Showing posts with label tolkien. Show all posts
Showing posts with label tolkien. Show all posts

Monday, August 25, 2025

Lovecraft the Fantasist

When most people think of H.P. Lovecraft, I imagine most of them think of cosmic horror, with its visions of an indifferent universe, ancient alien gods, and humanity’s fragile place within the vast gulfs of space and time. They're not wrong to make that connection. After all, it’s the foundation of HPL's reputation and the source of his continued influence.

However, it’s only one side of him.

Alongside "The Call of Cthulhu" and At the Mountains of Madness, Lovecraft also wrote tales that are not horror at all but fantasy adventures after the fashion of Lord Dunsany or The Arabian Nights. These are the stories of the so-called "Dream Cycle" – "The White Ship," "The Doom That Came to Sarnath," "The Cats of Ulthar," and, of course, The Dream-Quest of Unknown Kadath, as well as many more. 

These stories are not about terror and despair but about journeys, quests, and the exploration of strange lands. Lovecraft's recurring literary alter ego, Randolph Carter, sails with merchants from far ports, climbs mountains to speak with gods, and braves enchanted cities. He is, in every sense, a pulp fantasy protagonist, however much his adventures unfold in dream. Likewise, Basil Elton, the protagonist of "The White Ship," travels to exotic islands “where dwell all the dreams and thoughts of beauty that come to men once and then are forgotten.” It is less a tale of horror than a fantastical voyage into the unknown, reminiscent of the voyages of Sinbad or Jason and the Argonauts.

Viewed in this light, The Dream-Quest of Unknown Kadath looks very much like a full-fledged fantasy quest. Carter’s journey is replete with allies and adversaries, strange locales, and even battles. At one point, he sails “past the basalt pillars of the West,” at another he becomes entangled in the politics of Ulthar and the ghouls beneath the earth. His is a perilous but wondrous quest:

“Carter resolved to go with bold entreaty whither no man had gone before, and dare the icy deserts through the dark to the Cold Waste where Unknown Kadath veiled in cloud and crowned with unimagined stars holds secret and nocturnal the onyx castle of the Great Ones.”

It is difficult to read such passages and not see the outlines of a RPG adventure. Here are dangers, quests, treasures, and mysteries aplenty – all the standard ingredients of fantasy roleplaying, simply flavored with Lovecraft’s dreamlike melancholy.

Even Lovecraft’s shorter dream tales carry the same sense of fantasy adventure. In "The Doom That Came to Sarnath," we hear of an ancient city destroyed for its hubris, a lost civilization waiting to be explored by bold wanderers. In "The Cats of Ulthar," a law is established through the agency of uncanny allies, reminding us of the strange but binding rules that often govern a mythic setting. These are not horror stories in the usual sense at all but fragments of a larger imagined world, glimpses into a fantasy setting that could be as rich as Howard's Hyborian Age or Tolkien's Middle-earth.

Despite having certain similar trappings, like swords, sorcery, and epic struggles, Lovecraft’s Dreamlands tales have a somewhat softer focus. There are more quests and voyages than outright battles, more enchantment and peril rather than the struggle between good and evil. Where Howard’s Hyborian Age shows readers a world of raw survival and Tolkien’s Middle-earth a world of moral conflict, the Dreamlands are realms of longing, beauty, and half-remembered wonder. HPL's heroes rarely slay monsters to claim kingdoms. More often, they seek hidden truths, forbidden cities, or the distant gods of Earth.

Even so, there are similarities, too. Like Howard, Lovecraft peopled the Dreamlands with decadent civilizations, perilous sorceries, and monstrous foes. Like Tolkien, he gives us a secondary world with its own geography, history, and laws. The difference is perhaps one of emphasis. Howard’s heroes carve their fates with the sword, Tolkien’s with the burden of virtue, and Lovecraft’s with the dreamer’s restless desire to glimpse what lies just beyond the horizon.

It’s easy to imagine a roleplaying campaign shaped by these differences. A Dreamlands campaign would not be about conquering kingdoms like Conan, or saving the world like Frodo, but about exploration, discovery, and the pursuit of strange and beautiful mysteries. Characters would bargain with cats, ally with ghouls, cross seas to forgotten isles, and climb into the heavens in search of Kadath. Victory would mean glimpsing the ineffable, not necessarily surviving with treasure in hand.

Lovecraft the horror writer gets plenty of attention. Lovecraft the fantasist deserves some, too.

