Showing posts with label niven. Show all posts
Showing posts with label niven. Show all posts

Tuesday, April 18, 2023

White Dwarf: Issue #71

Issue #71 of White Dwarf (November 1985) boasts an eye-catching Alan Craddock cover, featuring a team-up between a heroic knight and a Conan-esque barbarian, as they face off against a demonic horde. Meanwhile, Ian Livingstone's editorial focuses on the expansion of gaming conventions within the UK, which he suggests will result in "gamers up and down the country ... hav[ing] even greater opportunities to participate in their hobby, and meet famous personalities as well as other players." As someone whose own con experiences are quite limited, I'm fascinated by just how important conventions are, not simply to many gamers, but also to the history of the hobby itself. It's a pity I live in a wasteland when it comes to this sort of thing.

Dave Langford's "Critical Mass" kicks off this issue. In addition to his usual reviews of books I've never read and, therefore, don't care about, he spends some time talking about "huge blockbusters arcing down from interliterary space." In reference to Larry Niven and Jerry Pournelle's Footfall, for example, he elucidates the flaws of blockbuster-style fiction, specifically "momentum takes 100 pages to build, several of the teeming characters are dispensable, and megadeaths are glossed over." These remain issues in this style of popular fiction even today, which is why I prefer short stories over 600-page doorstops. 

"Open Box" reviews two gamebooks I've never encountered before: Avenger! and Assassin! (both 8 out of 10). Published by Knight Books, they take place in a world of "Kung Fu meets AD&D," with the viewpoint character being a ninja. The description of the books' unarmed combat system sounds genuinely interesting. Also reviewed is the Paranoia adventure, Vapors Don't Shout Back (7 out of 10), Masks of Nyarlathotep for Call of Cthulhu (9 out of 10), and Thrilling Locations for James Bond 007 (9 out of 10)

"The Face of Chaos" by Peter Vialls is yet another article discussing the contentious topic of alignment in Advanced Dungeons & Dragons. I must confess this topic bores me to tears, but, judging by the number of articles written about it over the years, I must be in the minority. In any event, Vialls rehearses all the usual beats – What is alignment anyway? How does Chaos differ from Law? Isn't Neutral a cop-out?, etc. – without offering any answers that are new or interesting. That's no knock against him, of course, just an acknowledgment that, after decades of debate, there's not much insight left to be gleaned, so why not write about something else?

"Not Waving But Drowning" by Dave Lucas presents RuneQuest stats for the fossergrim and nereid. "Cults of the Dark Gods" by A J Bradbury provides historical information on the Assassins and Knights Templar for use with Call of Cthulhu. However, Bradbury doesn't give either group any significant connection to the Mythos, which leaves me wondering about the actual purpose of the article. Fortunately, this month's installment of Thrud the Barbarian leaves no doubt as to its purpose, to wit:

"A Box of Old Bones" by Dave Morris is a low-level adventure written for use with both AD&D and Dragon Warriors. Dual-use scenarios of this sort appeared regularly in the pages of White Dwarf and I have long wondered how often anyone made use of the "lesser" of the two game systems for which it was written. In any case, this scenario is a clever and original one that focuses on the theft of a saint's relics, hence its title. There's no magic or miracles here, only human greed, which I found refreshing – an excellent change of pace adventure.

"Avionics Failure" by James Cooke discusses what happens when a Traveller starship suffers damage to its sensors, providing a random failure table to aid the referee in adjudicating the matter. It's not a sexy or groundbreaking article, but it looks useful for ongoing play and that's not nothing. The Travellers comic begins a new storyline, one based on the classic GDW adventure, Shadows. As always, there are lots of fun little bits in the comic. My favorite is the following:
There's yet more Traveller content in this issue, in the form of Marcus L. Rowland's "Tower Trouble." This is a terrific adventure designed for high-skilled criminal characters who are planning a heist on Terra Tower, a beanstalk (as we'd call it today) stretching from Earth's equator to syncrhonous orbit. The scenario is well written, has great maps and referee's advice, and includes pre-generated characters with a lot of individuality. I'm half-tempted to try running sometime as a one-shot, because it looks like fun.

"Monsters Have Feelings Too Two" by Olive MacDonald is a follow-up to an article originally appearing in issue #38. This time, MacDonald wants to emphasize that intelligent monsters shouldn't be one-trick ponies. They can (and should) be used in a variety of different ways within a campaign. This is why MacDonald uses only a sub-set of the monsters available in any given game he referees, since he finds it more interesting to make those he does use multifaceted. I find this hard to argue with and have long argued that games like D&D probably have too many monsters. "Just Good Fiends" by Ian Marsh looks at a related question: what makes a good monster? While Marsh isn't opposed to the idea of introducing new monsters into a game, he does think that every monster should serve a purpose or fill a niche within a game or campaign setting. This is a solid, thoughtful article on a topic that has long been of interest to me.

