Tuesday, July 26, 2022

White Dwarf: Issue #43

With issue #43 of White Dwarf (July 1983), we are well within the range of issues I remember strongly from my youth. This is the period before I'd actually subscribed to the magazine – that would come a little while later – but after I'd made it a point to pick up a new issue each month. Consequently, I still have a vivid recollection of this Jim Burns cover. Strangely, I also recall Ian Livingstone's editorial in which he suggests that computer games can never replace tabletop RPGs (or even boardgames) for the satisfaction they provide in playing them with (or against) human beings. Nearly forty years later, I find it hard to disagree.

Part 2 of Marcus L. Rowland's "Cthulhu Now!" presents two mini-scenarios and one campaign outline for use in a Call of Cthulhu campaign set in the 1980s. One of these, entitled "Trail of the Loathsome Slime," would become the basis for a licensed CoC adventure published by Games Workshop at a later date. Since I never owned that particular book, I can't say how closely it hews to Rowland's original idea. I really enjoyed this article back in 1983 and it encouraged me to try my hand at modern day Call of Cthulhu.

"Open Box" reviews Warhammer in its initial release, earning 8 out of 10. I've mentioned before that I've never had the chance to look at this version of the game and now I wish I had. It's a pity that it's nigh impossible to find a copy at a reasonable price. Oliver Dickinson gives Questworld, Chaosium's alternate setting for RuneQuest, a mere 6 out of 10, which surprises me, as my (admittedly hazy) recollection is that it was more interesting than that. I shall have to re-read it sometime soon to see if I agree with Dickinson's assessment. Finally, there's a review of the play-by-mail game, The Tribes of Crane, which garners a 9 out of 10 – high praise indeed! I never got into play-by-mail games, but I'm fascinated by them, so such a positive review only piques my interest further.

Dave Langford's "Critical Mass" looks at a number of books, starting with a couple casting skeptical eyes on psychic and related phenomena. He follows it up with reviews of Alfred Bester's The Deceivers and The Insider by Christopher Evan. I've read the former, but I've never even heard of the latter. Go figure. "Hanufa's Little Sister" is Oliver Dickinson's final short story of Griselda. The tale includes a note that information on her further exploits can be found in Chaosium's Pavis. This is true: the boxed set released the same year as this issue includes another short story of Griselda, also written by Dickinson (though her game stats appear in Big Rubble, along with those of her associates).

"Magimart" by Lewis Pulsipher briefly discusses the ups and downs allowing the buying and selling of magic items in a D&D campaign. As with so many of Pulsipher's articles, he offers sound advice, though it's difficult, from the vantage point of the present, to appreciate it fully, since so much of what he has to say has since passed into the collective wisdom of the hobby. "Vehicle Combat" by Andy Slack, meanwhile, remains of lasting interest. It's a nice, simple system for adjudicating vehicle combat in Traveller without recourse to Striker (though it does make use of Mercenary). I had a lot of fun, thanks to this article, so it remains a favorite of mine to this day.

The centerpiece of the issue is Part 2 of Daniel Collerton's "Irilian." As with last issue, Collerton describes a single section of the city, along with an adventure set in that part of Irilian. This part focuses attention on an abbey and an inn, both of which are given complete maps and both of which figure prominently in the scenario. The remainder of the article describes on living in Irilian, with an emphasis placed on what houses look like, family arrangements, coinage, and similarly mundane but nevertheless useful features. It's another great installment in a terrific series; it remains one of the highlights of White Dwarf during the period when I was reading it.

"Happy Landings!" by Thomas M. Price is a very good three-page article for Traveller. Price looks at starport design, an overlooked aspect of Traveller in my opinion (and not just because I worked on a book concerning this topic). What makes the article especially good are the half dozen or so sample maps included with it. Traveller characters spend an awful lot of time in starports; having more examples of possible layouts is this extremely helpful to the harried referee. This was another favorite of mine. "Arms Talk" by Oliver Dickinson is a discussion of damage absorption in RuneQuest. It's a fairly dense little essay, filled with plenty of musings about RQ's combat system. At the time, I wasn't playing the game, so I paid little heed to it. Nowadays, I wouldn't give it much attention either, since the complexities of the combat system are my least favorite aspects of RuneQuest.

"And Some Came Riding" is a fun installment of "Fiend Factory," describing several new D&D monsters that make use of mounts of one type or another. I especially like the Bug Riders, insect men who make use of a variety of arthropods as riding beasts. "Bujutsu" by Graeme Davis details Japanese weapons for use by AD&D monks, which was a well worn genre of article in the gaming magazines of the '80s. Finally, there's the first appearance of the comic Gobbledigook by Bil (who, I believe, is Bill Sedgwick, who did art for Games Workshop). I loved many of White Dwarf's comics, including Gobbledigook, so it was great seeing his debut in this issue.

Issue #42 of White Dwarf is an excellent one, perhaps one of the best I ever owned. The mix of D&D, Call of Cthulhu, and Traveller material was welcome, since they were my three main RPGs back in the days of my youth. Even now, they remain among my favorites. It's a real pleasure to revisit issues like this one and I look forward to those that follow it, as I recall that many of them are just as superb as this one.

12 comments:

  1. I really liked Questworld, but it was very bare-bones. I used it extensively for homebrew RQ campaigns in the 90s, but I actually liked the fact that there was very little "lore" -- something that other boxed-set worlds of the time had scads of, so I can see where people would rate it poorly. In any case, I found it easy to transplant the Moathouse (from the Village of Hommlet) to the Dangerground in Questworld -- a mosaic of mesas separated by deep clefts and chasms. It was memorable!

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    1. I wanted to like Questworld, but it never got more development. After developing RQ play around Cults of Prax, the handful of cults from Questworld were clearly not enough, especially with them being just a bit too quirky (I would have said silly back in the day) for my taste. Also the map never got enough detail for my taste other than a small region in one of the scenarios.

      I suspect some of my reaction is behind that 6/10 rating.

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  2. One of their best ever covers

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  3. Man, that GURPS Traveller Starports book is one of my all-time favorites!

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    1. Most of the praise goes to John M. Ford, the principal author.

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    2. I only now realized that he was the same person as the author John M. Ford... Stupid me...

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    3. It's amazing how many science fiction and fantasy authors are/were involved in roleplaying.

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  4. Sort of related in terms of RPG magazines. James, have you read this issue of Space Gamer featuring Tekumel?
    https://archive.org/details/Space_Gamer_71/mode/2up

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  5. If issue #42 was my first issue that bought (I was fifteen and had gone with my sisters to see Temple of Doom), then issue #43 was the first issue of my subscription.

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  6. I have to wonder if the non-stellar review of Questworld had something to do with what was going on behind the scenes. Questworld was to have major chunks populated by different companies (Games Workshop being one) but that all seems to have fallen apart rather quickly.

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  7. I've been reading through the collected Griselda stories, available as an ebook from Chaosium. They are as a rule "snack size" so the collection as a whole is great to dip into on and off. The are both charming in their own right, and also give a feel for Glorantha, albeit in a way that not overly self-serious (which for me is a good thing)

    https://www.chaosium.com/the-complete-griselda-pdf/

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