Showing posts with label fighting fantasy. Show all posts
Showing posts with label fighting fantasy. Show all posts

Wednesday, July 5, 2023

Retrospective: SoloQuest

For obvious reasons, the last few years have seen a resurgence of interest in solo adventures for use with roleplaying games. Adventures of this sort have a long pedigree, going back at least as far as 1976's Buffalo Castle for Tunnels & Trolls. Other attempts to present a referee-less scenario for use by a single player followed, employing a number of different approaches, some of them quite exotic, like invisible ink and a "magic viewer." 

The most successful ones, however, followed in the footsteps of Buffalo Castle (or perhaps Sugarcane Island?) by presenting a series numbered paragraphs read according to the narrative choices of the reader. This is the format adopted by Steve Jackson and Ian Livingstone's phenomenally successful Fighting Fantasy series of gamebooks, for instance. It's also the format Chaosium employed for its own forays into the field of solo gaming, starting with SoloQuest in 1982.

Written by Allen LaVergne, who was a player in Steve Perrin's Pavis campaign, SoloQuest presents three adventures for RuneQuest suitable for use by a single player without the need for a referee. The scenarios are not specifically connected to Glorantha and the book's introduction suggests they're completely usable by a character from any RuneQuest setting. The first of these scenarios is "DreamQuest," the most straightforward of the three. Its premise is that the character's favored god appears to him in a dream and asks him "to fulfill a mission, a symbolic reenactment of [the] god's conquests. Unlike most dreams, in this one there are real risks to run and real rewards to gain."

What follows is a series of combat encounters, in which the character's dream self must overcome ever more powerful opponents. There are twenty such encounters, ranging from Sardanik Scrolleater, an armored baboon with a spear, to Errol, a swashbuckling manticore, to Huey and Looie, a pair of ducks, and many more, culminating in the final battle – against the character's doppelganger. Almost all of these encounters are idiosyncratic in one way or another, reflecting the opponent's personality and nature. They typically include an outline of the opponent's tactics in combat and some even note the conditions under which combat might be avoided. "DreamQuest" isn't really an adventure so much as an excuse to run some battles using the RQ rules. How much one enjoys that will likely determine how much one enjoys the scenario as a whole.

The second adventure is "Phony Stones," which concerns the sale of "bogus statues of Issaries" to naive individuals hoping that, by buying them, they might be initiated into the god's cult. The temple of Issaries is thus offering a sizable reward for anyone who can find and capture the perpetrator of this deception. The setting of the adventure is a small town of about 50 residences, which the character will need to investigate to unravel this mystery. Unfortunately, the limitations of the solitaire format hamper one's ability to do so as effectively one might during refereed play. For example, interactions with NPCs are largely pre-scripted, meaning you can only perform whatever actions the numbered paragraphs offer you, which, in many cases, are very few. The end result is fairly unsatisfying, even compared to your average Fighting Fantasy book.

The third adventure is "Maguffin Hunt." The Duke of Jawain hires to the character to enter the hideout of a band of dwarves who have stolen his maguffin. Despite the fact that the duke "will provide a very detailed description of the maguffin," nowhere does the text actually do so. I am left to presume that this ambiguity is intentional, allowing it to be whatever the player imagines it to be. If so, the scenario never makes this clear, which is all the more vexing since, at its conclusion, the character discovers the dwarves no longer even have it. They've sold it to a third party and there's not a hint as to the identity of the buyer. Even so, "Maguffin Hunt" is a little more enjoyable than "Phony Stones," since it's largely a series of combat encounters, which the solo format handles reasonably well, rather than the frustratingly limited investigations of the previous adventure. 

Ultimately, that's the biggest problem with SoloQuest: its scenarios rarely rise above the level of scripted combats, which strikes me as almost criminal when dealing with a game like RuneQuest, whose strength has always been its richly detailed settings and interesting characters. Of course, how one would succeed in presenting such things within the context of a solitaire adventure is a vexing question even in 2023. The computer RPGs of the present are vastly more sophisticated and complex than something like SoloQuest and yet even they often struggle with presenting an imaginary world and its inhabitants with the kind of depth to be found in even a mediocre tabletop session with other human beings. Consequently, I can't judge SoloQuest too harshly for its shortcomings, though I nevertheless wish it were better than it is.

Tuesday, July 4, 2023

White Dwarf: Issue #80

And so, with issue #80 (August 1986), we come to the end of my retrospective on Games Workshop's White Dwarf. Even so, I'll likely have some concluding thoughts on the entire series next week, since I feel, after so many months of posts on the magazine, there's still a lot to be said about it. This issue features a strong cover illustration that recalls the work of Frank Frazetta – no surprise there, since the artist, Ken Kelly, was the nephew of Frazetta's wife and had the chance to study Frank's works and technique up close and personal.

Paul Cockburn's editorial focuses on a new Reader's Poll included at the end of the issue. The poll is quite lengthy, lengthier than many previous ones, in part, I suspect, because Games Workshop was trying to understand its current readership as it charted its course into the future. After nearly ten calendar years of publication, White Dwarf had changed a great deal, as had Games Workshop itself. It, therefore, makes sense that the company would want to take stock of its readers in order to better serve them.

"Open Box" kicks off with a very positive review of Games Workshop's printing of the third edition of Call of Cthulhu. Normally, I'd have a critical word or two about WD's habit of advertisements dressed up as a reviews, but, in this case, I'll make an exception. The GW hardcover printing of CoC's third edition is indeed an excellent product, one of the best versions of the game ever, in fact. I only wish I still had my copy. Also reviewed are two adventures for FASA's Doctor Who RPG, The Hartlewick Horror and The Legions of Death. The former receives greater praise, primarily because it's less complex and more suitable to referees of all levels of experience. Palladium's The Mechanoids gets a negative review, with the reviewer (Marcus L. Rowland again) suggesting that it'd work better as a war game than as an RPG. Destiny of Kings for AD&D is favored over Swords of the Daimyo (also for AD&D). Realms of Magic for Marvel Super Heroes is treated positively for the most part, though the reviewer (Peter Tamlyn) expresses some dissatisfaction with the added complexity this supplement introduces. He also criticizes the excessive use of the trademark symbol throughout the text, necessitated, no doubt, by Marvel's lawyers. Finally, there's Avalon Hill boardgame, Dark Emperor, by Greg Costikyan, which merits only middling praise.

Nigel Cole's "Combat in Doctor Who" attempts to correct some errors and oversights in FASA's RPG. Meanwhile, "Something Special" by Hugh Tynan introduces ten new special abilities for use by characters in Judge Dredd the Role-Playing Game. "Clouding the Issue" by Chris Barlow takes a look at the various detection spells available in AD&D with an eye toward sorting out the inconsistencies. "Crime Inc." by Graeme Davis presents a system for creating organized crime groups for use with any 20th century RPG. The system takes into account a group's size to give the referee an idea of how many members of various ranks it possesses, along with the extent of its reach into illicit activities. It's nothing fancy, but it looks genuinely useful in fleshing out enemy groups for a wide variety of RPGs. 

Dave Langford's "Critical Mass" returns to form by providing capsule reviews of a plethora of books, most of which I've never read, the exception being The Anubis Gates by Tim Powers. It's funny: I've rarely been a fan of Langford's columns, but, despite that, I think I'll miss reading them nonetheless. I suppose that's mostly a function of the fact that they've been a fixture of the magazine since issue #39, which grants them an almost-venerable status. On the other hand, I've always liked both "Thrud the Barbarian" and "Gobbledigook" (the latter reduced to half a page in this issue), so it makes sense that I might feel a pang of regret in saying goodbye to them.

"The Reliant" by Thomas M. Price presents an escape craft, complete with deck plans, "for SF role-playing games," though the titular spaceship is presented using terminology and concepts clearly derived from Traveller. "Roleplaying for Everyone" by Peter Tamlyn is a thoughtful essay on the development and expansion of the concept of roleplaying. Tamlyn looks at the evolution of RPG design and how it has facilitated (or impeded) the adoption of the hobby by a large segment of the public. He also examines the growth of solo gamebooks, like Fighting Fantasy, and ponders what impact they, along with the then-new How to Host a Murder games might have. It's a solid piece that's mostly interesting from a historical perspective, since it was written nearly forty years ago, but I found it a worthwhile read nonetheless.

