Here is another post meant to break up the monotony of the D&D 40th Anniversary Blog Hop Challenge series of posts. In this post, I take a look at & Magazine Issue 7. This is not necessarily a review but more of a spotlight.
What is & Magazine All About?
& Magazine is a free
quarterly pdf publication supporting
Dungeons
& Dragons &
Advanced Dungeons
& Dragons by filling a role similar to other print hobby magazines of
the past such as
Dragon,
the Fantasy Gamer,
White Dwarf, & others.
Their goal with each issue is “filling in the gaps for old school
gamers” & that is mentioned right on the cover. I am going to take a look at Issue #7, the
Winter 2013 issue. This issue & all
others are available for download at
http://www.&-mag.com/downloads.html
along with some bonus materials. For anyone interested, they do take
submissions & do print letters from readers.
Issue 7
Issue 7 of & Magazine is
focused on the Inner Planes. Within the
92 pages there are articles of various lengths covering such topics as
extra-planar travel, adventuring on the elemental plane of fire, & expanding
the elementals to name a few. There are
also articles outside of the stated Inner Planes focus such as an examination
of the saving throws, bringing Doom & AD&D together, & even an
update of the old Archer/Archer-Ranger character class from way back in Dragon
#45 by the original author Len Lakofka.
Artwork &
Presentation
The cover depicts two people in a
battle fairly reminiscent of the battle depicted on the cover of Deities &
Demi-Gods; the biggest difference is that these people are using elemental
powers to battle instead of divine powers.
Some of the dungeon maps are done in a style very similar to early TSR
modules with the blue & white coloring; a very nice touch! The artwork used
throughout the magazine is of varying quality but nothing feels out of
place. Some of it may not be to every
reader’s taste but that is well within the normal range of artwork in this
hobby. I am reminded of the difference
in artwork if you put an issue of Dragon, White Dwarf, the Space Gamer,
Vortext, & other gaming magazines side by side. The typical page is done in a two-column
layout with a good font that is easy to read.
Note: I am only discussing a limited amount of articles from each of the
following categories. This is not so
much a review as it is a spotlight on & Magazine.
Featured Articles
The features consist of two
articles in this issue. The first article, You Want to do What??? Adventuring on the
Elemental Planes, provides tips for both players & DMs about using
the Elemental Planes in their campaign. The
article opens up with a bit of background & how the concept of the
Elemental Planes has changed over the years in AD&D; this article is only
concerned with the four basic elemental planes.
Then the article shifts to a player perspective for the first half while
the DM perspective is used for the second half.
The most important part of the
player section is the note that regardless of whatever else has been read, the
DM determines what is true for the elemental planes in his campaign. Of
course, most of the old timers know that from other topics but there is nothing
wrong with reinforcement. The Players section covers the following topics
on the elemental planes: how to gather information on them, how to get there, how
to survive there, & how to get back home.
The DMs section provides tips for
preparing & running adventures on any of the elemental planes. The author points out that the DMs job is
much harder while doing so. The DM is
directed to some official AD&D sources – Manual of Planes, Planescape,
monster entries – that may provide clues about the planes. Other topics of interest include methods of
travel to the planes, spell & magic item changes, monsters, & changes
to class abilities. This section of the
article is wrapped up with suggestions on how to make each plane a unique
opportunity for adventure.
Bonus Articles
There are four bonus articles in
this issue. The second article in this
section, A Deeper Look At Saving Throws, shines on spotlight on saving
throws in the older editions of A/D&D & the questions that often come
up surrounding their use. The author
explains the concept of saving throws, why a simple ability check will not work,
what saving throws really represent, & expanding on the uses of saving
throws.
Regular Columns
The seventeen regular columns in
this issue are split among maps & several different types of articles. There is quite a bit of variety on the topics
with some articles being multiple entries of the same article type; Creature
Feature I – IV & Spellcaster’s Paradise I & II,
for example. The included
mini-adventure, The FireForge, is a companion piece to the earlier article
about the elemental planes. The For
Further Reading section is not merely suggested articles from the past
of & Magazine but a list of blog posts & articles from Dragon, Dungeon,
& other magazines that tie into the theme of the elemental planes. Along with the other articles not mentioned,
there are classy touches like a featured artist spotlight included.
My Thoughts
If you are an old school
A/D&D player or enjoy one of the retro-clones then you should be reading &
Magazine. It lives up to the goal of “filling
in the gaps for old school gamers” by the diversity of its content. & Magazine is not one of those fan magazines
that only include new monsters and maps in every issue but contains a healthy
amount of substance within the contents.
The perfect way to describe how & Magazine is handling things is by
reading the Tread Softly column which stated “we're trying to have the same type of balance Dragon had back in its
day, with things aimed at more advanced players and other things aimed at those
who just started and are getting their feet wet.”. Nicole Massey explained it perfectly with
that statement. & Magazine has the right feel and does, in fact, carry on
the spirit of older Dragon magazine and I encourage everyone that fits into the
old school type of play to check out this valuable resource. Issue #8 should be out tomorrow…