Showing posts with label kanterman. Show all posts
Showing posts with label kanterman. Show all posts

Tuesday, May 4, 2021

Different Worlds: Issue #13

Issue #13 of Different Worlds (August 1981) opens with an article entitled "The Land of Faerie" by Scott R. Turner. It's an odd piece, in that it contains no game statistics whatsoever. Instead, it's an overview of a variety of  myths and legends about fairies – mostly from the British Isles – strung together as a semi-coherent whole. There's even a bestiary of sorts, which provides brief descriptions of many fairy creatures. Articles like these baffle me somewhat. They're usually too short to present information that most players of fantasy RPGs don't already know. Likewise, the lack of game-specific information limits their utility.

Strangely enough, Iain Delaney's "The Travellers' Aid Society" follows a similar pattern, being both very short and almost entirely lacking in game statistics. Rather, what Delaney offers is a limited and particular interpretation of the iconic organization from GDW's Traveller game. Even more so than "The Land of Faerie," it's too short to present anything a Traveller fan didn't already know, as well as lacking in game rules that might otherwise make it useful.

 The oddly titled "Role-Playing in the Land of Xanth" by Leonard Kanterman is, for the most part, a book review of first three volumes of Piers Anthony's series of fantasy novels. The review also provides cursory suggestions on how to use Xanth as a setting for a RPG campaign. At the risk of repeating myself, I found the article mostly useless, owing to its short length and lack of game rules. but I suppose it's possible that it might serve as an introduction to the setting to the uninitiated (assuming one considers that a good thing).

Jane Woodward's "The Cult of Erlin the Harper" is a gateway cult for RuneQuest. It's a very welcome counterpoint to the previous three articles, in that it contains a great deal of game-specific information that's useful even in RQ campaigns set on Glorantha. There are not only new music-based rune spells but also details of musical instruments and how they can used in the game. Steven Marsh's "Samurai Swords" follows a similar path, offering lots of details on the schools of Japanese sword-making and the weapons they made. Rather than simply being historical in nature, the article also provides rules for each type of sword, including possible magical powers associated with the weapons. It's more detailed than I expect most people need, but I couldn't help but appreciate the detail nonetheless.

John T. Sapienza reviews "Samurai Figures," focusing on those available from Ral Partha, Archive, and Stan Johansen. The accompanying photographs are quite nice. Lee Gold's Land of the Rising Sun and Dave Hargrave's Arduin Adventure are both reviewed positively, though with a few caveats in the case of the Arduin Adventure. Larry DiTillio's "Sword of Hollywood" looks at two movies, one I've heard of and one I have not. The first is Dragonslayer, which DiTillio liked a great deal. The second is The Archer: Fugitive from the Empire, which he also liked – indeed, he liked it well enough that he wants it to become a weekly television series. Gigi D'Arn's column talks a fair bit about a supposed scramble by various publishers to secure the righs to Conan the Barbarian-related game products, as well as hints of trouble at SPI. 

All in all, issue #13 is something of a disappointment to me. My guess is that the shift from bimonthly to monthly left Chaosium with less quality material to choose from for each issue and it shows. I hope that, as 1981 wears on, things will improve.

Tuesday, March 30, 2021

Different Worlds: Issue #8

Issue #8 of Different Worlds (June/July 1980) features a cover by Steve Oliff and opens with an article by Robert Harder entitled "Teaching Role-Playing," another entry in the continuing "Better Game Mastering" series. Despite its title, the article is not about how to teach someone to play a RPG but rather about the process of becoming and developing one's skills as a Game Master. I have a fondness for these kinds of articles, especially older ones, since they sometimes offer unique perspectives on the art of refereeing. Harder has a number of worthy insights to share, including his emphasis a gaming session as a "social gathering" and his belief that a session "should not exceed three hours." The latter point is one I feel very keenly these, though I would never have accepted it in my youth, when four to six hours – or longer – was a more common length.

