game or the Dungeons and Dragons Computer Labyrinth Game. Technically, it absolutely was. But not in any way that I'd imagined it would be.

4: My cousin tells me about the Dungeons & Dragons game for Intellivision. Once again, my imagination convinced me I was missing out on the greatest home video game system ever created since they had apparently perfectly replicated the tabletop roleplaying game. It cast such a spell on me that in my thirties, I purchased an Intellivision and the game just to finally see what I was missing. Now I miss the eighty dollars I spent on the used system.

3: Danny F. tells me about Zork. This was in 8th grade computer class and launched my love of Interactive Fiction. He would tell me about problems he was having in the game and I'd brainstorm solutions with him having no real grasp of the parser and how the game worked. This was the class in which I completely plagiarized Danny's project and nobody ever called me on it. He'd left his program on a machine I began using and I saved it to my disk. It was a trivia program so I just changed the questions and a few other mechanics. But it's not like I was savvy enough at the time to think about the many programming signatures of Danny's code that would remain. I didn't steal his work because I was too lazy to write my own program. I was bitter because my project was fucked. Halfway through the year, the school switched from the TRS-80 to the Apple IIe. My program was an animation using the TRS-80's internal "emojis" which you could access with POKE commands. I'm still angry about this.

2: Davide B. tells me about Wizardry. I can still recall where I was standing in the Satanic Haman Elementary school playground (just on the edge of the asphalt near the sacrificial altar) when Davide began describing the new computer game he had just purchased. He described creating a party of six characters and how you explored a three dimensional dungeon. He mentioned how he had found a sign that said the corridor was off limits and there was only darkness beyond. He mentioned battling monsters and finding various treasures to better equip his characters. For once, my imagination didn't need to make the game any better. It even sounded too good to be true.

Of course it wasn't. When I finally finagled an invite to his house to play, I fell in love. Wizardry was nearly perfect. To this day, I have a difficult time coming up with a better computer roleplaying game. You could play it safe and simply kill kobolds and bubbly slimes on the first level. Or you could, rather quickly, find ways deeper into the dungeon in attempts to find, at much greater risk, better equipment and strange items. Some people probably need more of a story or more reasons to risk their fictional characters' lives. All I needed was the lure of that next chest which might reveal yet another magic item that I'd never before found. Leveling up and searching for treasure were the only excuses I needed to make one more trip to level eight in search of earth giants or will 'o wisps.

Eventually, my Aunt and Uncle purchased an Apple IIe so I could stop inviting myself over to Davide's on a constant basis. Although I could probably, once again, invite myself over because my mother has recently become friends with Davide's mother. Now every time I speak with my mother on the phone, I expect her to interrogate me about that time I fucked Davide over by scrambling some of his Apple IIe disks with a magnet because he accused me of stealing his Sword of Shannarra book (which I had hid to make it look like my new copy was his. I know. I KNOW! I was like twelve or something, okay?! If you can't use youth as an excuse for being a dick, what good is youth?!). Anyway, I've told that story in my blog before. I don't need to apologize for it again. Do I?!

And then eventually eventually, my mother got me an Apple IIe and my life really began!

1: Sen tells me about Ultima Online while on the MUSH TinyTim. Ultima was one of the series I grew up playing. Ultima IV was such a revelation of what computer RPGs could be. A game where there was no boss to battle at the end? A game where you simply tried to become a better person as an exemplar to the world? It was fucking crazy. So when I saw Sen and Logan5 discussing a game on TIM and dropping phrases like Vas Mani and Corp Por, I had to ask, "What Ultima are you discussing?" It was my first time hearing about massively multiplayer online roleplaying games. Her descriptions of the road between Britain and Trinsic being littered with corpses told me I had to buy this game. And it didn't disappoint. At least not until the developers split the world into two halves, one where people could player kill and one pansy-ass pacifist world of spineless cowards.

Before the game was ruined by the split, Sen and I had plans to become vigilantes. We were going to hunt down murderers and make a living from the rewards. This was a bit hard to implement because you had to find the murderers first. We knew where one had a house (since it was between our house and Minoc) and so we set about laying our trap. She was grandmaster in stealth and sneaking while I was a grandmaster in lock picks, disarm traps, and detect hidden. She was a grandmaster with a crossbow and I was a grandmaster with a quarterstaff. We remained hidden outside of his house waiting to ambush him. It would be tough because all murderers had the same boring modus operandi: ride a horse so you were hard to catch and cast Corp Por until the person you were riding circles around died. I was hidden between a copse of trees and a nearby house and Sen waited north of me, hidden with her crossbow ready. When he emerged from his house, she began shooting him and advancing on him. He backed right into me and I began whacking him with my quarterstaff. The advantage to using the quarterstaff was that it not only depleted hit points from the target but mana points as well. In just a few seconds, his offensive capabilities were sapped. You could see his avatar flailing around trying to get away, trapped between me, the houses, the copse of trees, and Sen. He was one or two more hits away from death when he somehow scooted past us and fled. We had failed. But on the plus side, I'd never seen one of those asshole murderers panic like that.