The best thing in this issue, in my opinion, is Graham Staplehurst's adventure "Ancient & Modern." Described as "a scenario for schizophrenic roleplayers," it draws on work of author Brian Lumley, specifically his tales of the primal continent of Theem'hdra, a kind of Conan-meets-the-Cthulhu-Mythos sort of sword-and-sorcery setting. "Ancient & Modern" takes place in two times, the ancient past and the present day, with players portraying two sets of characters using two different game systems, most likely AD&D for the former and Call of Cthulhu for the latter, though the scenario is written to accommodate other possibilities. The outcome of events in Theem'hdra affect those in the 20th century, so there is a direct connection between the two halves of the scenario. I've long wanted to referee a scenario of this sort before, so I was very intrigued by "Ancient & Modern."

Closing out the issue is another installment of "'Eavy Metal," complete with many color photographs of beautifully painted miniature figures. As I'm certain I've said many times before, I genuinely appreciate articles like this, because I've never been very good at painting minis. Seeing what others more skilled than I have done with them is a treat and an education about a side of the hobby with which I have very little experience.

There you have, the final issue of White Dwarf that I'll be reading as part of a series of posts. I do wish that this had been a more remarkable issue than it was, so that it might have weakened my resolve to move on to something else. Alas, it was not and so I now must bid farewell to White Dwarf. For the most part, I enjoyed this trip down memory lane and am glad that I took the time to do it. After a final post next week, in which I attempt to sum up my various thoughts about WD and its place in the larger hobby, I'll move on to another topic. Polyhedron perhaps?

Tuesday, February 21, 2023

White Dwarf: Issue #66

Issue #66 of White Dwarf (June 1985) is once again graced by a Chris Achilleos cover illustration. I've always been very fond of his artwork and this piece is no exception. This issue also marks another step, albeit a small one, down the road toward Games Workshop's transformation into an all-Warhammer-all-the-time company. Ian Livingstone's editorial opines that "there is obviously a resurgence of interest in wargaming," with the growing popularity of Warhammer Fantasy Battle being offered as evidence of this. I suspect his prognostication would ultimately prove correct. Warhammer's success was real and lasting; it played a huge role in revitalizing the field of miniatures wargaming, a segment of the larger hobby that continues to be very successful (and profitable) today. 

Speaking of miniatures wargaming, this issue's "Open Box" kicks off with a positive (7 out of 10) review of FASA's Battledroids, the earliest iteration of the Battletech line of games. Slightly more glowing (8 out of 10) is its review of the second edition of Warhammer Fantasy Battle Rules. There's also a review of the 48K Spectrum version of Talisman (7 out of 10). Rounding out the reviews are The Halls of the Dwarven Kings (8 out of 10) and not one but two Fighting Fantasy gamebooks: House of Hell and talisman of Death (both 9 out of 10). I owned and enjoyed House of Hell, which has a modern day haunted house setting. It also included a Fear score that increases as the reader's character deals with more frights within the titular locale. Once the score reaches a high enough number, the character is "scared to death." The mechanic introduces an interesting dynamic, as the reader tries to avoid encounters, since each one contributes to the Fear score and its inevitable consequences.

Dave Langford's "Critical Mass" laments the "fantasy explosion" in publishing with words I could almost have written: "SF is my true love ... Fie on fantasy: for me the highest literary values consist of megalmaniac computers, hyperspatial leaps and colliding black holes." He then goes on to review multiple fantasy books he considers "consistently better than the SF." Interestingly – or perhaps simply indicative of my own cramped tastes – the only one of these great fantasies he mentions that I recognize is Piers Anthony's On a Pale Horse, the first of his "Incarnations of Immortality" series – and I don't count myself a fan. Langford nevertheless does review a few SF books, including E.C. Tubb's twenty-second Dumarest of Terra novel, The Terra Data. In his review, he notes that "beyond rotten sentences [it] has a plot resembling the previous ones: hero Dumarest tepidly pursued by omniscient yet inept Cybers, fights through unconquerable barriers of padding to obtain secret whereabouts of lost Earth, only to suffer his 22nd failure. Soporific." Cruel but accurate (and I say this as a fan of Tubb).

"The Road Goes Ever On" by Graham Staplehurst is a very nice overview/review of Iron Crown Enterprise's Middle-earth Role Playing and some of its supplements. Reading it again almost made me want to dust off my copy of MERP and give it a whirl again. Part Four of the "Thrud the Destroyer" saga continues, as the evil necromancer To-Me Ku-Pa employs dark sorcery to summon "the essence of evil throughout time." Behold!

"A Web in the Dark" by Simon Burley presents rules suggestions for adapting Spider-Man and similar superheroes to Games Workshop's Golden Heroes (which I need to review one day). "Once Risen, Twice Shy" by Steve Williams and Barney Sloane is a fun collection of documents – news clippings, handwritten notes, reports – that outline a grisly scenario for use with Call of Cthulhu. It's all quite well done and evocative. My only complaint is that the layout of the issue would make it difficult to easily photocopy and use the documents in play. Meanwhile, "Ambush!" by D.P. O'Connor is a three-page treatment of how best to simulate ambushes in Warhammer miniatures battles. 

"The Horse of the Invisible" by A.J. Bradbury is an excellent Call of Cthulhu scenario adapted from the William Hope Hodgson story of the same name. The adventure is lengthy, detailed, and, above all, dangerous – as the best CoC adventures are – well done. "The Philosopher's Stone" by David Whiteland is another lengthy and detailed scenario, this time for AD&D characters of levels 1-2. As its title suggests, the adventure involves alchemy and quite cleverly makes use of alchemical mixtures and reactions as part of resolving it. I loved this scenario in my youth and used it to good effect in kicking off a new campaign in my high school era setting.

"The Silent Hater" is a well done installment of "Fiend Factory," which strings together five different AD&D monsters and a map to create the outlines of an adventure for the enterprising referee to drop into his campaign. This is "Fiend Factory" at its best in my opinion and I was always glad to see them. On the other hand, "The Rings of Alignment" by Graeme Drysdale does little for me. There are five such artifact-level rings – one each for Law, Chaos, Good, Evil, and Neutrality – each with their own powerful guardian and special powers to those who wear them, either singly or in conjunction with others. I suppose such magic items have their place in certain kinds of campaigns, but I've rarely found them all that useful.

"Open House" is Joe Dever and Gary Chalk's report Citadel Miniatures' "Open Days," which attracted over 2000 gamers to the company's factory to participate in miniatures battles and painting competitions. The article includes photos of some of the winners of the latter and they are, of course, quite impressive. I find myself, as always, wishing I'd taken up miniatures painting when I was younger. Oh well! Closing out the issue are new episodes of both "The Travellers" and "Gobbledigook."

All in all, this is another worthwhile issue, filled with several excellent articles. That said, the increasing presence of Warhammer and related things is quite clear. I can't say that I blame Games Workshop for emphasizing their own products, especially at a time when they're growing in popularity. However, never having been a miniatures wargamer of any kind, let alone a player of Warhammer Fantasy Battles, I could see the writing on the wall. It wasn't too much longer before I ceased reading White Dwarf and turned my attention elsewhere.

Tuesday, February 14, 2023

White Dwarf: Issue #65

Issue #65 of White Dwarf (May 1985) features a cover by Chris Achilleos derived from a painting that had previously been used in a Fighting Fantasy advertisement (or perhaps they both derive the same painting). This was a common practice for White Dwarf and not in itself noteworthy. I only mention in this instance, because I actually remembered the original FF ad. Ian Livingstone's editorial mentions "a slight decline in fantasy gaming in the USA," which he clarifies as meaning that "the fickle mass market in the USA ... are tired of it." Based on my own memories, this seems about right. The peak fad years of Dungeons & Dragons were largely over and TSR itself was in knee-deep in the struggle between Gary Gygax and the Blume brothers for control of TSR. That said, it certainly didn't feel that way to me at the time.