"Divine Guidance" presents two new oracular magic items for use with Dungeons & Dragons: the Card of Shukeli and Tellstones. The former is a kind of prophetic Tarot card whose face changes based on the imminent fortune of the person who finds it, while latter are paired stones whose temperatures change based on how close they are to one another ("getting warmer ..."). Joe Dever's "Think Ink," in which he talks about a topic of which I knew nothing: the use of drawing inks to tint painted miniatures. Dever's articles never cease to amaze me with the technical knowledge they impart. It's a reminder (yet again) that I know nothing about miniatures painting. Finally, "Gobbledigook" gets a full page to this month's episode, in which we see graphic evidence that "Goblinz never fight fair!" 

Tuesday, November 29, 2022

White Dwarf: Issue #59

Issue #59 of White Dwarf (November 1984), with its cover by Peter Andrew Jones, is another issue I remember well, since it was published during the run of years when I had a subscription to the magazine. In his editorial, Ian Livingstone notes that the "Fiend Factory" feature, which began all the way back in issue #6 and many of whose entries formed the basis for TSR's Fiend Folio, would now be presenting new monsters for more RPGs than just Dungeons & Dragons. Small though this change is, it is nevertheless an important turning point in the history of White Dwarf and reflects, I think, the rise to prominence of other games on the UK scene. 

The issue begins with "The Mad Gods' Omelette," a parodic fantasy short story by Dave Langford. It's actually quite funny in the way it skewers the increasing self-seriousness of the contemporary works in the genre, particularly those that took their cues from Moorcock. One of my favorite bits in the story is a comment by the protagonist Erryj, possessor of "the black, runecarved artificial leg Slugbane," upon hearing that "the Dark Gods walk the earth once more."

"The Dark Gods?" Erryj gave Dylan Worm a searching glance. "Aye, I have heard tell of such. Speak you of the Elder Gods? ... The Younger Gods? The Dead Gods? The Agnostic Gods?" With each utterance, a greater stillness filled the room.
As I said, it's quite funny and much more enjoyable than Langford's "Critical Mass" column this or any other month. Mind you, this month's installment of the book review column holds some interest in that Langford looks at William Gibson's first novel, Neuromancer, which he likes a great deal, though he criticizes its "frenetic" pace. I suppose it wouldn't be a proper "Critical Mass" column if Langford didn't find fault in nearly everything he reviews.

"Open Box" takes a look at three different adventures for Call of Cthulhu: The Curse of the Chthonians (9 out of 10) from Chaosium, Glozel est Authentique! (5 out of 10) from TOME, and The Horrible Secret of Moneghan Island (7 out of 10) from Grenadier. These reviews are all fair, based on my own experience. Also reviewed are the Gamemaster Pack and For Your Information for James Bond 007, which earn 4 out of 10 and 3 out of 10 respectively. This continues the trend of giving rather negative reviews to James Bond 007 RPG products, something I find inexplicable, given my own fondness for the game. On the other hand, neither of the reviewed products are exceptional in any way, so perhaps they are fairer than it might seem on first glance. Finally, there's a review of Chaosium's Ringworld, which receives a mediocre 6 out of 10, even though the reviewer praises both the background information and the rules set – odd!

"The Ninja" by Chris Elliott and Richard Matthews is yet another stab at a ninja character class for AD&D. Though there are a few new wrinkles – such as non-magical "spells" – the class is just another Japanese-flavored assassin variant with too many abilities. The class is intended to be used in conjunction with "Hour of the Tiger," an AD&D scenario also included in this issue. The adventure involves the infiltration of an imperial palace and demands stealth and cunning, not to mention reconnaissance, to succeed. It's well done and probably challenging, particularly to players for whom brute force is standard operating procedure.

Marcus Rowland's "A Matter of Faith" presents four religious cults for use with a variety of modern-day RPGs, such as Mercenaries, Spies, and Private Eyes; Top Secret, James Bond 007, Superworld, Champions, Call of Cthulhu, Golden Heroes, and Villains & Vigilantes. The cults range from The Temple of Excellence, Inc., which teaches that transcendence is possible through the acquisition of skills, to Technodeology, which believes that God does not yet exist and must be created as a computer. Rowland fleshes out each cult briefly and provides notes for customizing it for the RPG in which it's used. Very good stuff!