Friday, January 3, 2025

Speechless (Again)

Once more, J.R.R. Tolkien's birthday is upon us and I am ill prepared to say anything to mark the occasion. Much like Dungeons & Dragons, I'm not certain I have anything left to say that I haven't already said on numerous occasions beforehand – or that others more eloquent than I haven't said better. Therefore, I will simply remind everyone of the date and bid you all to commemorate this auspicious date in whatever way seems appropriate to you. I'll be re-reading some of my favorite sections of The Hobbit, like riddles in the dark or the meeting with Elrond. Those scenes (and many others besides) remind of why Tolkien is still remembered and celebrated to this day.

Happy Birthday, Professor Tolkien!

Monday, July 15, 2024

A (Very) Brief Pictorial History of Halflings

For today's look at the art of TSR era Dungeons & Dragons, I've decided to step away from monsters and instead focus on something a little different: halflings. Halflings, as everyone knows, originate in the works of J.R.R. Tolkien and have little or no antecedents in real world myth or legend. Despite Gary Gygax's well-known dislike of The Lord of the Rings, he was, however, a fan of The Hobbit, which introduced halflings – or, rather, hobbits – to the world. Both books were very popular among fantasy aficionados during the early 1970s, when D&D was born, so it's not at all surprising that Tolkien's diminutive creations should find their way into the game (along with several of his monsters). Of course, this usage was completely unauthorized and legally dubious. Saul Zaentz's Middle-earth Enterprises threatened legal actions against TSR for its usage of "hobbit" (and "ent" and "Nazgûl," I believe) in OD&D. Subsequent printings of the game, such as the one I own, changed "hobbit" to "halfling" and that term then became the common one in Dungeons & Dragons. 

There are no clearly identified illustrations of halflings in OD&D. However, there is this piece of Greg Bell artwork that I think is supposed to be a halfling:

As you can see, the illustration is crude and looks more like the common depiction of a leprechaun – note the hat – than what we now expect of a hobbit or halfling. However, there are no leprechauns in OD&D, playable or otherwise. Further, if you look carefully, you can see the figure above is using a sling in his right hand, a signature weapon of halflings in both OD&D and the Fantasy Supplement to Chainmail. 

The earliest unambiguous illustration of a halfling comes in the AD&D Monster Manual by David Sutherland. Sutherland's depiction is broadly consonant with Tolkien's descriptions of hobbits, including their hairy feet.
The next year, in 1978, Sutherland illustrated module B1, In Search of the Unknown. One such illustration shows a short figure I assume is meant to be a halfling. Because he has no beard, I don't think he's supposed to be a dwarf, but there's no way of knowing for certain.
Next up is Bill Willingham's take on a halfling from the 1980 reprint of White Plume Mountain – even though it actually depicts a polymorphed efreeti masquerading as a halfling. Once again, furry feet à la Tolkien are visible.
1980 also saw the release of Slave Pits of the Undercity, whose cover features this towheaded halfling by Jeff Dee.
The Tom Moldvay D&D Basic Set (1981) includes this depiction of several different character classes by Dave LaForce. In the bottom right-hand corner, you can see a halfling, armed with a bow. 
The Cook-Marsh Expert Set (1981) includes one of my favorite depictions of a D&D halfling (by Jeff Dee). 
Frank Mentzer's 1983 revisions of the Basic and Expert Sets include many illustrations of halflings, probably the most of any TSR edition of Dungeons & Dragons. For the purposes of space, I'm including only a single example (by Larry Elmore), though there are many other excellent options to choose from.
The same year saw the release of The Shady Dragon Inn, a supplement filled with artistic renderings of every conceivable D&D character type, including halflings. It also features portraits of characters based on the LJN D&D toy line, such as Figgen the Halfling Thief (whose toy, ironically, was never actually produced as far as I know). This is Timothy Truman's version of Figgen:
In the third episode of the first season of the Dungeons & Dragons cartoon series (also 1983), we're introduced to a character called Hector the Halfling (who's actually bad guy Venger disguised by magic). He's the only halfling to appear in the series of looks quite different than all previous depictions of the race. He lacks hairy feet, but he wears peculiar pants that cover half of his oversized feet, leaving the toes visible. He also has pointed ears, an inconsistently portrayed aspect of D&D halflings.
The Forgotten Realms Campaign Set (1987) presents us with another slightly anomalous vision of halflings. Jeff Easley's halflings are skinny, goofy-looking little people with mildly larcenous demeanors. They still have big, slightly hairy feet, but otherwise strike me as quite unique.
Jim Holloway's version of halflings from 1989's Monstrous Compendium is, in my opinion, a little creepy, with his heavy eyebrows, half-lidded eyes, and languorous pose. He also boasts a veritable mane of hair that starts at his ankles and then drapes over the tops of his feet. To my eyes, the overall effect is suggestive of a satyr rather than a hobbit and I can't say I'm keen on it.
Tony DiTerlizzi's piece from the 1993 Monstrous Manual is better, exuding a kind of scrappy heroism that works well for halflings. 
As you can see from just this small sampling of illustrations, there's never been a fully consistent conception of halflings. I wouldn't be surprised if this was driven, at least in part, by a desire to legally distinguish D&D's diminutive race from Tolkien's hobbits. At the same time, there can be no question that, at base, halflings are hobbits in all but name. The presence of hairy feet – a characteristic derived from Tolkien – in nearly all of the above pieces of artwork demonstrates that. If the intention were to avoid comparisons to the denizens of Middle-earth, you'd think removing that feature would have been at the top of the art director's list. (Interestingly, the kender of Dragonlance pointedly wear shoes – take that, Saul Zaentz!).