"The Good, the Bad, and the Downright Odd" by Phil Masters is a decent article about the creation and use of non-player characters in superhero RPGs. However, my enjoyment of it was seriously hampered not by anything in its content by its godawful layout, one of the worst in the long history of White Dwarf's godawful layouts. Let your eyes feast upon this:
More damning than the possibility that this layout could trigger epileptic seizures in the reader, it's almost completely illegible. The combination of colors, especially in the areas that combine a white background with black text and a red overlay, makes the thing almost impossible to read. This isn't just middle age speaking; this was true even in my teen years before I ever owned a pair of glasses. What were they thinking?

Fortunately, "Open Box" is as readable as ever. This issue, there are reviews for West End's Paranoia (7 out of 10), which used to be a favorite of mine. Reviewer Marcus L. Rowland quite correctly points out that, though fun, Paranoia is probably not suitable for a "prolonged campaign." Also reviewed are the first three Alien Modules for GDW's Traveller, focusing on the Aslan (9 out of 10), K'Kree (7 out of 10), and Vargr (9 out of 10). Concluding the column are reviews of three different supplements and adventures for use with FASA's Star Trek RPG: The Romulans (8 out of 10), The Orion Ruse (9 out of 10), and Margin of Profit (8 out of10). For a lover of science fiction like myself, this issue included a great collection of product reviews.

Dave Langford's "Critical Mass" is an unexpectedly good installment this months, perhaps because I'm much more familiar with the books he's reviewing. Langford starts off talking about the Dune series and, by and large, I agree with his initial assessments: Dune is excellent, Dune Messiah almost as good, Children of Dune a mess, and God-Emperor of Dune a slog. Unlike Langford, who – unexpectedly – enjoyed both Heretics of Dune and Chapter House: Dune, I was by turns annoyed and bored. Go figure, He also spends some time slagging Dragons of Autumn Twilight, which is a fine way to spend one's time: "inspired by an AD&D campaign full of chunks ripped bleeding from Tolkien." Langford says he couldn't even finish it; I sometimes wish I could say the same. Langford's byline reappears beneath "The Distressing Damsel," a humorous fantasy tale that I didn't love, but I also didn't hate, so that's something, I guess.

"Thrud the Barbarian" continues its fun "Thrud the Destroyer" storyline. Rather than waste time talking about it, here's a reproduction of the comic to give you a sense of its content.
Graham Miller's "Smile Please" is an adventure for Traveller that is better in concept than execution. The characters are contracted to transport a mysterious box aboard a merchant vessel filled with a motley assortment of fellow passengers. As the ship enters jump space, some of these passengers start dying, seemingly as the result of a murderer in their midst. In truth, the whole thing is part of an Imperial version of the TV show, Candid Camera, which is a bit of a letdown. Mind you, I never ran this scenario, so perhaps it works well in play, though I have my doubts.

"Balancing Act" by Mike Lewis is an interesting early example of discussing the possible tension between the logic of drama (or "storytelling") and the unexpected outcomes of rules. Lewis suggests downplaying the role of rules to ensure a greater degree of dramatic coherence in a campaign and provides lots of examples and suggestions on how to handle this. His ultimate point is that the flow of a game session ought not to be broken by an errant dice roll or even the dictates of a rule. A good referee understands the need for judgment calls when in-game events dictate it. I find it hard to disagree, though leaning into this approach too heavily leads to the railroad and similar pathologies.

"The Sahuagin Heel" by Graeme Drysdale is a nice little AD&D adventure for characters of levels 2–4. The scenario involves a string of islands menaced by the aforementioned sahuagin. It's a solid sea-based adventure, with numerous interesting encounters, including tricks and traps. If it has a flaw, it's the extensive backstory presented at the start of the adventure to set the stage. In general, I prefer less of this sort of thing, but that's just personal preference. "The Other Imperium" by Michael Scott presents several civilian organizations for use with Traveller, like Intercredit (an intersellar banking service) and the Mercenary Monitoring Corps. Much more interesting is the latest installment of "The Travellers" comic, which has a go at Star Trek in forms of the characters of Captain Quirk and his first officer, Speck. We're also treated to more "Gobbledigook," though I almost missed it this time, because its placement amidst a sea of advertisements at the end of the issue obscured it somewhat.

"Forecasting the Runes" by Dave Morris and Oliver Johnson is an article for RuneQuest that presents two small rules/world additions to the game. The first is the titular runes, which function as a type of augury, while the second pertains to a system of birth signs based around the four parts of the soul (as understood by Glorantha's Lunar Empire). Both are quite flavorful and, just as importantly, mechanically simple, which I think is very important. Well done! Meanwhile, "The Noegyth Nibin" by Steven Prizeman stats up the "pettty dwarfs" of Tolkien's Silmarillion in D&D terms. 

"Armed to the Teeth" by MJ Bourne is (yet another) collection of unusual historical weapons for use with D&D – stuff like the misericorde and poinard, alongside the boomerang and blowpipe. I don't hate articles like this, but I do question their utility after so many others have been written – and are still being written – that cover the same material. Finally, there's "Horse Sense" by Joe Dever and Gary Chalk in which they discuss the intricacies of painting horse miniatures for use with RPGs and tabletop wargames. As always, I find this series weirdly fascinating, perhaps because I know so little about miniatures painting.

And there you have it: issue #65 of White Dwarf. It's a better than average issue in my opinion, though a little more staid than earlier issues in the magazine's run. Unfortunately, that's the nature of these sorts of things. As a publication becomes more polished and "professional," its content is both more consistent and more "safe." Much as I have commented negatively about the inconsistency of White Dwarf's content in its early days, I nevertheless recognize that that inconsistency was, in some respects, a necessary consequence of its newness – the very same newness that regularly inspired some truly phenomenal creativity and that I'd love to see again.

Tuesday, January 10, 2023

White Dwarf: Issue #63

Issue #63 of White Dwarf (March 1985) is graced with a cover by Italian-born artist Gino D'Achille, who is probably most well-known for the work he did on the Ballantine editions of the Barsoom novels from 1973 (or the DAW Gor books, if that's more your preference). In his editorial, Ian Livingstone continues to ponder the state of the hobby, with particular emphasis placed on the peculiar ways that licensed properties are divvied up among companies. He notes, for example, that Games Workshop publishes the Doctor Who boardgame, while FASA publishes the RPG. He also notes that, while TSR publishes Battle System ("which sounds like Warhammer"), Citadel produces the official AD&D miniatures line. Livingstone's correct to note the oddity of this, but it's been pretty much par for the course for as long as the licensing of media properties has existed (and remains so to this day).

The issue kicks off with "Arms and the Man" by Michael Holman, which builds on Andy Slack's article on vehicle combat in Traveller from White Dwarf #43. Holman introduces a number of new vehicle systems, including offensive ones, as well as an expanded vehicle combat procedure. It's all good stuff, though it highlights, as did Slack's article before it, just how much Traveller needed vehicular combat rules simpler than those in Striker

Dave Langford's "Critical Mass" occasionally elicits my interest – not so this month, which is why I will pass over it without comment. Much more compelling to me is "Open Box," which very positively reviews Toon (9 out of 10), a game for which I have more affection than is probably justified. Also positively reviewed are a pair of videogames from Triffid Software, The Secret River and The Wizard's Citadel, which score a combined 8 out of 10 (somehow). I must admit I was surprised to see videogames reviewed in "Open Box." In the past, such things appeared in a separate column, "Microview," but I suspect it had been axed sometime prior to this. There's a side by side review of FASA's Star Trek III Starship Combat Game and Task Force's Star Fleet Battles Volume II. The comparison is not completely fair, since SFB Volume II is not a stand-alone product but a supplement. Even so, White Dwarf gives them 8 and 7 out of 10 respectively. Finally, there are reviews of the D&D modules, The Veiled Society (9 out of 10) and Quest for the Heartstone (4 out of 10). I'll be looking at the latter in a separate post tomorrow.

Part 5 of Graeme Davis's Eye of Newt and Wing of Bat concludes by tackling miscellaneous magic items. This is probably the least satisfying entry in the series, because it looks at only a small percentage of the miscellaneous items found in the Dungeon Masters Guide and presents no unified system for handling their manufacture. On the one hand, that's understandable, given the diversity of the miscellaneous magic items. However, the point of the series is to present a system to aid referees and players in adjudicating the creation of magic items. Without that, I think it's a little less useful than it might have otherwise been.