After that, Sen and I came up with a new plan: we'd become burglars! You couldn't pick the lock of somebody's house to get inside but there was an easy way around this. Whenever people left their houses, they rarely shut the door behind them. It would auto-shut after a second or two, so nobody bothered. But Sen could hide just outside the door and then sneak in (while still invisible thanks to being a grandmaster) before it shut. I believe I was the only person in the entire game who had a grandmaster level of detect hidden so Sen wasn't in any danger of being spotted. [In a related note, whenever anybody was hanging out in town messing with inventory, they would use their hide skill to turn invisible. As a grandmaster at detect hidden, I would stroll through the marketplace revealing everybody, even grandmaster hiders, leaving behind a cloud of "What the fuck?"s.] Once she was in, she'd be able to let me in and I would pick the locks of their chests and rob them blind. Our first target was the house of the murderer we'd almost killed. And it worked like a charm!

I mean, it almost did. Sen did get inside. But there was another player in the house, just going about their business. Ultima Online had a command which would allow a person who had a deed to the house reveal any hidden players within their house. As Sen sneaked about the place, this other character, seemingly arbitrarily, uttered the command and revealed Sen. She said he started running about like crazy looking to get her out. He was probably trying to remember the command that could evict players. But before he remembered it, Sen casually pulled a portrait off of their wall and pocketed it. That portrait hung proudly over the mantle in our house for years.

Not long after our first attempt at burglary, Ultima Online made it so players could lock down their valuables inside chests inside their own homes. So they fucked us on being burglars as well. Before they decided it shouldn't be the Old West anymore, Ultima Online was some of the most fun I've ever had online.


Time for another ad, you gullible twats!


Instead of Magistrates and Witches, shouldn't the two sides be Magistrates and the young women they were fucking who were threatening to expose their hypocrisy?

Top Five Quiet Riot Albums!
5: QR (also known as QR IV). I remembered really liking this album but I discovered recently that it is terrible and my younger self was a douche. Recently I gave it another go after digging out my old tape cassettes to play in my work van. I tried to listen to this but it was bad. Maybe because it was missing Kevin DuBrow on vocals and songwriting. Or maybe I didn't give it a real chance. I also listened to Whitesnake's second album and I couldn't remember any of the songs on that album. I probably only listened to it once thirty years ago. Why did I even own it?! It's practically blues rock. Gross!

4: Probably every album after QR. I haven't heard any of Quiet Riot's albums released after QR but I can't imagine they're worse than that piece of garbage. Although maybe I should give QR another chance? I would if I hadn't angrily snapped the cassette in half and threw it out the window going down I-5 after which I got off at the next exit so I could come back around and run it over.

3: Metal Health. This is probably the biggest controversial list placement of all lists in history but I'm not doing it just to shock my readers! Well, maybe a little bit. I mean, it's got Bang Your Head on it and who doesn't know Bang Your Head since it was made famous by Weird Al in one of his polkas? Also it was just pretty popular on its own (which is why it probably made the polka, now that I've reasoned it all out). If this list considered the videos, I'd probably move this up a notch or two. How iconic is the Metal Health video where Kevin DuBrow points at his ass when he sings, "Feel the crack"? I also appreciated how the video for Cum on Feel the Noize was a direct sequel to Metal Health. But since it was a Slade cover, I have to deduct points.

2: Condition Critical. The hit single on this album was Mama Weer All Crazee Now which only proved that Kevin DuBrow had issues with spelling. It makes me think it's possible he thought the previous album was meant to be called Mental Health and accidentally made it cooler by misspelling it. I believe it's this album that sets the stage for what makes the top album for me. Winners Take All was probably thought of as a ballad but its actually an anthem for the youth. It's inspiring and shows that the band was less about trying to appeal to youth angst and rebellion and more about proclaiming the strength and hopefulness in the young. Maybe that's why this album wasn't very popular. All the youths were all, "No, Kevin. You're wrong about us. We are actually lazy and uneducated and apathetic."

1: QR III. This album may not have been as popular or as profitable as Quiet Riot's previous two albums but I find it the only one I can listen to all the way through without my finger twitching to hit the fast forward button. The Wild and the Young was the first single from this album. You might remember the video of a dystopian future where Wink Martindale declared there would be no more rock and roll and Chuck Woolery wound up being a conservative shitheel. Anyway, I loved this song when I was younger but never realized just how uplifting it is until many years later. I could quote practically the whole song as examples of how this song didn't just raise a middle finger to older generations but fully embraced the youth and their choices. "Burning passion with no guilt or shame. It's accepted education. Misbehaving, no regrets, no blame. With a bold kind of sophistication." They're not singing about rebellion from the status quo. It's a simple acceptance (and even admiration) of youth culture: "Into fashion, their [they're? I don't think it matters.] computer games. Modern day communication." And the pre-choruses can make me tear up just thinking about them (after which the younger version of me would totally call me gay): "They are the strong. They'll survive" and "They are not wrong. They're alive." It's an odd rock song that doesn't think of itself as helping lead the youth rebellion but simply offers a thumbs up and a bit too sexual pat on the ass to the kids. And it's not the only one on the album. Half the album is like an inspirational quote a day calendar for the youth. The other half is about fucking. It's the fucking half that puts this at the number one spot.


Top 10 Songs That Randomly Came Up On My Shuffle After Playing 10 Songs (in the order they came up)!
10: All is Full of Love (Plaid Mix) by Björk. I can't quite remember what the other mix on this song's single is but I think the Plaid Mix is my favorite.