There's a lot more to be said on this topic, I think, but I'll leave that to another day. For now, I'm interested in your thoughts about both the art and the place of halflings in your own D&D campaigns. Do you use them? Do you, like me, replace them with another race? Or you omit them entirely? 

Thursday, June 6, 2024

Criticism and Commentary

I think it's fair to say that Gary Gygax had a very thin skin when it came to criticisms of the Advanced Dungeons & Dragons game line, even when the criticisms weren't aimed at a book or module in which he had a hand. A good example of what I'm talking about can found in the "From the Sorceror's [sic] Scroll" column he penned for issue #66 of Dragon (October 1982). There, Gygax responds to criticism of Deities & Demigods.

Before getting into the substance of what Gygax says here, a little background. The "critical piece" referenced in the paragraph above appeared in issue #19 of Different Worlds (March 1982). It's a review written by Patrick Amory that ends by stating "Deities & Demigods [is] fit only for the trashcan." Gygax claims that he only heard about Amory's piece after "reading a letter of agreement" written by a "disgruntled ex-TSR game designer." This second letter appeared in issue #22 of Different Worlds (July 1982) and its author is Lawrence Schick, who served as the editor of Deities & Demigods. 

If you follow the link to Schick's "letter of agreement," you'll see that it's both lengthy and thoughtful in its criticisms. Though he clearly disagreed with the direction James M. Ward took the book, he does not seem to bear any ill will toward the man he calls "a real nice guy." Likewise, that he "really liked the AD&D system and wanted the AD&D products to be the best possible." Schick's criticisms, for the most part, boil down wanting DDG to have closer to Cults of Prax in its approach. That's an absolutely fair criticism in my book, but I'd of course say that, since it's pretty close to my own opinion on the matter. Regardless, I don't think anything Schick wrote is worthy of the intemperate and petty response Gygax offers.

Sadly, Gygax doesn't stop there. He continues his verbal assault against "this capable and knowledgeable individual" in a very bizarre fashion.
Given Gygax's frequent and vociferous disavowals of the influence of Tolkien over his vision of AD&D, I think it's pretty rich of him to turn around and try to use the (admittedly true) lack of religion in Middle-earth as evidence that the kind of book Schick would have preferred is somehow inappropriate for the game line. His references to the works of Howard, Leiber, and De Camp and Pratt seems less disingenuous (and more in keeping with his pulp fantasy preferences), but I'm not sure it serves his original point. If anything, in his flailing attempt to deflect Schick's fair criticisms of Deities & Demigods, he comes close to suggesting a book about gods and religion is unnecessary for AD&D.

This line of attack is all the odder, because Gygax's own articles about the deities and demigods of his World of Greyhawk setting were all quite good and included many of the details that Schick wished to see. He even acknowledges this later in his response, adding that this is appropriate "because they are part of an actual campaign," while DDG was never intended as anything more than "raw material upon which to build a campaign." He then suggests that expecting Deities & Demigods to be more than that is tantamount to "want[ing] someone else to do all your creative thinking for you." What an odd – and condescending – thing to say!

In the end, I think Gygax would have been better off not saying anything at all. I can only assume the fact that Schick, a former TSR employee, publicly offered his own firsthand thoughts about the shortcomings of an AD&D volume stung. I can certainly understand his feelings and might well have felt similarly were I in his shoes. Nonetheless, his response seems disproportionate and, worse, small-minded. Compared to Dragon, Different Worlds had a very small circulation and I doubt that many people were unduly influenced by its negative review, assuming they even saw it. If anything, an immoderate tirade like this one might well have had a greater negative effect on potential buyers.