Carl Critchlow gives us the first part of "Thrud the Destroyer," which amusingly riffs off both the awful second Conan movie and The Magnificent Seven – fun stuff, as always. "The Travellers" and "Gobbledigook" are also enjoyable, though neither compares to this month's "Thrud." The third and final part of Jon Sutherland and Gareth Hill's "The Dark Usurper" Fighting Fantasy scenario appears in this issue, too. It's much like the previous parts, which is to say, passable as a solitaire scenario, though nowhere near as good as even an average full-length Fighting Fantasy book.

Much more compelling is Marcus L. Rowland's "Draw the Blinds on Yesterday," a Call of Cthulhu scenario set in the 1980s. The adventure concerns a missing flight between Athens, Grece and London, England, thanks to an unsuccessful attempt to summon Cthugha from Fomalhaut. Also involved is the last surviving Gorgon, an extraterrestrial species that is the origin of the myths of Medusa and her sisters. It's a delightfully bonkers scenario that somehow works, despite (because of?) its strange mix of elements. 

"Setting the Scene" by Joe Dever and Gary Chalk is another fascinating miniatures-oriented article. This time, the authors look at the pitfalls of how best to make use of miniatures and scenery at the table. It's a topic I'd never really considered before, given my limited use of miniatures over the years. As usual, Dever and Chalk do a fine job of briefly laying out the problems and offering solutions, accompanied by useful color photographs. Every time I read one of their articles, I find myself deeply regretting that I never bothered to take up miniatures painting back when I still had the eyesight and hand-eye coordination to make a serious go of it. The folly of youth!

"Howzat!" by Mark Wilkinson, David Bailey, and Richard Bramah is humorous RuneQuest article that presents the rules (and game mechanics) for "elfball," a Gloranthan analog to cricket. There are even a few new spells for use during the game, like batting trance and team spirit, as well as additional spells for use by umpires. It's silly but fun, the kind of thing that I long considered a distinctive aspect of the UK game scene in the '80s. "A Not So Lonely Mountain" presents a pair of short scenarios involving the characters' ascent up a mountain – and the monsters they encounter along the way. I like this style of introducing new opponents in a RPG and wish it was done more often.

"Imperial Trooper" by Nic Weeks is look at the elite military forces of the Imperium of Traveller. It's mostly "fluff," in that it introduces no new rules or equipment for use with the game and, on that score, is good enough, though it does differ somewhat from GDW's own presentation of similar topics elsewhere. Concluding the issue is James Carmichael's "Help for the Hobbit Abroad," which presents some halfling-specific magic items, like pots of cooking and the pipe of the storyeller. (One of these years someone will figure out something to do with halflings that's more interesting than simply being Tolkien's hobbits with the serial numbers filed off – or, better yet, jettison them entirely!)

And so we come to the end of another issue of White Dwarf. As usual, it's a mixed bag, filled with a wide variety of material geared toward an equally wide variety of games. That was always White Dwarf's great strength when compared to Dragon and its relentless focus on Dungeons & Dragons. Of course, this sometimes meant that some issues of White Dwarf might not be as interesting to me as others, but that was a chance I was willing to take at the time. Re-reading these issues remains a delightful trip down memory lane; I look forward to the next one.

Tuesday, December 20, 2022

White Dwarf: Issue #62

Issue #62 of White Dwarf (February 1985) gives us another cover by Chris Achilleos, whose work was, by this point, a common sight on the cover of many different Games Workshop publications – not that I minded. In this issue's editorial, Ian Livingstone notes that the trend of "making role-playing games based on well-known characters" seems likely to continue, based in part on the fact that several miniatures companies "are now making licensed ranges of character figures." He cites as an example of what he means Grenadier's Lord of the Rings figure, whose existence I had completely forgotten until reading this editorial. Talk about a blast from the past!

"A Place of Damp and Darkness" by Garth Nix is a fun little article about "adventuring in the depths of cities," by which he means primarily sewers. Though short, the article is quite inspiring, with discussions of drains, tunnels, cisterns, barges, and more, as well as the seeds of scenarios involving sewers. It's genuinely great stuff, though I do wish it had White Dwarf hadn't attempted to get all fancy with its layout and used black text on a gray background. It was hard enough to read when I was a teenager and now, as an old man, it's even more difficult.

Dave Langford's "Critical Mass" reviews multiple books that are sequels to previous published ones, such as So Long and Thanks for All the Fish by Douglas Adams. He thinks very little of it, calling it "full of padding" and "guff," though he notes that Adams would likely "agree with me all the way to the bank." He also excoriates Anne McCaffrey's The Survivors: Dinosaur Planet II: "the writing's slipshod and the science dodgy." Is it wrong that I only really enjoy Langford's column when he's in high dudgeon and speaking ill of the books he's reviewing? For good or for ill, those are the most fun to read; the rest of the time my eyes tend to glaze over.

"Open Box" features dueling reviews of a sort, in this case looking at two different superhero RPGs reviewed by the same person (Marcus L. Rowland). The first is Games Workshop's own Golden Heroes, which receives a 10 out of 10 score. This is based largely on two factors. The first is that the game is UK-focused and thus likely of greater interest and utility to the majority of White Dwarf readers. The second is that Golden Heroes is very focused on campaign play, with its improvement system tied closely into that focus. Rowland finds this quite congenial and I can't say that I disagree with him. He also reviews TSR's Marvel Super Heroes (8 out of 10), along with multiple supplements for it: The Breeder Bombs (7 out of 10), Time Trap (6 out of 10), Murderworld (6 out of 10), Judges Screen (4 out of 10), and Avengers Assembled (8 out of 10). Overall, Rowland likes MSH, but is critical of the way it seemingly limits itself to an established comics setting. He also finds its rules much more "simplistic" than those of Golden Heroes. 

"Struck by Lightning" by Dave Morris and Robert Dale is a collection of rune spells (for RuneQuest, naturally) derived from Celtic myth and legend, like the breath of Llyr and Balor's eye. They're all well done and flavorful. Part of "The Dark Usurper" by Jon Sutherland and Gareth Hill is yet another escape from prison Fighting Fantasy scenario, only this time you play the duke's rightful heir rather than one of his guardsmen. It's a little shorter than its predecessor, which probably helps mitigate its repetitiveness somewhat. "En Garde" by Gary Drabwell is an (in my opinion) unnecessarily complicated percentile system to handle parrying in AD&D combat. While I genuinely understand the desire to spice up the game's very stylized combat system, adding a calculation that tallies level, class, Strength, Dexterity, weapon speed factor, and more is not the way to do it. 

Much more interesting is Jae Campbell's "An Alien Werewolf in London," a Traveller adventure that involves a time travel experiment on Terra gone wrong. A wolf-like Vargr has made use of an Ancient device – a temporal matter transporter, or T-Matt – and traveled back to London in 1888. Suffice to say, the characters must also travel back in time to bring him back, lest the course of history be altered irrevocably. It's an admittedly clichéd premise, especially with the Jack the Ripper angle, but I like it in spite of myself. 

I likewise liked Part 4 of "Eye of Newt and Wing of Bat" by Graeme Davis and Anthony R. Allan. This installment focuses on the manufacture of magic swords and other weapons and somehow feels a lot more useful and, dare I say, fun than previous ones. In part, I imagine it's because the forging of a magic sword has a much stronger literary and legendary pedigree than the crafting of most other magic items. Also, Davis and Allan come up with a nice schema for categorizing magic swords that gives the whole thing some much needed flair. I suspect I'm simply biased on this matter, as this part is in most respects little different than its predecessors, except in subject matter. Go figure.

"O Caber" by John Chapman presents three new monsters for use with Dungeons & Dragons, all of whom are spirits released from pine trees by a powerful druid. Sadly, these did little for me, especially given that the author had difficulty coming up with any interesting adventure seeds for using them. Marginally more compelling is John Grandidge's "Hermits and Hags," though it suffers from the same problem as "A Place of Damp and Darkness" by having black text on a gray background that is hard to read. They're both eccentric spellcasting NPC types encountered in the wilderness, with hags having a decidedly more sinister nature. 