9: Anthem by Rush. You might think, after seeing these two songs, that I forgot to hit shuffle and that I'm playing my limited library straight through. But you'd be wrong because remember how I said there were other versions of All is Full of Love? Those would be nine and eight if that were true, smarty pants!

You have to appreciate the balls on Rush to write an anthem and just call it Anthem so that their listeners won't mistake it for a ballad. I'm just going to assume it's an anthem to Ayn Rand and her book Anthem since they talk about how we've always been told selfishness is wrong and then they're all, "Bullshit! Get yours, dickfaces! Anthem! Anthem! Anthem!"

8: Public Enemy Service Announcement #1 by Chuck D and Flava Flav. This isn't really a song but it came up third (which makes it #8 on the list due to science) so I guess I had to list it. Chuck D says some sensibly lyrical things about keeping your mind strong and then Flava Flav says, "If you don't want to be a goner stay away from the drugs on the corner!" I assume Chuck D looked at Flava Flav the way Don Draper looks at Stan in Episode Six of Season Seven after Lou Avery asks, "Do you know who had a ridiculous dream and people laughed at them?" and Stan answers, "You?" Then Chuck D collects his thoughts and salutes the youth and says, with Flav, "You are the power of tomorrow." Flava ends by saying, "BOOOOOIIIIIIIIIIIII!" Then the recording stops and I'm guessing Chuck D looked at Flav and said, "What the fuck are you doing?!"

7: River Euphrates by The Pixies. They say "ride" an awful lot in this song. I'm not sure if there's a story here or it's more of an abstract composition that's supposed to make me hate The Pixies.

6: Shiny Cage by The Dukes of Stratosphear. If you ever wondered what it would be like to listen to XTC while on acid, you should probably buy some acid and an XTC album. Or, I suppose, you could listen to The Dukes of Stratosphear. I don't think it would be as entertaining but the music is catchy and one of the songs, Brainiac's Daughter, has a bunch of comic book references.

5: Subway Song by The Cure. This song is either about a lady getting robbed of her sandwiches or an imminent rape. Maybe both. Equating rape with Subway sandwiches would actually be a step up for their marketing campaign.

4: Grinding Halt by The Cure. This song is fucking great and it begins like The Kids in the Hall theme but I'm not going to talk about it because look at this shit. Thousands of songs on my iTunes and it plays two songs from Boys Don't Cry in a row! Hey Apple! Fuck you and your random number generator. It's terrible. I know that it simply chooses a small percentage of albums each time and then randomly chooses songs from those albums. How about spending some money fixing your shitty shuffle feature?!

3: Let It Be Me by The Indigo Girls. This song contains the lyric "The president has no good idea who the masses are." Other than that, it's from an album I don't listen to much. Although Chicken Man is on this album and that song is great in concert when The Indigo Girls bring along their sign language interpreter.

2: Stop Talking About Comic Books or I'll Kill You by Ookla the Mok. Shit, iTunes. I can't help but take this one personally! I haven't even really talked about comic books in this Newsletter! Maybe this is some kind of cosmic message telling me to play more video games! Or maybe to finish writing all of the things that might actually make me some money some day. Probably video games though.

1: I Am the Future by Alice Cooper. I first heard this song at the end of Class of 1984 which had been playing on television. I recognized it as Alice Cooper and that it was a song of his I'd never heard. This was back when the Internet was not a thing and I was too lazy to go to the library to do research. Also, I probably wouldn't have believed I could find out about rock music at the library. Maybe if the librarian wore glasses and had a ponytail and a thin shirt with no bra and then she'd give me all the rock answers and suck my dick. But my library wasn't that exciting. Anyway, I did eventually discover all the names of all the Alice Cooper albums that hadn't been rereleased for years during a trip to Disneyland with some high school friends. We stopped at the then new Virgin Megastore and they had labels for every Alice Cooper album even though they didn't have the albums. So I learned between From the Inside and Constrictor there were several albums I was missing: DaDa, Zipper Catches Skin, Flush the Fashion, and Special Forces. I eventually found them all on album right around the time they were all rereleased on CD.


Top Three Letters to Me!
3: Upright. "OMG Carl dies??? I don't think someone would name their kid 'Carl' anyway. My disbelief was not suspended."

My reply: Good points!

2: KB: "Not spam this time!

'Here's the difference between most liberals and most conservatives. Liberals are liberal because of the things they believe. Conservatives believe the things they believe because they're conservative.'

Yes! Another way to put it: liberals believe what they believe because of facts or principles or ideas or even ideology. But to conservatives, belief is more about demonstrating allegiance.

'I'm getting a bit tired of protagonists who only manage to survive because their enemies choose not to kill them when they have the chance. But the "good guys," at the first opportunity, begin slaughtering the guys who gave them a chance to live. The "bad guys" offer to let the "good guys" live if they do what they're told. If they're the bad guys, why not just instantly kill them? Maybe I'm being naive but it seems they could have killed her immediately and still gotten whatever information they needed from Coop. Instead, the "bad guys" all get slaughtered for restraining themselves from violent action. The "good guys" never exercise that kind of restraint. Which is why these kinds of scenes really ruin my connection to the protagonists.'