Monday, April 8, 2024

Curse the Baggins!

I've long been a defender of amateurish old school art, but even I have limits. 

While re-reading some old Dragon magazine issues from the mid-1980s, I came across an advertisement Riddle of the Ring, a Middle-earth boardgame originally released in 1977. The ad mentions that a new edition of the game, from Iron Crown Enterprises, which, at the time, held the Middle-earth license, was in the works. However, a limited number of the original edition was still available from its original publisher, Fellowship Games of Columbia, South Carolina.

The only reason I even paid any attention to this full-page advertisement is that it included examples of the artwork found in the original edition, like this:

Or this:
To paraphrase the great philosopher David St. Hubbins, there's a fine line between charming and just bad and I find it difficult to judge either of the examples of Riddle of the Ring's artwork above as anything but the latter. Maybe that's unfair, given the relatively early publication date of this game and the likely limited resources of the publisher. I understand that they're not going to look as awesome as the Brothers Hildebrandt Tolkien calendars of the same era, but, surely, they should be better than this.

Am I wrong?

Wednesday, January 3, 2024

132

Today marks the 132nd anniversary of the birth of J.R.R. Tolkien. I don't think it's an exaggeration to say that Tolkien is almost certainly the single most important creator for the subsequent development of the fantasy genre as it has come to be widely understood – no small feat for an Oxford don specializing in Anglo-Saxon language and literature! 

Usually, on these occasions, I try to find some novel way to celebrate the occasion, but, after so many years of doing so, I must admit that it's become harder and harder to write something that has not already been written dozens of times beforehand and often more eloquently. That's why, this year, I will simply state that my own life has been inestimably enriched since I first read The Lord of the Rings in 1980. For that reason, I am forever grateful to Professor Tolkien, as, I suspect, are the countless others who have enjoyed his tales of Middle-earth over the decades.

Tuesday, December 19, 2023

Gygax on a D&D Movie

In issue #13 of Polyhedron talks briefly about the status of a supposed Dungeons & Dragons movie. Three years earlier, the topic comes up in an interview with Gary Gygax in the September 1980 issue of Fantastic Films. What he has to say is actually quite interesting, especially in light of my own feelings about a D&D movie.

Reading this, two things stand out to me. First is Gygax's reference to The Hobbit as a good template for "a fantasy quest." That's no surprise really, since Gygax was quite open about his enjoyment of The Hobbit (in contrast to The Lord of the Rings, which he found dull). Still, it's additional fodder for the never-ending discussion the extent of Tolkien's influence over D&D, if that's something you enjoy. Second is Gygax's accurate assessment of his ability to write dialog, which suggests a level of self-awareness lacking in many creators – not that it stopped him from trying his hand at fiction writing anyway.

Wednesday, September 13, 2023

Retrospective: Southern Mirkwood

The series of Middle-earth sourcebooks published by Iron Crown Enterprises during the early 1980s occupy a strange place in my personal history as a roleplayer. Like nearly every other gamer I knew at the time, I had, of course, read the works of J.R.R. Tolkien and I liked them well enough, though I'm not sure I'd have called myself a huge fan of them. That would come later, thanks in no small part to I.C.E.'s products, whose advertisements in the pages of Dragon I can still vividly recall.

The reasons those advertisements still linger in my memory decades later is their artwork, which is wonderfully evocative. They made me want to know more about the region of Middle-earth detailed in the associated product, which, in turn, helped fuel my appreciation for Middle-earth as a setting. (It would still be a little while longer before I'd come to a similar appreciation for Tolkien's storytelling, much to my embarrassment.)

My very first I.C.E. Middle-earth purchase was Bree and the Barrow-Downs, primarily because the hobbits' visit to the Barrow-Downs is one of my favorite sections of The Lord of the Rings and I therefore assumed the book detailing it would be similarly great. Unfortunately, I was disappointed and this dampened the enthusiasm those Dragon ads had elicited in me. Despite this, I decided to give the series another try, this time selecting Southern Mirkwood as my next purchase. I did so for the flimsiest of reasons: I liked the cover. I might also have been influenced by the book's subtitle, "Haunt of the Necromancer," since I was keen to know more about Sauron's hideout in the region, Dol Guldur.