John T. Sapienza has written D&D variant article called "Sleep vs. Mixed Parties." Sapienza's concern is that, as written, the sleep spell is difficult to adjudicate against enemies with mixed hit dice. Consequently, he proposes rewriting the spell to be both clearer and somewhat less powerful, while also leaving the door open to higher-level versions of the spell. I don't have much to say about Sapienza's specific point, but I will say that I generally appreciate seeing articles like this, since they reflect a culture of play and reveal the idiosyncrasies of individual referees. To my mind, this is where roleplaying lives and it ought to be applauded.

"Alien and Starships & Spacemen" by Leonard Kanterman is a both a review of the 1979 science fiction film, Alien, and a scenario inspired by it for use with the aforementioned RPG. It's fine for what it is, though it's very grim for a game inspired by the original series of Star Trek. John T. Sapienza re-appears with another article, "Talent Tables," intended as a follow-up to his "Developing a Character's Appearance" piece in issue #5. This article is in a similar vein, providing a D1000 table that confers minor (+1 or +2) bonuses in a wide variety of situations to characters. For my tastes, it's a lot of unnecessary work for very little mechanical benefit, but, again, I think articles like this arose out of the play of individual campaigns and, for that reason alone, I have a certain affection for them nonetheless. Sapienza also penned a review of four RPG products from a company called Bearhug Game Accessories. The products are a series of counters for keeping track of equipment and treasure – an idea I've seen in other contexts and that definitely has something to recommend it.

Lewis Pulsipher's "Defining the Campaign: Game Master Styles" is an overview of the kinds of decisions a referee must make in describing his campaign, such its degrees of believability, risk, reward, the extent to which the referee is truly impartial, and so on. Pulsipher does a good job, I think, of outlining many of the big questions. Simon Magister's "Composite Bows" is a historical article about the development and use of these weapons and interesting if you're into this kind of thing. There's a review of Heritage's Dungeon Dwellers line of miniatures by – guess who? – John T. Sapienza. I didn't own many of this line, but I enjoy retrospectives on old school minis like this; they're a terrific blast of nostalgia.

Anders Swenson provides a very positive review of the D&D module The Keep on the Borderlands. Ron Weaver's "Zelan the Beast" is a Gloranthan cult for RuneQuest. Dave Arneson and Steve Perrin review the two volumes of Walter William's Tradition of Victory Age of Fighting Sale wargame and RPG. Perrin also reviews Advanced Melee and Wizard by Steve Jackson, both of which he highly praises. Lee Gold, meanwhile, describes "How I Designed Land of the Rising Sun," her RPG of feudal Japan. This is a fine article, since Gold talks not just about how she designed the game's rules but also the process of research, writing, and rewriting that led to the game's final form – very fascinating stuff! "Alignment on Trial" by David R. Dunham is exactly what you'd expect: another entry in the hoary genre of why alignment is too simple/limited/inadequate/just plain dumb. To be fair to Dunham, his perspective is more nuanced than that, though it does at times have the air of a teenager reading philosophy for the first time and suddenly thinking he's thought things no other human has ever thought. 

The issue ends with Gigi D'Arn's column, filled, as ever, with terrific tidbits from gaming's past. For example, it notes that the three volumes of Dave Hargrave's Arduin series have sold 40,000 copies! Not bad. There's also a reference to TSR's ending of its exclusive distribution arrangement with Games Workshop, no doubt a prelude to the establishment of TSR UK. Apropos recent discussions, Gigi notes that the name of SPI's then-upcoming fantasy RPG had run into a trademark snag with Martian Metals, which is not what I was expecting to read. There's also mention that school board of Heber City, Utah has "chucked D&D" (whatever that means in this case) because "townspeople found it un-Christian, communistic, liable to leave players open to Satanic influence, etc." I've said before that I never personally experienced much pushback against RPGs because of their supposed Satanism, but it was apparently a very real thing in some places and this is evidence of that, I guess.