This, this so much. I watch a fair number of old Westerns (Heroes and Icons TV is pretty good viewing), and the heroes are the ones who try to talk out disputes. Not talk in order to lull them into a false sense of safety; the bad guys do that (and almost always pay for their treachery), but never the good guys.

'Millar makes an attempt at political commentary by theorizing that Trump became president because some states were mocked as flyover states, specifically New Mexico. After studying geography, he might need to come up with a better argument.'

How about a simpler explanation, Millar: Trump speaks to their resentments and fear and anger better than anyone else. He is one of them."

My reply: We seem to agree on a lot of stuff. Could it be that people who think Ann Nocenti's writing is entertainingly bad are all exactly alike? I would begin to suspect that you're my Tyler Durden but then you wouldn't agree with me at all and instead would be hitting me in the face and scarring me with chemicals and fucking the woman I love better than I fuck her.

1: O. "Hi. Yeh, it's me. I know yer pissed at me + think I'm a bitch. Until last night, I wasn't exactly sure why, but I think I've got it. Grunion Guy, why haven't you said anything to me? Why did ya just avoid me + not bring it up to me?! I don't do everything right, OK. I rarely do anything right. But shit Grunion Guy it's me, everyone should except that all I know how to do is fuck up. Are you ever gonna forgive me? None of this is comin' out like I wanted. I'm not even gettin' out what I wanna say. I know I should be talkin' to ya in person but I can't. For one I never see ya + for two, I'm basically a chickenshit. I can see why ya could/are mad about it but why? I mean why did it piss ya off so much, I mean shit, ya said so yourself on the way to the Poison concert; you don't care what I do! Fuck Grunion Guy it hurts like hell for ya to be so pissed at me, but what the hell can I do? I can't take it back, I can't change the fact it happened; it's done and over w/ already. I could apologize + say it won't happen again but I don't think that'de help + I'm more than apt to fuck up + do it (or something similar) again later on in life and that'de make it worse. Well shit, I'm sure yer still as pissed as before, but all I can say is I'm sorry! Bye. O (A.K.A Bitch)"

My reply: Uh. Holy shit, O! I have no idea what you're talking about! This is like a sitcom where somebody does something wrong and then somebody approaches them angrily and the first person confesses to something different and more embarrassing before they find out what the person is actually angry about! Did you murder my pet? Fuck my grandfather? Use my work creamer which explicitly said on a little attached sticky note "Do not use"?

I mean, yeah, I did tell you I didn't give a fuck what you did while headed to the Cow Palace. To be fair, I was pretty fucked up on Jack Daniels before even heading out. And I may have been a little bit angry that fucking Warrant was playing with Poison. I mean, Warrant?! Cherry Pie? That song about that guy doing something to his well? What a shitty band! And I know I'm saying that while also not saying Poison was a shitty band but come on! Poison had some memorable songs! They also had a few songs that were pretty rapey. But what hair band didn't?!

Anyway, that was less about me being angry at you (which I wasn't at all) and more like that scene in Harry and the Hendersons where John Lithgow was all, "Hey, you big dumb Bigfoot! I don't love you at all and I never did! Go back to the woods so I never have to think about you again! And I didn't masturbate constantly over fantasies of you so don't look so smug, you overgrown primate!" I was trying to do what Brandi Carlile does in "I Will." Or I was trying to get you to do what she does! One of those! But your stupid letter made me feel bad and pulled me hopelessly back in for another year or two. So thanks a lot, you jerko! It would have been better off if you sent me a letter that just said, "Fuck off, you stalker! You're not even like a brother to me! You're more like a thing I don't ever think about while I'm doing that thing I did that I never quite mentioned in the letter I didn't send because this is the letter I sent instead! And stop thinking about me when you get erections!"

Oh, and don't think I'm still some kind of stalker because I still have this letter! You should see the crappy letters I've kept in my big box of memories that don't make my existence any more palpable. I think I have one from a deaf girl whom I was excited to be Pen Pals with at some point but her letter was so boring that I was all, "Fuck that. What a dumb idea."


That's all!
Happy anniversary to me!

Sunday, March 3, 2019

Dragon Magazine #179, Part Seven: "The Marvel-Phile: Building Better Mousetraps — or Better Villains"

The next article by Dale A. Donovan and Steven E. Schend is called "The Marvel-Phile: Building Better Mousetraps — or Better Villains." They decide — against the wisdom of most writing courses I've not taken — to completely throw out their credibility in the second paragraph. "Some of [Marvel's villains], however, verge on being laughable in the light of the modern day. Today, the Fantastic Four battles against Terrax and the Super Skrull, both of whom are great villains." Excuse me. Did you say Super Skrull was a great villain? Tell me again how having the ability to turn one leg invisible while the other one is on fire makes a great super villain? It's also possible that I'm completely judging Super Skrull by the lyrics to Ookla the Mok's song about him. It's possible Dale and Steven know what they're talking about and I'm the one who has no clue!

Dale and Steve have some tips for making memorable villains that your players won't laugh at. If I simply list them, you might find yourself agreeing with them and not thinking they're terrible suggestions. So instead, I'll quote them before acting like they've just written the worst suggestion or paraphrase them so that they sound fucking ridiculous.

Tip #1: "Find a gimmick that's quick, effective, and memorable. People remember Mr. Fear's fear gas." Or Mr. Fist's fist fighting. Or Mr. Murder's murder blade. Or Mr. Amnesia's amnesia bomb. No wait. Nobody remembers that one. Poor example.