Written by Susan Taylor Hitchcock and first release in 1983, Southern Mirkwood is 60-page softcover book covering not just southern Mirkwood but also southern Rhovanion, the region of Middle-earth commonly called Wilderland. Much like Bree and the Barrow-Downs (and Moria, which I'd acquire later), the pages of Southern Mirkwood feature a dense, two-column layout using a very small typeface that is occasionally broken up with a piece of spot art or a map. The overall effect, even when I was younger and had more patience – and eyesight! – for such things was mildly intimidating. This effect was made even more potent by the dry way that information was conveyed. This was not a book that one read casually; it took real effort to make it through even a couple of pages.

I began to feel some of the same disappointment I had felt about Bree and the Barrow-Downs creep back in. When I bought the book, I had hoped it'd present some frightening and exciting things about this part of Middle-earth. I remembered Mirkwood well from Tolkien's tales, particularly Bilbo and the dwarves' encounter with its spiders, so I expected the book to contain all manner of similar nastiness. Likewise, the presence of Sauron, in his guise as the Necromancer, certainly piqued my interest, since I remember wondering what he might have been up to while hiding in the forest from the prying eyes of the White Council. By all rights, Southern Mirkwood should have been a really good sourcebook, one that commanded my attention for a long time – but it was not.

A large part of the problem lies with the presentation of the material it contains. As I alluded to above, the prose is dull and focuses too much on minutiae and trivia. There are thus pages of history, enumerations of flora and fauna, people and places of note – all good in principle and precisely the kind of stuff one you'd want and expect to find in a book like this. But rather than detail all of this with an eye toward how to use them in adventures or campaigns set in and around southern Mirkwood, we get encyclopedia-style entries that do little to inspire. Toward the end of the book, there are some short suggestions for scenarios but they're quite sketchy and, frankly, boring ("Acquire 5 crates of Dwarven nails for renovation of Tree-town," "Trap and cure or kill as need be a trained mountain lion which has gone wild," etc.).

The banality of it all is really evident in the sections relating to Dol Guldur, the Necromancer's lair within Mirkwood. The book provides eight maps of the place, along with keyed descriptions. One would imagine – or at least I did – that such a place of supreme evil would be compelling and frightening. Instead, it comes across as little more than a run-of-the-mill dungeon filled with traps and orcs and storage rooms. It's all so dull and predictable, with only a few hints that suggest it's located in Middle-earth rather than in some vanilla fantasy setting. 

It's a shame, because I still think there's great potential in this region of Middle-earth, especially during the time period in which I.C.E.'s books are set (Third Age 1640 – nearly 1500 years before the War of the Ring). I can easily imagine fun adventures or exciting campaigns dealing with the growing corruption of the area and the Necromancer's role in it all. That's not what Southern Mirkwood provides, sadly. 

At least the full-color poster maps by Peter Fenlon are terrific, as always. 

Monday, August 28, 2023

A Means to Freedom

It should come as a surprise to no one who reads this blog that I have never ridden a motorcycle. I have, on the other hand, known a good number of motorcycle enthusiasts, including my childhood next door neighbor, who had been a member of a motorcycle club during his own youth in the '60s. One of the questions I'd eventually ask all these men – and they were always men; I never met a female biker, unless you count my neighbor's wife, who'd sometimes ride along with him – was why they rode and their answer was usually some variation on "I love the freedom."

As if to confirm my own lack of cool, I can't deny that this answer used to baffle me a little bit. Even in 1970s America, which was vastly less obsessed with safety than today, there was already public concern about the deadliness of motorcycles. Consequently, my youthful self absorbed the notion that motorcycles were coffins on two wheels, a notion reinforced by my neighbor's accident, which left him on crutches for a long time and eventually led to his trading his Triumph bike for a "cage."

"Cage" is a relevant bit of slang to this discussion, because it touches on the sense that an automobile is a prison of sorts, trapping the driver inside, and taking away his freedom. I'm not all that fond of cars – even less so since I was hit by one the day before my fiftieth birthday – so even the thought of speeding down the highway with only my clothes and a helmet to protect me is terrifying. But I suppose one man's terror is another man's freedom, or at least that's the impression I've got from talking to avid motorcyclists over the course of my life.

Shortly before my parents were married, my father was inducted into the US Army and received orders to go to Fort Huachuca in southern Arizona, a very short distance from the Mexican border. So, for their honeymoon, he and my mother drove across the country to reach his posting, along the way stopping at a number of fascinating places. This trip, as well as a later one that took my parents to a NATO Joint Forces base in the Netherlands, profoundly affected my father for the rest of his life, largely, I think, because he got to see more of the world than he otherwise would have.