In any case, Different Worlds is clearly growing more confident and interesting. I very much enjoyed this issue and will be curious to see where the magazine goes in future issues.

Tuesday, March 16, 2021

Different Worlds: Issue #6

Different Worlds #6 is the December 1979/January 1980 issue and features cover artwork by Rick Becker. It begins with a brief editorial by Tadashi Ehara lamenting how hard it is to get writers to turn things in on time – or at all! – which leads him to extend an invitation to readers to submit their own articles. Speaking as both the producer of a fanzine, for which I've struggled to find submissions, and as a writer, for whom punctuality is not my great strength, I have sympathy for Ehara's frustrations. It will be interesting to see if future issues of Different Worlds feature a broader range of writers than the first six.

Leonard H. Kanterman, author of Starships & Spacemen, reviews Gangster!, a "cops and mobsters" RPG from FGU. Being a Gangbusters devotee myself, I actually know very little about other games of the genre, so this was a useful article to me. Brian Wagner's "Super Rules for SUPERHERO: 44" is a collection of rules expansions for Superhero: 2044, the first superhero roleplaying game ever published. "Finding Level in RuneQuest" by Rudy Kraft presents a system for converting characters between Dungeons & Dragons and RuneQuest. The purpose of this is to facilitate the adoption for the RQ rules by referees running D&D campaigns, allowing beloved player characters to continue to adventure under the new rules. I can't speak to their actual utility, but it's an intriguing article nonetheless (and an early example of a genre of article that continues to this day).

"How to Make Monsters Interesting" by Lee Gold is a good but short article on the matter of restoring "newness" and "surprise" to monster encounters, a perennial topic in RPG circles. Gold counsels, among other things, variability in monster abilities so that not every troll or ghost possesses the exact same powers, thereby throwing players' expectations into question. Meanwhile, John T. Sapienza offers a lengthy 10-page D&D variant called "Vardy Combat System, Part I." The system Sapienza presents here looks very similar to the combat system in RuneQuest and other Basic Role-Playing games, right down to being percentile rather than D20-based (though Part II, to be presented next issue, apparently includes a more traditional D20 approach). On first glance, the system looks decent enough and, even while including more detail about things like shields and weapons expertise, it retains most of the contours of D&D combat (like armor class). I'll have to look at it more carefully to decide my final feelings on the matter.

"The World of Crane" by George V. Schubel is an overview of the play-by-mail game The Tribes of Crane, whose advertisements I used to see in the pages of Dragon. I can't say the article told me a great deal more about the game or its setting, but I enjoyed reading it, if only for the peak it offered me of an aspect of the hobby of which I have limited experience. Lewis Pulsiphr's "Insanity Table" is a percentile table intended for use with D&D, on those occasions when a curse or other effect results in a character's going insane. Greg Costikyan's "The Cult of Gestetner" is a tongue-in-cheek cult for use with RuneQuest that should get a chuckle out of anyone who's ever been involved in old school printing or publishing. 

Gigi D'Arn's column contains a number of fascinating tidbits and then-current rumors. For example, she mentions that Chaosium will be producing a H.P. Lovecraft RPG entitled Dark Worlds, to be designed by Kurt Lortz. Then there's this section about Gary Gygax and TSR:

Lots to talk about there! Mention is also made of SPI's upcoming fantasy RPG, Dragonflayer, which is presumably an early title for DragonQuest, and Lou Zocchi's attempts to purchase TSR's remaining stock of Empire of the Petal Throne. It should come as little surprise that Gigi's columns are favorites of mine. Leaving aside their frequent wit and sarcasm, they provide useful historical information about early games, companies, and designers that might otherwise be forgotten. Anyone interested in the history of the hobby should appreciate their value. 