Tip #2: Don't make the villain a fatty who can't fight. When Superman punches the villain, the reader shouldn't be thinking, "I hope Superman didn't just commit manslaughter!" Although when Batman does the same thing, the reader should be thinking, "Batman just fucking committed manslaughter!" But it doesn't count as Batman killing somebody if they die from their wounds later because America's healthcare system is terrible and the villain couldn't afford to have his ruptured spleen treated. Batman can't solve all of the world's problems! He's trying to keep Gotham's alleys safe so distracted rich people can walk down them without being murdered.

Tip #3: "Find a distinctive name and look for the crook that people will remember and respect." People remember and respect Mr. Fear because of his fear gas. And his name, probably! This tip is totally different from Tip #1. Don't @ me.

After completely transforming everybody's Marvel Role-playing experiences with these generous tips, Deve and Stale proceed to punch up some of the old, crappy villains from the Marvel Universe. First up is Invincible Man. How the fuck do you punch up Invincible Man?! Make him less invincible so the players don't throw their character sheets in the trash as soon as he turns up in the campaign? No, Dale and Steve are mostly just concerned with how terrible his costume looks to modern eyes. Also they figure, once you've changed the look of the costume, you might as well change the stupid name. So basically they're saying, "Just make another villain. This one is dumb." Thanks, guys!

The next villain looking to be modernized is Porcupine. Since he's dead, Steve-Dale suggest that somebody else use his armor which is a great suggestion! They also believe the name Porcupine is pretty stupid and I agree. But they think changing his name to Spike or Quill would make him more memorable. This article was written in 1992. What fucking comic books were these guys reading?! Obviously the new Porcupine would have to be named Death-Quill or Blood Spike or Genocide or Really Late Term Abortion Provider. It's also strange that Steve-Dale haven't suggested adding more pockets and belts of ammo to the costume.

Finally, Steve-Dale just design a couple new villains as a way to prove that they're better at creating new villains than all the other game referees out there. Why else would they feel they needed to suggest to Marvel Role-playing referees that they can design new villains? Isn't that the whole premise of this game?! Do they think most people purchased this game so they can have a set of canonical rules to determine if Logan's claws really could pierce Steve Rogers' shield? And just in case the players and referees reading this article are really stupid, they remind readers that "these two characters are not part of the Marvel Universe and have no place in official Marvel Comics continuity." How fucking arrogant are these guys?! They believe their creations will be on par with Stan Lee, Steve Ditko, and Jack Kirby and readers will mistake them for official creations? Not that Stan, Steve, or Jack ever created a hero or villain as exciting as any Blood-Whatever or Death-Something that came out of Image in the 90s. Fucking old school hacks! How did they not see the potential of this medium they practically created all of the rules for?! Heroes should be murder monsters! Duh!

Dragon Magazine #179, Part Six: "The Voyage of the Princess Ark, Part 26"

The next article is part 26 of another work of fiction called "The Voyage of the Princess Ark" by Bruce A. Heard. It's written as entries in a diary and is purported to be a means for providing information "to expand D&D campaigns using the Gazetteer series" but I think it's really just a way for Bruce to tell the world about his nightly D&D campaigns. Each entry bored me more than every Dungeons and Dragons Tumblr written by a thirteen year old who believes she and her friends are just the funniest Goddamned people in the world. "So, like, we were on the Princess Ark and everybody was all pouty and bored. But then I was like, 'We should have a party!' It was hilarious! We wore gnome hats and had confetti poppers and I got too tipsy to find my way back to my cabin because I failed a Constitution check! I also failed a Charisma check so I didn't get fucked in the ass.'" Dammit! I was trying to show how boring those D&D Tumblrs are and now I want to go read some because they sound awesome.

It seems the main thrust of this article was to ask Dungeon Masters this question: "Have you ever thought of getting your players' characters drunk so you could force them to role-play hangovers?! It's super hilarious! Imagine all the Wisdom and Intelligence checks they'll have to make due to loud noises! *snort*"

Dragon Magazine #179, Part Five: "Semen"

Occasionally, Dragon Magazine published short stories. This issue features "Moonlight" by Heather Lynn Sarik.


I'll be reading "moonlight" as "semen" for the entirety of this story. "Semen" by Heather Lynn Sarik.

"Lien watched the trickle of distilled semen and tried to hold her anxious breathing to slow, labored gasps. From her vantage point behind a thick shroud of black velvet curtains, she could see the bowed form of the Sky-Watcher, his eyes locked on the glimmering liquid, his hands occasionally reaching out to pat at its ornate quartz receptacle. Silver threads glittered in his black robes as he breathed; upon his tufted white hair sat a wholly ridiculous circlet bearing a stylized cresent [sic] moon as big as Lien's palm."

Come on! Heather was hardly disguising this deviant work of pornography! It's all about two thieves who steal some semen from a monastery so they can sell it. They spend the rest of the story trying to get some unsuspecting idiot to drink their semen to find out if it's magic. The big twist is that even the Sky-Watchers distilling the semen don't know what it does, even though they're practically drowning in the stuff. The sexiest part of the story is when the arrogant rich guy chugs a bunch of the semen because he ate a Periapt of Proof Against Poison. The grossest part of the story is when the thieves spike a stew with the semen and everybody in the tavern gets sick.