"Two Decks are Better than One" is a Car Wars article by Steve Jackson about the inclusion of double-decker buses into the game. "Eye of Newt and Tongue of Bat" by Graeme Davis is the first part of a series of articles intended to provide a system for the manufacture of magic items in AD&D. This installment focuses on staves, wands, and scrolls. I've long liked the idea of a system like this in principle, because I think that the process of creating new magic items should be both involved and interesting. However, most such systems offer only tedium without much else and, sadly, this system isn't much different.

"On the Road" by Anna Price is an outline for a RuneQuest scenario in which the characters accompany a caravan across the Plains of Prax. Though skeletonic, it provides enough detail, including several random tables, to make the overall situation compelling. "A Brush with the Lore" by Gary Chalk and Joe Dever tackles the matter of choosing an appropriate brush and paints for miniatures. "Core" introduces the Consular Office of Reconnaissance and Exploration, a Zhodani organization intended to be used as antagonists in an ongoing Traveller campaign. Like many such things, it's fine for what it is, but not especially memorable. 

"Gladiators in RuneQuest" by Matthew Pook briefly discusses the matter of blood sports in the game, while "Pit Fighting" by James Waterfield contextualizes somewhat the practice within the setting of Glorantha. "The Great Hunt" by Simon Iff describes the Reavers, powerful minions of the demon prince Orcus who do his bidding on the Prime Material Plane. This article includes lots of background material about the Reavers and their origins, as well as their activities. Though very high-powered, I immediately saw uses for these creatures in certain campaigns. "Ars Arcana" by Kiel Stephens continues to look at unusual uses for D&D spells and does so quite engagingly. Any article that can teach me a few new tricks for a game I've been playing for decades earns a gold star.

This is a very good issue, filled with lots of variety, in addition to old favorites like "Thrud the Barbarian," "Gobbledigook," and "The Travellers." To my mind, this is peak White Dwarf and is what I think of when I think of the magazine in its heyday. 

Thursday, August 27, 2009

Ringworld

I'm deep in a Chaosium nostalgia mode right now. I'm still devouring my copy of Stormbringer and awaiting my copy of a 2nd edition RuneQuest boxed set I managed to snag. And today, courtesy of James Mishler, I finally managed to obtain the Ringworld RPG.

I never owned this game back in the day, though I wanted it very badly. I think I only ever saw it once in the stores, while I was on vacation in North Carolina. Rather than pick it up, I bought the D&D Companion Rules instead and, much as I loved that particular boxed set, I think I'd have been better off if I'd grabbed Ringworld instead.

I can't help but feel that I missed out on a lot of Chaosium-fueled gaming goodness in my formative years. Few companies can compare to Chaosium creatively. I don't think they produced a single genuinely bad game, even if they produced several that weren't to my liking. And I have long considered two Chaosium efforts -- Call of Cthulhu and Pendragon -- to be among the best RPGs ever written, nearly perfect from the start. There aren't many game companies with a similar track record of excellence, certainly not the TSR by whose Gospel I lived as an impressioble youth.

Better late than never, I guess.

Monday, May 4, 2009

Pulp Fantasy Library: The Magic Goes Away

The Magic Goes Away is a 1978 novella that expanded upon an earlier short story of the same name by Larry Niven. Niven is, of course, best known as a science fiction author and I daresay that he brings at least a little science fiction sensibility to this fantasy tale, which concerns a spellcaster of great power known only as the Warlock. The Warlock is hundreds of years old and possessed of great magical ability. Nevertheless, he notices that his powers wane if he works magic in one part of the world for too long.

Finding this puzzling, he invents a device to measure the presence and flow of mana -- the energy that powers magic -- and soon surmises that mana is in fact a non-renewable resource that is consumed through the casting of spells. This alarms the Warlock, since magic is vital to the functioning of the world. Not only do wizards and their ilk employ it, but so do various governments and organizations. Without magic to aid them, they cannot function as they have for so long. Inevitably, this leads the Warlock, along some companions, on a quest to find a new source of mana that might be tapped in order to stave off the collapse of civilization as they know it.

Given its publication date, it should be apparent that The Magic Goes Away draws heavily from the Energy Crisis for its inspiration. Despite that, I think the central concept of the novella is an intriguing one and Niven is always good at drawing out logical conclusions to problems, even in a magical world such as this one. I'll grant that some might find both the premise and its resolution unsatisfyingly "rationalist," but I enjoyed them. Part of that is that I've grown to appreciate different takes on magic and fantasy than I did even a few months ago. While I wouldn't use Niven's take in my own games, that's not a knock against it by any means. Indeed, I think I appreciate the story more precisely because it's so far to the side of anything I'd do myself.

The Magic Goes Away is a quick read and well worth your time if you can find a copy. Gygax did not include it in Appendix N of the AD&D Dungeon Masters Guide, but it is included in the bibliography of the Moldvay Basic Rules, for what that's worth.