"Crawling Chaos" is a new Call of Cthulhu column, edited by Marc Gascoigne. The premier column translates several of Brian Lumley's Mythos creations into CoC terms. Joe Dever and Gary Chalk's "Facing Facts" is a detailed overview of the ins and outs of painting faces on miniature figures. As ever, this is fascinating, even to someone such as myself, who never painted many minis. "The Scrap Pile" is a random collection of tidbits written by Steve Jackson for use with Car Wars, such as expanded power rules and an erratum about double-decker buses. Jackson also notes that, as of October 1984, Car Wars had surpassed 100,000 copies sold, which just boggles my mind. Finally, we get new episodes of "Thrud the Barbarian," "The Travellers," and "Gobbledigook."

I was pleasantly surprised by this issue of White Dwarf and was genuinely happy to have had the chance to re-read it. 

Tuesday, December 13, 2022

White Dwarf: Issue #61

Issue #61 of White Dwarf (January 1985) has a very strange cover by Chris Achilleos. I'm not sure if the armored bird (?) man with a whip is supposed to be a hero or a villain. Perhaps the ambiguity is the point. In any case, it's certainly striking, if a bit confusing to a man of my limited imagination. In his editorial, Ian Livingstone announces that, starting next issue, WD will include regular columns devoted to both Call of Cthulhu and GW's own Golden Heroes. I recall CoC content being a staple of the magazine during the period when I was a subscriber, so this is no surprise. Likewise, by the mid-80s, Games Workshop was well on its way toward becoming more than just a distributor and publisher of UK editions of American games, so shining the spotlight on Golden Heroes makes a great deal of sense.

Oliver MacDonald's "The Spice of Life" for RuneQuest offers an expansion of the alchemy rules in game's rulebook. It's fine for what it is, though, in my opinion, it focuses far too much on the details of the Alchemists Guild than it does on the products of its members. I'd personally have preferred more alchemical substances than the article provides, but that's a matter of taste, I suppose.

"Open Box" kicks off with a review of the Dungeons & Dragons Companion Set, to which the reviewer gives a very fair 7 out of 10. Also reviewed is Pacesetter's Timemaster RPG (7 out of 10) and an adventure for it, Crossed Swords (7 out of 10). Pacesetter's Chill is here too, scoring 7 out of 10, along with the scenario Village of Twilight, which only nets 6 out of 10. The much more obscure Witch Hunt from Statcom Simulations receives 5 out of 10 because of its "limited" scope, with the reviewer suggesting that he couldn't "imagine players wanting to bother playing it more than once or twice." Finally, there's the review of The Adventures of Indiana Jones, which gets – and I know you'll be surprised by this – a 7 out of 10 (yes, yes, I know the reviewers weren't responsible for the numerical scores). More interesting to me is that the reviewer is quite evenhanded in his treatment of Indiana Jones, a game that's usually viewed with utter revulsion. While recognizing its limited nature, reviewer Adrian Knowles nevertheless found it fun and understood that it was written "entirely with a young market in mind."

Dave Langford's "Critical Mass" is what it is, for good and for bad. For me, it's rough going, not merely because I frequently disagree with Langford's assessments of the books he reviews, but also because I find it difficult to muster much interest in brief reviews of books from more than three decades ago. This issue, he tackles, among other books, Robert Heinlein's Job: A Comedy of Justice, a book about which I have decidedly mixed feelings (like most of Heinlein's oeuvre). Reading Langford's comments, I found myself wondering what I'd think of Job were I to delve into again (not that that's very likely).

Part 3 of "Eye of Newt and Tongue of Bat" by Graeme Davis continues, focusing on rings, armor, and shields. Like its predecessors in the series, this one is fine – neither inspired nor terrible but perfectly adequate for its quixotic task of making the crafting of magic items in AD&D interesting. Andy Slack's "The Motivated Traveller," on the other hand, is much more intriguing. In it, he puts forward an alternate experience system for use with Traveller (and other SF RPGs, like Space Opera, Star Frontiers, and Universe). The system is built on the idea that each character can have up to three "motivations," such as adept, altruist, hedonist, killer, miser, and so on. A character earns "victory points" (VP) based on his pursuit of his motivations, with success bringing him an increased "victory level" (VL) that brings with it reputation and influence. Slack's system is really only an outline, but it's an interesting one that might work well in games that are about more than fighting and looting (not that there's anything wrong with that). 

Ian Marsh's "Beyond the Shadow of a Dream" is a fantasy scenario that's remarkable for the fact that it is dual-statted for both Fighting Fantasy and D&D. However, it's not a programmed adventure but instead a traditional one that requires a referee to play. The scenario takes place in an unnamed city and involves the hunt for a youthful storyteller who's gone missing after appearing several nights, to great acclaim, in a local inn. The characters are tasked with unraveling the mystery of what happened to the storyteller. It's a surprisingly moody and expansive adventure that includes lots of interesting details, not to mention twists and turns. 

Meanwhile, "The Dark Usurper" by Jon Sutherland and Gareth Hill is a straight-up, 104-entry Fighting Fantasy solo adventure. The player assumes the role of a knight wrongly imprisoned, who must escape the tower where he is held – fairly conventional stuff. Simon Burley's "Days of Future Past" is the final part of his article looking at setting up a superhero campaign. This time, he focuses on how on to make use of adventure modules for other games (and genres), converting them to the conventions of superheroism. It's an admittedly odd approach and one I wouldn't have expected, but I think Burley does a good job with it. 

"All Creepies Great and Small" is a collection of new bugs for use as D&D monsters by Russell May. Most of these are wholly imaginary insects rather than simply being giant versions of terrestrial arthropods, though we do get a few real-world examples, like the giant mosquito. I'm a well-known fan of vermin monsters, so this article definitely caught my fancy. "Treasures" is a collection of four unique magic items for RuneQuest. They range from the relatively mundane (stones that glow in the dark) to the mythological (fang warriors who spring from hydra's teeth) to the epic (the helm of a hero of old). I'm also a sucker for unique magic items, so I enjoyed this article as well.

"Prize Competition" announces an adventure design competition. Entrants are to use a map (see below) provided by White Dwarf and then write a 4000-10,000-word scenario for a game of their choosing. The winner's submission will be published and he will receive a cash prize of £150. 

I'll be curious to see the winning entry.

"High and Dry" by Gary Chalk and Joe Dever looks at dry-brushing techniques for miniatures. As usual, the article is accompanied by lots of color illustrations, which is a delight to a guy like me, whose painting skills have always been poor. The issue also includes "Gobbledigook," "Thrud the Barbarian," and "The Travellers." Needless to say, I enjoyed them all, particularly "Thrud," which pokes fun at the well-worn trope of a weakling spending years developing his body and unarmed fighting skills to seek vengeance against those who mocked him. Mind you, "The Travellers" is great this issue too, as it continues to parody every science fiction franchise Mark Harrison can think of.

All in all, White Dwarf continues to impress. The magazine is now in a very comfortable spot, with a very diverse coverage of games for every taste. 

Monday, October 24, 2022

Hey Look!

Anyone reading this ever encounter one of these figures? I must confess that, until I saw this advertisement, I was completely unaware of the existence of Fighting Fantasy miniature figures. Interestingly, the figures seem to have been made of plastic rather than metal, which, unless I'm mistaken, was unusual at the time. Mind you, I was never a huge collector of minis, so I speak largely from ignorance. 

Tuesday, October 11, 2022

White Dwarf: Issue #53

Issue #53 of White Dwarf (May 1984) boasts a cover by Angus Fieldhouse depicting wgar appear to be orcs in the service of Saruman from The Lord of the Rings – notice the sigil of the white hand on their shields and battle standard. If so, it's an odd choice, since the issue contains a scenario for use with Warhammer based on the Battle of Pelennor Fields in which Saruman's forces did not participate, having already been defeated at Helm's Deep a couple of weeks prior. Even so, I like the illustration quite a bit; it nicely encapsulates many of the features I strongly associate with the Games Workshop "house style" for artwork.