One lasting effect was on my Dad's taste in food. He came to love spicy foods, no doubt due to his proximity to Mexico during the first part of his military tour. He passed that love down to me. Judging by what I see on grocery store shelves and on restaurant menus, the love of spicy food seems increasingly commonplace. Nowadays, you can find spiced-up versions of just about anything, from baked goods to desserts to drinks. I've seen jalapeño and chipotle-spiced chocolate, for example, and these are pretty ordinary compared to some of the other foods out there.

Indeed, there seems to be an arms race when it comes to spiciness, with ever more absurdly hot peppers being cross-bred and used for sauces and flavoring. I'm talking peppers rated a million Scoville units or more – stuff that can literally harm your body in certain cases. As I said, I enjoy spicy foods quite a lot, but I simply don't see the appeal of eating peppers so spicy that I doubt one's taste buds can even register their flavor – but maybe that's not the point. Maybe the point is simply to experience something unique, even extreme by the standards of everyday 21st century life.
In one of his letters to H.P. Lovecraft, Robert E. Howard wrote:

“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed.”

As one might expect from the creator of the legendary wanderer, Conan the Cimmerian, Howard devoted much thought to the question of freedom and its importance to the well-being of the individual in an increasingly, as he called it, "machine age," by which he meant the ever more regulated, narrow, and "safe" world that was already being birthed during his lifetime. That's why he "yearn[ed] for the days of the early frontier, where men were more truly free than at any other time or place in the history of the world." 

Whether one agrees with him or not is immaterial. What's important to remember is that Howard very much believed this and nearly all of his fiction was an attempt to transport readers – and I daresay himself – to times and places that were, in his judgment, freer and, therefore, uplifting to the human spirit. Again, one can quibble as to how well REH achieved this emancipatory goal, but there can be no question in my mind that he saw literature as a possible means of escape from the soul-crushing drudgery of the modern world.

"Who are the people most opposed to escapism? Jailers!" That sentiment, or others similar to it, is often attributed to J.R.R. Tolkien, though other authors (C.S. Lewis, Arthur C. Clarke, et al.) sometimes take his place. Regardless of its origin, it's an interesting point of view and that, I suspect, with some minor caveats Robert E. Howard would have agreed with, as might bikers and pepper-eaters – and roleplayers.

I sometimes find myself wondering if the growth in the popularity of not just tabletop RPGs, but fantasy more generally, is a symptom of a larger malaise with modernity, specifically its lack of frontiers or places to adventure. When I was a kid in the '70s, it was still possible – just barely – for me to imagine the opening up of our solar system (and beyond) for exploration. Now, though, I think that's probably a pipe dream, something confined to the realm of science fiction rather than reality.

I'm grateful I had those dreams of traveling to the Moon or Mars when I was younger, just as I'm grateful for the escape provided, then and now, by roleplaying games. Perhaps it speaks poorly of me that I consider many of my RPG experiences as among the most fulfilling and indeed liberating ones I've had in my life. They're not the only ones, of course, but that doesn't change the fact that they've been immensely important to me and, I know, to many of my friends as well. 

Tuesday, June 27, 2023

White Dwarf: Issue #79

With issue #79 of White Dwarf (July 1986), I reach the penultimate issue I'll cover in this series. Though I'm glad to have done it – and I hope it's been profitable for those of you reading along – I can't deny that my enthusiasm has been waning for some time now. Sadly, this issue did little to make me regret my decision to end the series with #80, though there are a couple of bright spots – like John Blanche's cover illustration ("Amazonia Gothique"), which I like for reasons I can't fully articulate.

This issue marks the first one featuring Paul Cockburn as editor. His inaugural editorial mentions that there will be still more changes in store for the magazine, though these will "come in bit by bit." Cockburn also notes that Citadel Miniatures would, from this point on, include "a small warning, intended to prevent figures being sold to that part of the public who might actually be harmed by lead content." He elaborates that there had recently been a Citadel ad in a magazine "aimed at a very young audience," which necessitated this warning. Maybe I'm just old and contrarian, but I felt a slight pang of sadness upon reading this. By 1986, the Old Days (and Old Ways) were already fading ...

"Open Box" takes a look at two related Palladium products, Teenage Mutant Ninja Turtles and Other Strangeness and its post-apocalyptic supplement, After the Bomb. Both products are positively reviewed, but the reviewer, Marcus L. Rowland, expresses a preference for the "present day setting of the original game," which he feels offers "more opportunities for plot development and diversity." Also reviewed is Secret Wars II for Marvel Super Heroes, which is judged "an awful lot better than Secret Wars I." Never having seen the original, it's not clear to me whether this is faint praise or not. Two Chaosium releases, Black Sword (for Stormbringer) and Terror from the Stars (for Call of Cthulhu) get positive reviews, as does West End's Ghostbusters. Acute Paranoia, a supplement for (naturally) Paranoia earns a more middling appraisal, largely due to its "disappointing" mini-scenarios.