Never in my wildest dreams would I have thought of selling a story where every character was obsessed with semen (so much so that the local monastery was filling their well with the stuff) to a non-semen-aficionado magazine. My first draft of that sentence began "Never would I have thought of writing a story where every character was obsessed with semen," but I realized the inaccuracy of that statement and quickly fixed it.

Dragon Magazine #179, Part Four: "7 Enlightening Lanterns"

Stephen Giles writes the next article called "7 EnLIGHTening Lanterns" and I'm beginning to wonder why Dragon Magazine thought so many people were running such boring campaigns in 1992 that they had to compile this issue full of bullshit. "Have your players begun to dread game night?! Are they falling asleep at the table when they used to be practically masturbating to your every dungeon room description? Have you heard them whispering cryptically in the kitchen as they eat your mom's snacks, saying things like 'Where are all the exciting ways to produce light?' and 'Why is the treasure always so easy to pack up and haul out of the dungeon?' If this sounds familiar, pick up Dragon Magazine #179 at your local game store! Dragon Magazine: making Dungeons & Dragons a stronger and stronger product every year! What else are you going to do with your nerdy friends on Friday night?! It's not like some card game will be introduced next year that will completely decimate the D&D customer base until TSR finally has to completely sell out to the company that created that stupid hypothetical card game! I mean, what can be more exciting than ways to light a dungeon magically?! Fuckin' hell, we're kings of the Goddamned world!"

Again, I'm not being fair. I've yet to read the article and I'm acting like it's probably the stupidest thing ever written. Just having read that previous article by Bruce Humphrey, I can be assured it's not that.

Mr. Giles gets right to the point: lanterns! Seven of them! Although too many of them (like, seven, maybe?) seem to be the life's work of some mage who couldn't be bothered to do something exciting with his life. I'm assuming mages live for several hundred years; you'd think that they'd strive for something more than a lantern that can shoot lightning bolts or cast darkness instead of light or curse a person to be attractive to the undead (although after summarizing those, I'm starting to see Mr. Giles point. Now I want a necro-aphrodisiac lantern!). Aren't there already wands that do those kinds of things? Maybe magical lanterns was just part of an overall move toward creating mundane useful items that could also do magic. Like instead of a Wand of Stoning, maybe a Backscratcher of Stoning. Instead of an Amulet of Reflection, perhaps a Belt Buckle of Reflection. Also, if you have stupid players that you're trying to punish, give them magic lanterns and candles as treasure. They'll definitely leave them behind while wondering where all the gold went.

But enough with the fucking lanterns. Egads, I can't imagine creating a more boring module than one that features magic candles, magic lanterns, and five hours of haggling with merchants over the price of a few tapestries and pewter Star Trek figurines.

Dragon Magazine #179, Part Three: "Something Completely Different"

Bruce Humphrey writes the next article, "Something Completely Different: Variety should be a treasure hoard's spice." As if putting candles in your treasure hoards wasn't already different enough. What is Mr. Humphrey going to suggest? Magic doilies? But he confuses me when he ends his opening paragraph with this statement: "The effort to recover the monetary fruits of victory should be commensurate with the victory itself." Is he suggesting that after the party kill Tiamat, obtaining Tiamat's treasure should be just as difficult as it was to kill Tiamat?! Bruce sounds like a terrible Dungeon Master!

I should at least wait until I've finished reading the article to judge Bruce's Dungeon Mastering skills but the header to his second paragraph isn't quelling my bias.


When I'm playing a fantasy role-playing game based solely in my imagination, I seldom think, "But is this realistic?"

In "the realistic route," Bruce goes on to say, "In fact, most treasures should be items that are not obviously valuable but may be of greater worth than their weight in gold or diamonds. Some items could have little intrinsic value but be beyond price to a collector or as heirlooms." Because orcs and bugbears are so well known for their sophisticated tastes and sentimental attachments! "The only thing in this Goddamn ogre's den are a bunch of frilly pillows and a stupid vase!" says the paladin who's never seen Antiques Dungeon Show. How many of Bruce's players ended a campaign grumbling "How did I spend more money on supplies than I gained back in treasure?!" while Bruce was busy filling the next dungeon with collector's plates and dung from rare outer planes creatures.

I'm only on the third paragraph and I'm fairly positive Bruce Humphrey is a sadistic jerk who hung out with the theater kids, none of whom thought he was funny (and you know the stupid shit theater kids think is funny!). When I design a dungeon, I figure my players are going to want some exciting action followed by some easily spendable treasure. But Bruce thinks his players want to be burdened with brainstorming a contraption to haul the loot from the dungeon.


Oh joy!

Here's the thing, Bruce: they'll just hire henchmen and make the henchmen carry the fucking thing and be done with it. Then when nobody will purchase it for what the players know it's worth (because they've read all of the rules supplements), the henchmen will be hauling that fucking carpet from dungeon to dungeon! What kind of idiots was Bruce playing with? Who would put up with this campaign?! "Ah! Another Saturday night spent haggling with dimwits and con-men! What a great change of pace from exploring a dungeon and risking our lives! Keep these mundane campaigns coming, Bruce! We're really gaining a new appreciation for assessing the value of treasure and researching merchants to find one who won't bilk us! Next time, can we please roleplay the six hour trip to the next flea market in real time?!"