Editor Ian Livingstone touches again on the issue of the roleplaying hobby's continued growth. He opines that gamers "who have been in the hobby for many years" might be "a little peeved" that "thousands of newcomers who view the hobby less seriously" than they have intruded their "exclusive" domain. It's an age-old aspect of the hobby, one I've experienced from both sides. If nothing else, this simply proves that there really is nothing new under the sun. Livingstone states that White Dwarf will continue to assist newcomers "by publishing introductory articles and scenarios," but that it would not do so "at the expense of its main editorial features." Whatever one thinks of this approach, I think it's instructive to consider that Games Workshop still exists today, while most of the other mainstays of the hobby, most notably TSR, no longer do so. 

Part 2 of Marcus Rowland's introduction to RPGs, "The Name of the Game," appears in this issue. This time, he focuses on games other than Dungeons & Dragons, starting with RuneQuest, which receives the bulk of the article's coverage. Rowland's comments on RQ are interesting. He emphasizes its detailed setting of Gloratha, its unique magic systems, its religions and cults, and, above all, its combat system, which he calls "the main reason for the game's success." He also includes brief discussions of several other RPGs: Tunnels & Trolls, Chivalry & Sorcery, Warhammer, and Man, Myth & Magic – quite an odd assortment to me, but perhaps this reflects the idiosyncrasies of the UK market in the mid-1980s.  

"Minas Tirith" by Joe Dever is a huge article that presents the Battle of Pelennor Fields from The Return of the King as the basis for a Warhammer fantasy battle scenario. The scenario is designed for two sides, the forces of Gondor and its allies and the forces of the Witch-King of Angmar. Of course, each side has enough units and sub-factions, not to mention named characters, that it would be quite easy to divvy them up into several players. The article includes not only stats for all the forces but suggestions of miniature figures appropriate to represent them. Though I've never been much of a miniature wargames player, I found the article weirdly inspirational and wished I could somehow get the opportunity to play it.

"Open Box" starts its reviews by looking at Games Workshop's Caverns of the Dead, an ostensibly system-neutral (yet obviously intended for D&D) boxed scenario that includes lots of maps and even a referee's screen. The reviewer rates it 7 out of 10 and notes that it's not quite as good a value for the money as a typical D&D module. Two more Fighting Fantasy books, Deathtrap Dungeon and Island of the Lizard King are reviewed, each earning 8 out of 10. I have a personal affection for Deathtrap Dungeon, due to its difficulty, which greatly appealed to me at the time. Finally, there's a review of Scouts for Traveller (7 out of 10). 

Dave Langford's "Critical Mass" comments upon another of Anne McCaffrey's Pern novels, Isaac Asimov's The Robots of Dawn, and Diana Wynne Jones's The Homeworld Bounders, among a few others. Meanwhile, "The Moonbane" is a piece of original fiction, "a short tale of gothic horror" by Chris Elliot and Richard Edwards. Much more interesting – to me anyway – are the latest installments of the comics "Gobbledigook," "The Travellers," and "Thrud the Barbarian." Also more interesting is Lewis Pulsipher's "Sign Here Please ...," a brief rumination on making pacts with devils in the context of fantasy roleplaying games. 

"The Naked Orc" by Rufus Wedderburn is "a study of orcish society." In some ways, it's a bit like Dragon's "Ecology of ..." series, except that it's focused on the politics and sociology of orcs rather than their biology. It's fine, I suppose, though there's nothing particularly clever or revelatory about it. "Spare Parts" is a Car Wars article written by none other than the game's creator, Steve Jackson himself (apparently written on his British namesake's typewriter while on a visit to England). It's mostly a puff piece in which Jackson talks about his plans for game, including a computer version from Origin (which did indeed come out in 1985).

Part 2 of Dave Morris and Yve Newnham's "The Castle of Lost Souls" solo adventure appears here, continuing the scenario begun in the previous issue. "Three of a Kind" by Michael Clarke presents three NPCs for use with Traveller; they can be used either as patrons or antagonists. "Of Oak, Ash, and Mistletoe" by Robert Dale is a collection of spells drawn from Celtic myth for use with RuneQuest. "Under Siege" by Joe Dever and Gary Chalk is a discussion of sieges in the context of miniatures wargaming, complete photographs. 

"Slave Hunt" is this month's installment of "Fiend Factory." Like many of the early installments of the feature, editor Albie Fiore weaves a loose scenario around four new monsters for use with D&D. The new monsters, all submitted by different authors, are all small humanoid creatures of various kinds, none of them particularly notable in my opinion – but that's a common problem of new monsters for the game. Finally, there's "Bits and Pieces," a random collection of material for Dungeons & Dragons. While the material isn't particularly memorable, it's listed as having been collected by Roger E. Moore, who was already an editor at Dragon at the time and would go on to be its editor-in-chief in 1986.

This is another solid issue of White Dwarf with a diverse range of articles covering a variety of games. What I most notice is the growing presence of articles dedicated to Warhammer and miniatures wargaming more generally. This is a trend that will only increase in the coming years and eventually lead to the magazine's becoming explicitly a house organ of Games Workshop in a way that it hadn't been previously. It also would lead to my ceasing to read, since I read primarily for its coverage of D&D, Call of Cthulhu, and Traveller.

Tuesday, September 20, 2022

White Dwarf: Issue #50

Issue #50 of White Dwarf (February 1984) is an important milestone for the magazine, marking nearly seven years of continuous publication since its premier in June 1977. The cover, by Terry Oakes, is an odd choice for such a momentous issue. It's a re-use of an earlier painting used as the cover for the 1980 UK paperback edition of William Hope Hodgson's House on the Borderland. Why it was chosen in this instance, I have no idea, though the swine-things from the story are sometimes cited as possible precursors to the pig-faced orcs of which old school D&D fans such as myself as so fond.

Garth Nix's "A Few Small Formalities …" kicks off the issue proper, with a humorous discussion of the use and abuse of bureaucratic red tape in Traveller. Accompanying the article are four sample forms the referee can inflict on players when their characters must interact with meddlesome local planetary rules and regulations. I've always enjoyed articles of this kind, but then I'm also fond of scenarios like the infamous "Exit Visa" from The Traveller Book, too, so perhaps I'm a poor judge of such things.

"Open Box" reviews a large number of interesting RPG products in this issue, starting with Steve Jackson's Sorcery!, which receives a rating of 7 out of 10. There are also reviews of several Middle-earth Role Playing supplements: A Campaign and Adventure Guidebook (6 out of 10), Angmar – Land of the Witch King (7 out of 10), The Court of Ardor (7 out of 10), Umbar – Haven of the Corsairs (7 out of 10), Northern Mirkwood – The Wood Elves' Realm (8 out of 10), and Southern Mirkwood – Haunt of the Necromancer (8 out of 10). Reading these reviews fills me with a great deal of nostalgia for the days of Iron Crown Enterprise's series of Middle-earth sourcebooks, only a few of which I ever actually owned. The issue's last review is Tarsus for Traveller, which receives a much deserved 9 out of 10 rating.  

Dave Langford's "Critical Mass" is fascinating to me in that it regularly reviews books I never heard of, let alone read. This installment of the column is no different. The only book Langford discusses with which I am directly familiar is Helliconia Summer by Brian Aldiss, of which he thinks very highly (I was less impressed; my favorite of his novels has always been Non-Stop). Meanwhile, "White Dwarf Personalities" by Phil Masters and Steve Gilham is a fun little piece in which people and characters associated with the magazine, such as Ian Livingstone, Thrud the Barbarian, and the eponymous White Dwarf are given RPG stats for either AD&D or RuneQuest (sometimes both). 

Speaking of Thrud, we get new episodes of his comic, along with Gobbledigook, and The Travellers. "Divinations and the Divine" by Jim Bambra is a workmanlike article on clerics in AD&D, focusing on the role of the class both in play and within the fictional "society" of a campaign. It's fine for what it is and clearly geared toward newcomers, but it's vastly better than many of the beginner's articles that White Dwarf ran in its early issues. "The Watchers of Walberswick" by Jon Sutherland is a short introductory scenario for use with Call of Cthulhu, dealing with the Deep Ones along the Suffolk coast of England. It's a solid, straightforward piece of work that could easily serve as the start of a new UK-based campaign.

