Design Diary, Part I: The Best of Dragon
Years ago, the editors of Dragon used to compile the best articles from recent issues into special editions called
the Best of Dragon. The practice ended in 1986 with the fifth volume
in the series. Since then, excellent material from Dragon's pages has
come and gone, some sneaking its way into official D&D products and some
slipping away into the bookshelf-bound obscurity of an old magazine collection.
In 2003, Paizo Publishing hit upon the idea of producing hardcover compilations
of articles and adventures from the Dragon and Dungeon back catalogues,
updated for play in the current edition of the D&D game. Our first hardcover,
the Shackled City Adventure Path, was released in August to excellent
reviews. But the second book was really the first one we had imagined, and
initial work began on it more than two years ago.
In my original vision, the Dragon Compendium would be a hardcover version
of the old Best of Dragons, compiling excellent articles from the magazine's
29-year history and updating them to the most recent version of the game, so
that all of those great gems that should have made it into the "canon" of printed
material could finally appear in a single easy-to-reference source compatible
with the game we're all playing right now. To begin the herculean task of assembling
this monster, I spent several weeks with Paizo's complete printed archive of
every issue of Dragon and Dragon's predecessor,
a slim black and white newsletter called The Strategic Review, which
comprised 7 issues printed between 1975 and 1976.
As I combed through the archive, I began marking articles that caught my eye
with colored post-it notes. Yellow denoted items of historical interest to
the D&D game, such as old advertisements or essays from the likes of Gary
Gygax or Ed Greenwood. Blue was for monsters, green was for magic items, red
for new classes, and so on. I'd remembered many of these excellent articles
from the first time they appeared, or from the excellent (and now quite rare)
CD-ROM compilation of Dragon's first 250 issues. It took weeks, but
I finally made it through every single issue, and by the time I was done, I
not only had a better understanding of the magazine's history and how I might
better edit the modern Dragon, but I also had dozens of hanging file
folders stuffed with photocopies of every single article that had caught my
eye on the first pass.
This spelled trouble, because there was just no way we could reprint all of
the great material that had originally seen publication in the pages of Dragon.
The monsters alone would have filled three 256-page books, and I only had one
to work with. Clearly, the book couldn't be the definitive guide to the best
material from Dragon, simply because no book could possibly hope to
contain all of the great articles that have appeared in Dragon's pages
since the first issue launched back in June of 1976.
That's why we're calling this edition the Dragon Compendium, Volume
1. Our expectation is that the book's sales will justify further volumes in
the series, so that we might do a book aimed at planar or "Oriental Adventures"
material, and we might even do compilations of material germane to the official
campaign settings. For this first installment, however, we've decided to aim
at a general audience, providing top-quality material that will be useful to
all players and Dungeon Masters.
So what made it into the book? We'll soon post a final table of contents,
but I can reveal a few key items. This volume of the Compendium features
five PC races (the diabolus, diopsid, dvati, lupin, and tibbit), seven standard
classes (ranging from the battle dancer to the savant to the sha'ir), 10 prestige
classes (including the arcanopath monk, the flux adept, and the osteomancer),
and dozens of feats and magic items culled from the best Dragon articles
in the magazine's history. But the Compendium is more than a simple
collection of classes, spells, and magic items. It also features a lengthy
chapter called "Classics," which reprints popular feature articles like "The
Glyphs of Cerilon," from way back in issue #50, Ed Greenwood's "Runestones"
article from Dragon #69, and Gary Jordan's infamous "Tesseracts (or, Making
Meticulous Mappers Mad)," from issue #17. The articles in this section span
three decades and three editions of the Dungeons & Dragons game, and represent
a selection of the best Dragon has to offer.
Lastly, we round out the volume with more than two dozen monsters (including
the orange, yellow, and purple dragons) and an appendix filled with lists of
wondrous places, tests to determine the efficacy of your favorite dice, the
famous "Good Hits and Bad Misses" critical hit and fumble charts, a pronunciation
guide, and more.
Looking over the almost-final printouts, I'm not only amazed by how many great
articles we managed to update and include, but I'm also stunned by how much
amazing material remains to be culled for future volumes in what we hope will
become a continuing series.
The Dragon Compendium is slated for release in late October. Ask your
retailer to order it today or place a preorder of your own here on Paizo.com.
Erik Mona
Editor-in-Chief
Dragon &
Dungeon
September 21, 2005