Issue #25 of White Dwarf (June/July 1981) features a cover by Fiend Folio cover artist, Emmanuel. In addition, Emmanuel provides all of the issue's interior art, except for graphical elements and headers that first appeared in previous issues. Having a single artist handle all the artwork of a single periodical issue is quite unusual in my experience, which is why it's all the more striking in this instance. Mind you, compared to, say, Dragon of the same era, White Dwarf had a lot less artwork per issue. Still, I couldn't help but take note of it. Also worthy of note is that this issue marks the fifth anniversary of White Dwarf's publication.
Part III of Lewis Pulsipher's "An Introduction to Dungeons & Dragons" focuses on playing "the spell-using classes," as he calls them – but not all of them. Druids, for example, are specifically excluded as being very different from magic-users or clerics. Illusionists are not discussed either, but I am assume that's because this article is geared more toward original Dungeons & Dragons rather than AD&D and illusionists do not appear in any OD&D rulebooks or supplements, having debuted in The Strategic Review. In any case, Pulsipher's advice on playing these two classes is fairly straightforward and sensible. He emphasizes their distinct roles and the spells and abilities they possess that best support those roles. There's not much new here to longtime players of D&D and much of what he says has passed into widely accepted conventional wisdom. However, he does make one point worthy of mention, namely that clerics are, in fact, potent warriors in their own right and ought to be played as such rather than as magic-users with a less spectacular selection of spells. To that end, he counsels that "rough 20% of a party" should be clerics, as their hybrid nature makes them very valuable to any dungeon expedition.
Trevor Graver's "The Self-Made Traveller" is a set of optional skill acquisition rules for Traveller. The purpose behind the rules is to eliminate the randomness of Traveller character generation by giving players points to spend on selecting skills of their choice for their characters. I can't say I see much appeal in this, as Traveller's random character generation system is one of its strongest – and most fun – elements, but I have no doubt there are those who disagree. "Open Box" reviews Space Opera (8 out of 10), Plunder and RuneMasters for RuneQuest (5 out 10 and 9 out of 10 respectively), and Double Adventure 2 for Traveller. Of these reviews, I think the one for Space Opera is the most fascinating, as it's written by Andy Slack. Slack praises the game as "complicated" but nevertheless full of "rewarding and entertaining" detail that some might find more enjoyable than other SF RPG offerings.
"The Dungeon Architect" by Roger Musson is one of the more celebrated series of articles from the early days of White Dwarf. Part I, entitled "The Dungeon Interesting" kicks it off with an overview of the concept of dungeons, followed by thoughts on why a dungeon might exist, what manner of beings might exist within its labyrinths, and who or what might dwell nearby on the surface world. In and of themselves, these questions are not particularly interesting and most referees have probably given them some thought before creating their own dungeons. What makes this article valuable, though, is the way that Musson presents each question and then methodically lays out a series of possible answers to each one, along with ideas to spark the reader's creativity. It's an excellent kick-off to a series that will continue in the issues to come.
"Lower Canon Court" by Tony Chamberlain and Paul Skidmore is an odd little mini-game to be used with AD&D. It's intended to represent a clerical court for the trying of those who've gone against the dictates of their alignment and/or religious beliefs, but it's presented as a skirmish complete with a map, two dozen NPCs, and crypts filled with undead beneath the court. At first, I thought this was intended as a kind of trial-by-combat affair, but that doesn't seem to be the case at all. Instead, players are given control of the various NPCs, each of whom has notes about how he views the court and will judge potential defendants. There's a chance the undead might escape the crypts and disrupt the judicial proceedings, but that's an extra feature of the situation rather than its purpose. I suppose this might fun as a one-off scenario.
"Treasure Chest" presents four new miscellaneous magic items and some quick rules on character handedness. The byline of Roger E. Moore once again figures prominently in this section, as it has in several recent issues. "Blowout!" by Andy Slack is a set of expanded rules for vacuum suits in Traveller and is quite well done. I'd recommend making use of it, if your campaign features the regular use of vacc suits and you'd benefit from the added detail. "The Fiend Factory" presents a series of five "themed" monsters, all of which can be found in The Black Manse, the cursed dwelling of a benevolent baron whose son is not so well-intentioned. This is a good structure for presenting new D&D monsters and I think it sets this installment of "The Fiend Factory" apart from most other collections of new monsters.
"The Ship's Library" by Bob McWilliams discusses books, both fiction and non-fiction, that every Traveller referee ought to read to help in setting up a campaign. "What Makes a Good AD&D Character Class" by Lewis Pulsipher concludes the issue with his thoughts on the subject at hand. Most of those thoughts are common sense, such as "don't make the class too powerful," but what is commonsensical now might not have been so in 1981. Consequently, I doubt many reading it today would derive much benefit from it.
Issue #25 is a very good one, filled with numerous interesting articles. These articles also seem to be getting longer, which I appreciate, but this comes at a cost. Since the magazine's page count hasn't increased noticeably, the size of the text is getting smaller. That probably would have been fine when I was a teenager, but nowadays, I find it vexing. Oh, to be young again!
It’s not entirely clear, but I assumed the Ship’s Library in the Starbase column were fiction recommendations from Bob McWilliams, not Andy Slack. In any case, Andy already appears to have taken over most of this issue.
ReplyDeleteThanks for that correction. I'll update the post appropriately.
Delete" However, he does make one point worthy of mention, namely that clerics are, in fact, potent warriors in their own right and ought to be played as such rather than as magic-users with a less spectacular selection of spells. To that end, he counsels that "rough 20% of a party" should be clerics, as their hybrid nature makes them very valuable to any dungeon expedition."
ReplyDeleteWell, yeah. They've been kind of obviously the most effective class all around since day one. Why D&D persists in making them both tougher and better fighters than thieves are continues to baffle me, considering that the theoretical inspirations for Gygax and company consistently portray rogues as dangerous fighting men while priests are generally either feeble old men, dissipated and hypocritical hedonists, or paper-pushing bureaucrats who couldn't fight their way out of a paper sack. My second-ever DM flat out swapped the hit dice and combat abilities between the two classes and it improved the game immensely and that was in the late Seventies. WotC's still getting it wrong, and the OSR mob's no better.
My understaning is that the D&D Cleric is modeled mostly on Peter Cushing's portrayal of Doctor Van Helsing in the Hammer Dracula films, with a little bit of Crusader Knight to make it more medieval fantasy-friendly. So, rather than a feeble old man or the like, the D&D Cleric is intended as a vigorous, undead-hunting boss.
DeleteAnd don't forget B8shop Turpin a real life fighting cleric
DeleteIn the dungeon architect my first DM is name checked - Nic Best - and he was literally the best ever
ReplyDeleteI totally agree the way characters are built in Traveller is one of the great things in the system. There is some control over how you create the character but every decision you make has as indirect outcome. I really wonder how Marc Miller came up with it because it is so totally different than D&D.
ReplyDeleteI believe that Miller talks about it, maybe in that interview a couple of WDs back? It started as a potential rule for Imperium, where each player would have a son, whose career was modeled by dice rolls on various tables, providing various bonuses to game actions, while also making life a little bit risky for the son. This gave the player a personal stake in the battles fought by fleets of starships above dozens of worlds.
Delete