"RuneQuest Hardware" by Dean Aston is a collection of new equipment for use with RQ. The items in question are an odd group, running the gamut from the mundane (nunchaku – hey, it was the '80s) to the exotic (magic talismans) and downright weird (hollow panel detector). Part 2 of "The Key to Tirandor" by Mike Polling brings a part of AD&D characters inside the titular city. The city is a very strange place, even by the standards of a fantasy roleplaying game, but there's an explanation for its many oddities – the city is an illusion, a projection of an insane dreamer's imagination – and discovering this truth is what the scenario is about. I have mixed feelings about this myself, though I recognize that there's a lot to be said in favor of breaking the usual mold of D&D adventures. 

"Have Computer, Will Travel" by Marcus L. Rowland presents a couple of BASIC computer programs to aid in the creation of vehicles in Striker. I can't rightly comment on their utility, but, like the inclusion of nunchaku earlier, the inclusion of a computer program in a RPG magazine is a hallmark of the 1980s. "Going Up" by Lewis Pulsipher presents a new system for advancement in D&D that dispenses with experience points altogether, opting instead for tracking the number of sessions in which a character participates as a gauge of advancement. It's an interesting idea, especially for it time, though I am unsure of how it would work in practice. 

"One Ring to Rule Them All" by Charles Vasey is a lengthy examination of Iron Crown's Fellowship of the Ring fantasy boardgame. Part review, part strategy guide, it's the kind of article that would probably appeal most to those who've played the game in question. Since I have not, there's not much more I can say about it. "An Assassins Special" by M.J. Stock, on the other hand, describes four new items for use by assassins in AD&D, ranging from the garotte to a dagger of slaying. It's another workmanlike article whose utility depends almost entirely on whether or not a referee sees the need for more specialized equipment in his campaign. Finally, there's "Baelpen Bulletins," which collects news items from the far-flung corners of the hobby scene, including several tidbits that never came to pass (such as FASA's Battlestar Galactica RPG and Close Simulation's Road Warrior RPG).

Milestone issues are always a challenge, I suspect, because there's a natural expectation that their content will necessarily be "special" in some way. That mostly wasn't the case here and that's no knock against the issue. For the most part, issue #50 is simply another decent, if unexceptional, issue of White Dwarf. The main thing that it does well is present a wide variety of content covering many different games from many different companies, which is no small thing. Here's to the next fifty issues!

Tuesday, September 6, 2022

White Dwarf: Issue #49

Issue #49 of White Dwarf, with its cover by Angus McKie, is dated January 1984. Editor Ian Livingstone uses this (in)auspicious date to muse briefly about George Orwell's influential novel and the role RPGs might play in fending off Big Brother. He suggests that "role-playing games allow their players freedom of expression as no others have done before them." Even given the context in which he said it, the comment strikes me as naïve. Like Michael Moorcock, I'm not as certain as Livingstone that Big Brother would necessarily oppose the escapism of RPGs, since it might help to distract one from the shackles of everyday life under an oppressive regime. On the other hand, I suspect Livingstone didn't mean the comment seriously and so I won't dwell on it further here.

"Shuttle Scuttle" by Thomas M. Price is a great example of two things White Dwarf regularly published: scenarios involving two or more groups of players and scenarios with game stats for two or more different game systems. In this case, it's a science fiction adventure for two groups of Traveller, Space Opera, or Laserburn players. One group consists of terrorists who've hijacked a shuttle – and the pilot of the shuttle; the other are government representatives trying to deal with the situation. Each group is supposed to convene in a separate room, with the referee moving between them, in order to represent the inability of each side to know fully what the other is saying or doing. That's interesting enough, but even more interesting is that the shuttle pilot in the first group is actually antagonistic to the terrorists in his "group" and must work to aid the government representatives in the other group without endangering the lives of any hostages aboard the shuttle. It's a compelling set-up for an adventure and, having done similar things in other RPGs to some success, I'm intensely curious how well it'd work in this case.

"Open Box" begins with a review of Monster Manual II, which receives 7 out of 10 – an entirely fair rating, despite my own personal fondness for the book. Two new Fighting Fantasy books are also reviewed, Starship Traveller (9 out of 10) and City of Thieves (8 out of 10). As I happened, I owned both of these and thought very highly of them, particularly the former, since I have always been more of a science fiction fan than a fantasy one. Also reviewed are three Traveller products: Supplement 12 – Forms and Charts (2 out of 10), Supplement 13 – Veterans (3 out of 10), and Adventure 9 – Nomads of the World Ocean ( 9 out of 10). Although I think the scores of the two supplements are a little harsh, I can understand why they were rated so poorly. On the other hand, Nomads of the World Ocean is a true classic and wholly deserving of its high score. Finally, there are reviews of Mercenaries. Spies, and Private Eyes (4 out of 10) and The Adventure of the Jade Jaguar (3 out of 10). This is probably the most negative installment of "Open Box" I've seen in some time. I wonder if it represents a course correction from the more usually glowing reviews of past issues.

Dave Langford's "Critical Mass" features reviews of multiple fantasy and science fiction novels, most notably Michael Ende's The Neverending Story. I'm honestly quite surprised Langford enjoyed the book (though not without a few of his usual jabs). "Clay to Marble" by Chris Felton is an expansion of sorts to the rules for construction in the Dungeon Masters Guide. Felton fleshes out things like costs, man-weeks, maintenance, and mishaps. Articles like this are a godsend to referees who care deeply about their subject matter but an awful bore to those who could care less. That's not a knock against the article itself, which is well done, only a comment on just how hard it must have been to find content for publication in a gaming magazine that might appeal to a wide audience. 

"Runes in the Dungeon" by Dave Morris is a collection of variant rules for RuneQuest in which he presents "classes" for use with the game. These classes are fighters, magic-users, thieves, and witches and each includes special rules for generating ability scores and starting skills. The intent here is not so much to abandon RQ's traditional rules structure as to scaffold an occupation-based approach to creating a character. This is especially helpful, I'd imagine, to players accustomed to D&D's approach to character generation, as well as those who simply need the spark of creativity in creating a new character. I think it's a great little article. Meanwhile, "Rune Questions" by Oliver Dickinson is simply a collection of questions and answers about the rules of RuneQuest and the world of Glorantha.

"A Fleeting Encounter" by Andy Slack is a great Traveller article that offers advice on expanding the simpler starship rules of Book 2 so that the referee isn't required to delve into the complexities of the High Guard supplement. This is something of which I approve, since I always found High Guard too much of a muchness for my taste. We also get new strips for "Thrud the Barbarian," "The Travellers," and "Gobbledigook," with "The Travellers" being my favorite, of course. As I believe I've explained before, what makes "The Travellers" stand out for me is the way it amusingly presents what it's like to have played in a Traveller campaign in the 1980s, right down to the shameless ripping off of plots and situations from SF books, TV shows, and movies.

"The Key of Tirandor" by Mike Polling is the first part of a two-part AD&D adventure for characters of levels 6–9. What makes it especially notable is that the adventure – though the text calls it a "campaign" – takes place in its own unique setting, one that is low in magic and where there are no real gods (and thus no clerics), though peasants and the ignorant believe in their existence. The setting also has its own unique monsters, which are described at the end of this part of the adventure. It's very fascinating stuff and, from the vantage point of the present day, quite compelling, since I've lately found myself wishing more fantasy RPG settings were similarly original in their presentation.

"The Goblin Cult of Kernu" by Ian Bailey is a follow-up to his presentation of goblins for use with RuneQuest in issue #46. Here, as the article's title suggests, Bailey gives readers an example of a goblin cult for use in the game, along with sub-cults and a spirit associated with them. "Insect World" collects five new creepy crawlies for use with D&D or AD&D, while "Detect Illusion" does the same for new spells and magic items associated with the illusionist class. There's also a strangely uninteresting installment of "Super Mole," White Dwarf's games gossip column. Most of the rumors presented aren't at all intriguing, with the exception of the story of Will Niebling's attempt to exercise a stock option for 500 shares that was rejected by Brian Blume and might result in a lawsuit. I know nothing more about this supposed dispute, but I imagine it reflects the chaos and decline that characterized mid-1980s TSR.

Issue #49 is a very good issue and I greatly enjoyed its contents, as the length of this post attests. Next week, we reach the half-century mark in the history of White Dwarf and, if my middle-aged memory is correct, it's another pretty decent issue.