Tuesday, February 16, 2021

Different Worlds: Issue #2

Issue #2 of Different Worlds (April 1979) features a cover by William Church (creator of one of my favorite RPG maps) and Steve Oliff. The issue kicks off with another installment of Charlie Krank's "Beginner's Brew," this one subtitled "... and you say that this is a game?" The article is aimed at first-time referees and focuses on the nuts and bolts of designing an adventuring locale. Krank even offers up a sample locale to illustrate his points. Like last issue's article, this is fine as far as it goes and the adventure locale it presents is actually quite intriguing. 

Steve Lortz reviews a game I've never heard of, Legacy, written by David A. Feldt. If Lortz's review is to be believed, Legacy is "a signal work in the expansion of role-play," but it's difficult to tell precisely what the game is about. It appears to be a game about the Neolithic era, but the review says little more. A quick search online reveals that Legacy is quite infamous for its convoluted and unclear rules, something even Lortz alludes to in his otherwise positive review. 

The second part of Mike Gunderloy's "Specialty Mages" is a meaty one indeed, covering six pages and providing details on mages of light, darkness, fire, and ice. While none of this is material I'd personally use in any of my own games, it's nevertheless fascinating to see early D&D variants, particularly those that appeared in publications outside of TSR's orbit. Elaine Normandy and John T. Sapienza Jr have written "Character Name Tables," which are just that: random tables for generating the names of humans, elves, dwarves, and hobbits, as seen in Tolkien's The Lord of the Rings. The next installment of "My Life in Role-Playing" includes articles by both Steve Jackson and David A. Feldt, writer of the aforementioned Legacy. Jackson's piece is very fascinating and includes some interesting anecdotes about his The Fantasy Trip campaign, as well as his thoughts on roleplaying, that I'll share in an upcoming post. Feldt's article article is fascinating too but only because it's so bizarre. In it, he presents a probably tongue in cheek future history in which it's revealed that reality is itself a roleplaying game of sorts overseen by the Game Overall Director. I'm still confused.

"Starships & Spacemen Expansion Kit" by Leonard Kanterman is a collection of new rules and options for his 1977 Star Trek-inspired RPG. "Lord of the Dice" is a humorous set of one-page roleplaying game rules by Greg Costikyan. I share the developer's notes here, since they give you a good sense of the thing's overall flavor.

"Arduin, Bloody Arduin" is Dave Hargrave's overview of his famous game and campaign setting. Accompanies by a hand-drawn map, it's a good article for anyone interested in the setting and Hargrave's own philosophy of gaming. Like the previous installment of this series in issue #1, I enjoyed this one a lot and look forward to seeing more designers talk about their home campaigns. 

Steve Perrin writes about "The Cacodemon Cult" for RuneQuest and Steve Lortz appears again with "Dramatic Structure of RPGs." I must confess to finding the article, which begins by comparing RPGs to movies, quite tedious. It's precisely the kind of unnecessarily abstract philosophizing about gaming that sets my teeth on edge. Much more enjoyable is the very first column by the pseudonym Gigi D'Arn, the roleplaying hobby's famed gossip columnist. I could – and probably should – write an entire post about this first installment, because it's filled with lots of amusement, not to mention genuine gossip, such as 

So far as I know, the identity of Gigi has never been revealed, though I believe the most common theory is that she was not a single person but rather a house name used by editor Tadashi Ehara and anyone else who submitted bits to the published piece. From the vantage point of 2021, though, it's fun to read columns like this, if only to get a sense of what the hobby was like at the end of the 1970s – small but growing and still very clubbish. This is right before I started gaming and, though I never participated in its directly, being just a little too young, echoes of it could still be heard. I'd be lying if I didn't say I miss those days.