I bet Bruce made the player's characters eat and take bathroom breaks. "Having not evacuated for some time, Signus is in real trouble. Unless he wants to shit his armor, Signus the Elf has -1 to hit and -2 to damage during this fight because he's beginning to turtle."

Earlier, I asked that question about the difficulty of obtaining Tiamat's treasure. Apparently the answer to that question was "Yes, Bruce does think dealing with Tiamat's treasure should be as difficult as dealing with Tiamat." He states it plainly: "Imagine the look on their faces when they have defeated the Ancient Worm of Khelkotha, only to find it spent those cold winter nights through the centuries smelting its hoard into a 10'-diameter sphere of gold, platinum, and gems — or, better yet, was a connoisseur of sculpture and traded its hoard for dozens of valuable but bulky and heavy statues." The most important part of that quote is "imagine the look on their faces." Bruce is telling on himself. He thinks Dungeons & Dragons is a competitive game between the Dungeon Master and the players. "Survive my Ancient Worm of Khelkotha encounter, will you?! Well guess what, motherfuckers?! You can't gather up the treasure unless you present a detailed plan of attack and designs of the contraptions used to haul this stuff out!" And then when the players decide to just hire a hundred henchmen, he'll probably draft up some rules on local unions and gig economies. "You can't just hire that many henchmen without paying exponential salaries due to the dwindling labor reserves! Plus, what are you going to pay them in? 10'-diameter spheres of gold, platinum, and gems?! Ha ha! Look at your faces! Dumbasses!"

The worst thing about this article isn't that Bruce thinks players are jerks who won't roleplay if they're just given lots of coins; the worst part is that he thinks every other Dungeon Master is an unimaginative idiot. "Hey, have you ever thought about how treasure doesn't have to be coins, gems, jewelry, or candles?! Give it a try! Maybe fill your orc lair with valuable tapestries! Or the minotaur's maze with crystal decanters and expensive china! I bet kobolds would totally be into rare and exclusive Pogs!"

Maybe I'm just being too defensive because, as a Dungeon Master and game creator, I've always parceled out odd treasures. Hell, I even wrote a book of poetry, The Chicken by the Gate, as a treasure found in the Places and Predator Module, "The Search for Renown." And my suggestion of making kobolds totally into Pogs wasn't too far off from another one of my Places and Predators treasures: cards from a card game I created as a popular form of dueling within the P&P world. But then again, maybe it's not just me! Gary Gygax included multiple tables in the Dungeon Master's Guide in the appendix for dungeon dressing that any Dungeon Master worth his probably-an-urban-legend Dungeon Master Certificate would have turned into treasure tables. Maybe Bruce thought "appendix" just meant "a vestigial chapter that doesn't need to be read."

Bruce continues to explain a bunch of treasure types that don't need explaining, like fragile treasure or hidden treasure or treasure that might only be treasure to the right buyer. He then opens his paragraph on treasure that is information with this damning statement: "Information can be invaluable, but most players ignore it." Can Bruce's players sue him for libel due to this article? Most of this article is just Bruce repeating over and over again, "My players are fucking dummies who don't know how to roleplay! So I've found a way to punish their stupidity: treasure types that they don't understand! Fucking dopes!" What Dungeon Master doesn't seed every campaign with information to try to lure players to new dungeon modules or home-brewed campaign plots?! How many Dungeon Masters read this article and were all, "Oh fuck! You mean I don't just have to reward my players with gold?! I mean, I'd like to also give them silver or platinum but nobody knows how to convert that shit."

Anyway, if you don't have the imagination to create some weird and unique treasures that your players might enjoy, or if you're looking for a way to stick it to your stupid players for being boring dumb jerks, Bruce wrote a dumb article for you. Next!

Dragon Magazine #179, Part Two: "Magic by Candlelight"


I feel slightly offended by the use of "your" in this article's title.

If your first thought wasn't "Magic candles? Tha fuck?!", you're probably more literate than I am. But I'm sure you had the same visceral reaction. Does your D&D campaign need more magic candles? Does it need any magic candles?! Mister Chamberlain decided his campaign did need magic candles and so he created a bunch of magic candles for his campaign to fuck with his players. See, apparently Gary Gygax only created one magic candle (the Candle of Invocation) which meant Mr. Chamberlain's players knew instantly what the candle did if they found it in a treasure hoard. Shit, man. You can't have that! Sure, I suppose you could tell your players to stop reading the Dungeon Master's Guide because even if they'd encountered a Candle of Invocation prior to the moment they found another candle, what would make them think there's only one type of magic candle unless they had their grubby little cheating mitts on a copy of that book?! Fucking rat bastards. So to trick his jerko players and teach them a lesson, he created new magic candles to fuck with them. You know, instead of doing what nearly every other Dungeon Master in the last forty five years has done: rerolled on the random magic item list when the Candle of Invocation came up.