"Where and Back Again" by Graham Staplehurst is one of the aforementioned bright spots of this issue. Dedicated to "Starting a Middle-earth Campaign," the article lays out all the decisions a referee looking to run a RPG campaign set in Tolkien's world must make. Staplehurst covers subjects like "style" (i.e. campaign frame), rules, and even source material. He also raises the question of how closely one might wish to hew to Middle-earth as described by the good professor and the consequences for choosing to deviate from that particular vision. It's a solid, thoughtful article on a topic that has long interested – and vexed – me. 

Dave Langford's "Critical Mass" has only rarely been something I've enjoyed and this issue's installment does little to change my mind. More enjoyable (to me anyway) is his second contribution to the issue, an odd little article entitled "Play It Again, Frodo." Ostensibly, Langford's assignment is to demonstrate "how closely role-playing and literature are entwined" in order to help readers convince their "serious" friends that gaming isn't a silly hobby. He attempts to do this through a series of vignettes based around famous books or movies – Star Wars, Indiana Jones, Conan, The Lord of the Rings, etc. – where he postulates that events go other (and humorously) than how they do in the originals. The idea here is that roleplaying allows to do things "your way" rather than being bound by the dictates of an omnipotent author. 

"20-20 Vision" by Alex Stewart reviews science fiction and fantasy movies. The bulk of this issue's column is devoted to the film, Highlander, in which "a medieval Scottish warrior with a French accent" is befriended by "Sean Connery's Glaswegian conquistador." Stewart calls the movie "a stylish, raucous and utterly preposterous D&D scenario transplanted bodily into contemporary New York." That's probably the most succinct (and amusing) way I've heard Highlander described and it does a good job, I think, of capturing the essence of its cheesy glory.

"All in the Mind" by Steven Palmer offers an alternate psionics system for use for AD&D. Palmer's system interests me for its relative simplicity – the article is only four pages long, as well as for its more flavorful elements. For example, there's a discussion of the heritability of psionic powers, as well as the inherent connection between twins. Neither of these elements plays a major role in his system, but the fact that they're mentioned at all is in stark contrast to the dreary, tedious treatment of psionics in the Players Handbook. 

"Ghost Jackal Kill" by Graeme Davis is a Call of Cthulhu scenario that's presented as a prequel to The Statue of the Sorcerer, a Games Workshop CoC adventure. The scenario is set in San Francisco and involves not only the Hounds of Tindalos, one my favorite type of Mythos entities. It also features real-world historical figures, specifically the actress Theda Bara and writer Dashiell Hammett. Normally, I tend to be leery of the inclusion of such people in RPG adventures, but, in this case, I think it works, particularly Hammett, who did actually work as a detective for the Pinkertons and drew on those experiences for his fiction. In any case, it's a good, short scenario and another of the issue's stand-outs in my opinion.

"Think About It" by Phil Masters examines the purpose and use of the Intelligence score (or its equivalent) in roleplaying games. Because it's an overview of a large topic, it's necessarily brief in its examination, but it does a good job, I think, of presenting different options and approaches to handling Intelligence in RPGs. "'Eavy Metal" provides tips on converting miniature figures, along with some nice color photographs. 

"Psi-Judges" by Carl Sargent – a name that would feature prominently on the covers of many RPG products throughout the late '80s and into the 1990s – is an expansion of Judge Dredd: The Roleplaying Game focused on, of course, psi-judges. Interestingly, it's equal parts a rules expansion and a roleplaying expansion. There's information on how to play a psi-judge in the game, alongside discussions of game balance and other matters. "Gobbledigook" and "Thrud the Barbarian" are still here, but I can't deny that I miss the presence of "The Travellers." The comic's absence really hits home to me just how much White Dwarf has changed from the days when I read (and enjoyed) it regularly.

One more week!

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 3, 2023

Cartographer and Linguist

Over the years, this blog has been host to numerous discussions regarding the extent to which the works of J.R.R. Tolkien have influenced the creation and subsequent development of Dungeons & Dragons. Rather than rehearsing those arguments yet again, I thought it might be more profitable to commemorate Tolkien's 131st birthday by looking at a couple of ways that he indisputably changed the form and presentation of fantasy stories. 