Wednesday, September 1, 2010

Retrospective: Starships & Spacemen

Growing up as a kid, it was hard to escape the gravitational pull of Star Wars. Released in 1977, at the end of my second grade year, I, like pretty much every other male from 6-60, was a huge fan of George Lucas's space fantasy. But, when it came to adventures in space, Star Wars was neither my first nor my true love. That distinction goes to Star Trek, to which I'd been introduced a year or two earlier by my favorite aunt, who shared some of my nascent geekish interests, and who was unmarried at the time and still lived with my grandparents whom I visited nearly every week. Together, we watched reruns of The Original Series on Saturday afternoons on an independent DC channel and I was forever bonded to Gene Roddenberry's creation. Over the years, my fondness for Star Trek has waxed and waned considerably and, in recent years, the latter has won out. I'm frankly tired of the franchise and would much prefer to see it go off gently into that good night, but I doubt that Paramount will ever allow that to happen. I expect Star Trek -- or something claiming to be it, at any rate -- to outlive me.

When I got into RPGs, it didn't take me long to start imagining a Star Trek roleplaying game. To my mind, Star Trek was ready-made to be converted into a terrific RPG. I remember attempting to use Traveller as the basis for a Star Trek RPG, but this met with limited success, as there were simply too many points of divergence between them. I tried a couple of other approaches as well, but none really worked as well as I'd hoped. Then, just three years after I'd entered the hobby, FASA released an official Star Trek RPG, and my prayers would be answered. I finally had my long-desired Star Trek roleplaying game and I ceased my search.

Before FASA released their game, I never managed to come across an already-existing attempt to produce a Star Trek RPG -- FGU's Starships & Spacemen. I suspect I never noticed S&S, because I never saw it back then; it would be years before I ever came across a copy and, by then, I was already too devoted to FASA's game to care about alternatives. Plus, unlike FASA's RPG, Starships & Spacemen wasn't "official." It was simply a pastiche and, as a younger person, I didn't see much value in a "knock-off" when the genuine article was available to me.

Even if I had come across S&S, I doubt I'd have been much impressed by it. First released in 1978, the game consisted of a single 86-page book of exceedingly amateurish appearance. Its text is presented in a single typewritten column. Art is sparse and strangely generic, being mostly vague "space-y" images rather than anything more specific. And significant portion of the game consists of random tables for generating star systems, random encounters, alien beings, artifacts, and so on. There are no lengthy discussions of creating "episodes," using cinematic jargon. Neither are there discussions of "themes" or other such philosophical matters.

Instead, S&S is a very simple, straightforward game that gives the reader stuff -- the germs of ideas from which to create his own science fiction campaign based very loosely on the structure of The Original Series. It's a lot like OD&D in this respect, which is either a virtue or a vice depending on one's point of view. The game presents us with a thin setting, in which the Galactic Confederacy consisting of the Terrans and the "ultralogical" Taurans (and several other races) face off against the warlike Zangids, bent on the conquest of known space. Adventures are assumed to consist of the exploration of new worlds, where any number of threats and obstacles present problems for officers of the Confederacy's Spacefleet, from hostile aliens to weird diseases to temporal paradoxes and more. What's really amazing of S&S is how compactly it presents all these options. Certainly, there's little in the way of detail in the game; everything is presented very briefly that's because it's simply assumed the referee (or Starmaster) will do most of the heavy lifting in this regard.

Compared to later SF RPGs, or even earlier ones, like Traveller, Starships & Spacemen is certainly what one might charitably called "quaint." Its rules are simple, even simplistic, in places and there are lots of ambiguities throughout. My comparison to OD&D isn't an idle one. Despite this, I find something really compelling about S&S, although I'm not certain I'm in a hurry to play the game (which is now available, in print and PDF form through Goblinoid Games). There's an enthusiasm that comes through in this little game, a sense of creative abandon that's often lacking even in my own true SF RPG love, Traveller. Reading through S&S, it's difficult not to find one's brain percolating with ideas for space opera adventures. They may not "serious." Indeed, they may be somewhat silly, but they're also likely to be fun. Nowadays, I place a higher premium on that than I did as a know-it-all kid, which is why I'm more favorably inclined toward Starships & Spacemen than others might be.