Half of the articles in Dragon Magazine were written by Dungeon Masters who were sick of their players questioning every rule and needed a new rule or clarification printed in a publication with which the players couldn't argue and the other half were written by Dungeon Masters bragging about some crazy way that they fucked over their players. This is one of the latter articles. "Tired of your players thinking they know everything about every monster and magic item and skill and rule because they've read every single rule book? Try using some of the stuff I made up to fuck with my asshole players!" Oh wait. That was my quote! Here's Mr. Chamberlain's actual quote: "The party had found one of the special magical candles that I had devised to keep players on their toes when treasure-seeking in MY dungeons." Okay, so the emphasis was mine. But you can't help read it that way anyway! "Fucking players think they're going to get one over on me?! They probably expect me to bring in a beholder to keep them on their toes! But no! Just wait until they get a load of this candle!"


Just in case a reader wasn't familiar with the concept of "candles."

I didn't think I needed a history of the candle and after reading one, I was right. But it does get interesting when Mr. Chamberlain delves into the history of candle use in the Dungeons & Dragons world. Mages use wax taken from whales because mages are bad-ass motherfuckers who don't give a shit about anything. They're basically the carnivores of the candlemakers. Seriously, you can't give a shit about the environment if you're casting spells like Meteor Swarm or Time Stop or Wish or Monster Summoning VII (basically "Summon Invasive Species from Hell") or Reverse Gravity. With power like that, what kind of mage is going to blink twice at "Power Word, Kill"ing a few whales?

The cleric is the vegetarian of candlemakers. They use beeswax. Using the labor of the community to enrich yourself is a pretty good metaphor for religion.

Druids are the vegans of candlemakers. They scrape their wax off of berries. Which means for every thousand fat, girthy magic candles that cast Fireball, you'll find one shaped like a chipmunk that casts Animal Friendship.

After reading a bit about magic candles, I've done a complete 180 on them. Can you call a "180" complete when it's technically half of a 360 which is really complete? Anyway, I think campaigns should have more magic candles now! The idea that your characters might need to rely on a Candle of Globe of Invulnerability only to realize there's a stiff breeze could really keep those players on their toes! Forget about wands and scrolls! I'm only ever going to use magic candles from now on!

DM: "A large party of orcs rounds the corner and nearly bumps into you. You have a moment to act as they hesitate from the surprise encounter."
Player:: "I light my Candle of Sleep!"
DM: "You begin rooting through your backpack for your tinder box as the orcs begin reaching for their weapons."
Player:: "I hurry up and light that candle!"
DM:: "The orcs seem slightly amused that you're fumbling in your pack and begin to laugh as you pull out your flint and steel and begin trying to ignite the wick."
Player:: "Come on! Come on!"
DM:: "The biggest orc starts miming your actions and then makes a rude gesture toward his crotch as you finally get a spark that lights the candle."
Player:: "I hold the candle aloft and yell, 'Naptime, jerks!'"
DM:: "It's just as you finish your one-liner that you realize a few of the labels have fallen off your candles and you've apparently lit the wrong one. The cave begins to fill with a deadly chlorine gas."
Player:: "I light my Candle of Sweet Smell!"

At least the artist, Thomas Baxa, attempted to make candles look cool.


I hear loud guitar riffs and high-pitched scream-singing when I look at this.

Dragon Magazine #179, Part One: the Cover


“Hey, you think this floating sword is trapped?”
“I don’t know. Take off your shirt and poke it with a stick.”


The copy on the cover of this issue reads, "No risk is too great for magical treasure." If two sad and pathetic friends had been arguing with each other over the last fifteen years whether or not Dragon Magazine was for real roleplayers or fucking Munchkins, they finally received clarification on the issue (literally! Right there on the cover!). Who the fuck risks their character for a piece of treasure?! That question was rhetorical because I've spent a non-zero amount of time watching players implode during games I've been running as soon as they lost their favorite magic item.

DM: "Your Axe of Flight is knocked out of your hands by a well placed arrow, landing behind the five giant trolls of invulnerability. You tumble a safe distance away with only minor wounds. The trolls begin scanning the area looking for where you've landed."
Player: "My axe! I get up and charge the trolls!"
DM: "The trolls of invulnerability? All five of them? The ones that don't currently know you've landed a safe distance away with a clear getaway?"
Player:: "Yeah! Try to take away my axe away, will you?! I'll show you, you prick!"
DM:: "You did see the critical hit with that arrow shot, right?
Player: "Yeah but you could have had the arrow rip off my testicles. Why my axe?!"
DM:: "Okay, fine. You charge the trolls. The largest one with the spear has initiative."
Player: "Whatever."
DM: "The troll's blow smashes through your leg and into the pelvis, caving in the lower abdomen. Blood showers the troll. You collapse dying almost instantly from shock and blood loss."
Player:: "Fuck you."

I still play Fortnite with that player. She regularly throws games away by looting piles of weapons while the storm eats away at her health. She should be reading Dragon Magazine!

I made up some stuff in that mini-drama but the essence of it is true. I didn't really have creatures called trolls of invulnerability. They were some kind of Samurai Ogres that the adventurers encountered as they left the European part of the Warhammer world and traveled east over the World's Edge Mountains. It's also possible that this player didn't quite realize that the point of leaving their usual stomping grounds was because they had grown too powerful there and that, perhaps, the creatures they were about to face were more of a challenge. Or maybe some people just can't separate their character from their character's possessions.

Although maybe that copy on the cover was just to indicate this issue would have a bunch of new magic items? Sometimes I get a little heated about stuff that is instantly clarified as soon as I shut up and listen.