Wednesday, August 17, 2022

Retrospective: Steve Jackson's Sorcery!

I've opined before that the Fighting Fantasy series of solitaire gamebooks must have been very successful for both Penguin/Puffin Books and creators Steve Jackson and Ian Livingstone. Between 1982 and 1995, fifty-nine FF books appeared, penned by many different authors (including a few, as it turns out, by Jackson's American namesake). I read and enjoyed several of them upon their initial release; they were a great way to pass the time when I was unable to get together with my gaming buddies in person. Consequently, I generally looked on the series as a "diversion" rather than a "real" game (something that it arguably didn't become until the publication of Advanced Fighting Fantasy in 1989).

That said, the publication of the first book of Steve Jackson's Sorcery! in 1983 certainly got my attention. Though not explicitly marketed as part of the Fighting Fantasy series, it nevertheless used the same basic game mechanics and format. This made it very easy for readers already familiar with the main FF line to make use of it without too much trouble. However, Sorcery! introduces a number of innovations that set it apart from its predecessors and convinced me that I should give it a go.

To begin with, the story Sorcery! is presented in four different books. Each volume is theoretically playable without reference to the others, but, taken together, the four books forms a continuous narrative that builds on what came before. Rather than rolling up a new character for each book, as one did in other Fighting Fantasy books, the reader of Sorcery! can use the same character from book to book – assuming he survives, of course. This continuity of character might not seem like a big deal, but, at the time, it certainly was. I don't believe any other Fighting Fantasy book did this and the Lone Wolf series, which was quite similar to Sorcery! in this respect, would not appear until 1984.

Another innovation of this series was the capacity to play either a warrior or a wizard. A warrior character was in no way different from the character one typically played in FF books. A wizard, meanwhile, was a rather different experience, thanks in no small part to The Sorcery Spell Book companion volume. The Spell Book describes forty-eight different spells for use with the gamebooks. Each spell had a three-letter name, such as ZAP, which created a lightning bolt or SIX, which created a mirror image of the caster. Spells cost Stamina to cast, limiting the number a wizard could use in the course of a book, since Stamina doubles as your character's hit points. 

More interestingly, the player of a wizard is expected to study the spell book and commit as many of its three-letter spell codes to memory as possible before playing through any of the other books. Referring to the book during play or writing down any of the codes is tantamount to cheating. It's an interesting and immersive way of balancing the use of magic in Sorcery! and I must say I thought it was quite clever when I first encountered it (though I will sheepishly admit to having peaked at the Spell Book occasionally in my initial playthroughs). 

In addition to the Spell Book, Sorcery! consists of four gamebooks: The Shamutanti Hills, Kharé – Cityport of Traps, The Seven Serpents, and The Crown of Kings. Together, they present the situation in which the reader's character finds himself. An evil archmage has stolen an ancient magical artifact known as the Crown of Kings. The Crown grants its wearer supernatural charisma. The archmage intends to make use of it to unite a lawless region under his control and then launch an attack against the civilized nations of the Old World. The reader's character sets out to stop him; his journey takes place over the course of the four books of the series, with each one presenting another portion of it before he finally confronts the archmage in his home territory. 

In terms of its story, Steve Jackson's Sorcery! is nothing special – a salmagundi of fantasy tropes and clichés that we've all seen many times before. However, their presentation is strangely evocative, helped in no small part by the moody artwork of John Blanche, who'd later go on to define much of the world of Warhammer for Games Workshop. Indeed, there are places here and there in Sorcery! where you can catch glimpses of Warhammer before the fact, so the series is of lasting interest from a historical point of view as well. Of course, it's also fun as a gamebook, too. Almost forty years on, I still look back on it very fondly. 

Tuesday, July 19, 2022

White Dwarf: Issue #42

Issue #42 of White Dwarf (June 1983) is one of a handful of issues for which I have particularly strong memories, in large part because of the two articles that feature on the cover: "Irilian" and "Cthulhu Now!" The magnificent cover by John Blanche also likely played a role, as it nicely incorporates the historical, creepy, and goofy elements I so strongly associate with British fantasy in the '70s and '80s (and that Warhammer honed to perfection). Ian Livingstone's editorial notes that he'd received a certain amount of what he describes as "hate mail" concerning the changes to the magazine's appearance that began with issue #39. Long-time readers apparently preferred the "quaint" look of the earlier issues. As a proud hater of change, this does not surprise me to say the least.

The issue kicks off with the first part of "Cthulhu Now!" by Marcus L. Rowland. The purpose of the article (and the series it inaugurates) is to provide rules additions and expansions to make playing Call of Cthulhu in the 1980s possible. This issue's installment focuses on new skills, firearms, and careers (including rock musician). While I am no longer as enamored of the idea of playing Call of Cthulhu in the present day, I simply adored this article in my youth.

"... to Catch a Thief …" by Graham Staplehurst is an article devoted to crime prevention, detection, and perpetration in Traveller. It consists entirely of new technological items, such as alarms, locks, IDs, and personal gear of various sorts. The article is fine for what it is, though, even in 1983, I felt that the last thing Traveller – and, by extension, most SF RPGs – needed was yet more technological items. "Shamus Gets a Case" by Oliver Dickinson is another tale set in New Pavis featuring Griselda. Like its predecessors, this is a fun story that offers a unique spin on Glorantha's most famous city and its denizens.  

"Open Box" begins with a review of SoloQuest 3: The Snow King's Bride for RuneQuest. The reviewer, Oliver Dickinson, has some minor quibbles with the solo scenario but is otherwise quite pleased with it, giving it a score of 8 out of 10. Marcus Rowland is similarly pleased with two new Fighting Fantasy books, The Citadel of Chaos (9 out of 10) and The Forest of Doom (10 out of 10). I have a particular fondness for The Forest of Doom myself, so this pleases me. On the other hand, FASA's Grav Ball – a game I only know from old advertisements in Dragon and elsewhere – gets a mere 4 out of 10. Neither The Morrow Project nor its scenario, Liberation at Riverton, do much better, earning 5 and 6 out of 10 respectively.   

In his "Critical Mass" column, Dave Langford offers his opinions on the nominees and winners of various science fiction and fantasy awards, including the Hugos. I remember a time when I not only recognized but had read many of the books on such awards lists. Nowadays, like so much else, I have no knowledge of them. "Castles in the Air" by Lewis Pulsipher is a short but interesting article in which he muses about why dungeons might exist in a fantasy setting. In the process, he implicitly raises the equally relevant question of why so many fantasy worlds resemble copies of medieval Europe, despite the presence of magic and monsters that would, for example, obviate the utility of traditional castles. "Careers in Traveller" by Marcus Rowland presents the code for a computer program that will randomly generate Traveller characters – a staple of 1980s gaming magazines.

Daniel Collerton's "Irilian" is the first part of a six-part series describing the titular city of Irilian. Each part includes a scenario that introduces a new aspect or portion of the city, along with additional information about Irilian's society and culture. The first part, in this issue, is mostly an overview of the city, detailing its laws, calendar, diseases, religion, and so on. What stands out is that Collerton makes use of Old English words to name the people and places of Irilian, which gives it a unique flavor. I adored this article in my youth, along with its sequels. I read and re-read them many times and even placed Irilian into one of my old campaign settings.

Phil Masters continues his "Inhuman Gods" series, this time giving us information on the deities of norkers, svirfneblin, and trolls, among others. "Rune Rites" presents "Horses" by Graham Cobley, a collection of RuneQuest game statistics for different breeds of horses. In principle, I've long liked the idea of such details; in practice, though, it's rarely been the case that any player has cared as much as I did. "The Sorceror's [sic] Spell Book" by Gary and Terry Saul is a fairly typical collection of new spells for use with D&D. The only truly memorable one is Valin's Total Inversion, which kills its target by turning him inside out. The spell was quite infamous in many of the gaming circles in which I moved back in my youth and understandably so.

It's difficult for me to be objective about this particular issue, since it was one of my favorites of old. "Irilian" remains the issue's centerpiece and I think it holds up quite well, even after all these years. I look forward to re-reading the next five issues, which further develop the city and its inhabitants.