By profession, Tolkien was a philologist, which is to say, a scholar of the history of languages and their associated bodies of literature. In his case, Tolkien specialized in Old and Middle English, as well as taking a scholarly interest in other tongues that had had an influence on them, such as Old Norse. His interest in these matters grew out of his youthful enthusiasm for languages, an enthusiasm that led him to try his hand at the construction of imaginary ones – glossopoeia, as he would later coin itduring his adolescence. He would later famously devote himself more fully to this avocation, creating the Elvish language of Quenya, along with portions of a few others spoken by the various peoples of Middle-earth.

In many ways, this is one of the distinguishing features of Middle-earth. Indeed, it could plausibly be said that the stories of The Hobbit, The Lord of the Rings, The Silmarillion, and Tolkien's other unfinished works were all, to varying degrees, an outgrowth of his interest in the philology of his constructed languages. His approach to writing fiction could thus be described as "from the ground up." since he placed a great deal of importance on the plausibility and verisimilitude of his "sub-creation." Tolkien meant Middle-earth to be a real place inhabited by real peoples with their histories, cultures, and languages. Anything less would have been, in his eyes, a failure.

While I am hard pressed to think any significant post-Tolkien fantasy author who has put as much effort into developing constructed languages as he did, I think it's nevertheless quite fair to say that most of those who followed in his wake at least take a stab at his ideal of sub-creation. This isn't to suggest that every phonebook-sized fantasy novel that's come out since the 1970s possesses the depth and breadth of Middle-earth, only that I think, with very few exceptions, most fantasy writers look upon the depth and breadth of Middle-earth as ideals to be emulated, even if they fall short of it. 

One place where this can be seen most clearly, I think, is in the importance placed on having a map of one's setting. Tolkien was not the first author to do this, of course, but I don't think it's a stretch to say that the maps included in every edition of The Hobbit and The Lord of the Rings – the latter especially – have had a profound influence on innumerable fantasy authors. Like Tolkien's languages, they helped lend reality to his fantasy world, to (literally) ground it in geography and a sense of place that was often lacking in earlier fantasies. Crack open almost any fantasy novel written nowadays and I'd wager that there's a very good chance you'll find a map of its setting somewhere. That speaks, in my opinion, to the impressive hold that Tolkien has over how we think of fantasy, even decades after his death.

The English philosopher and mathematician Alfred North Whitehead once wrote, "The safest general characterization of the European philosophical tradition is that it consists of a series of footnotes to Plato." I would contend that, in most respects, the same is true with regards to Tolkien and the mass market fantasy genre. Even writers like Michael Moorcock, who loudly say silly things about Tolkien and reject his legacy, are nevertheless acknowledging the immensity of that legacy. Otherwise, there'd be no need to denounce and belittle him, would there? Like Plato, J.R.R. Tolkien simply cannot be ignored by anyone who wishes to write literary fantasy, which is why I continue to mark his birthday each year.

Tuesday, November 15, 2022

White Dwarf: Issue #58

Issue #58 of White Dwarf (October 1984) has a terrific cover by Chris Achilleos, an artist whose work I've long appreciated. Ian Livingstone's editorial bemoans the fact that Chaosium has signed a deal with Avalon Hill to publish the next edition of RuneQuest, which will retail at a much higher price in the UK, owing to import costs. Those import costs will be necessary since Avalon Hill has terminated Games Workshop's license to produce a British edition of the game. Livingstone goes on to speculate that this move will undermine RQ's growth in the UK. Whether he was correct in his prediction, I can't say. All I know for sure is that, for several years in the 1980s, RuneQuest was more popular than Dungeons & Dragons in Britain, which baffled my younger self, who could scarcely conceive the possibility that D&D would ever play second fiddle to another fantasy RPG (or indeed any other game).

The issue proper begins with Stephen Dudley's "It's a Trap!," which looks at designing traps in AD&D and other fantasy games. Though short, it's a thoughtful look at the subject and includes an example to illustrate Dudley's main points. In short, he suggests that while traps need not be "realistic," they should nevertheless function according to an intelligible logic. Likewise, the referee should include a means of disarming them or, lacking that, a means to circumnavigate them, even if doing so presents different challenges. 

"Open Box" begins with a mediocre (5 out of 10) review of FGU's Lands of Adventure, a game I've long wanted to see but never have. If the review is any indication, I'm not missing much. More favorably reviewed is Middle-earth Role Playing. The game scores 9 out of 10 in its book form and 7 out of 10 in its boxed form, based on the fact that the boxed set is more expensive and doesn't offer enough any significant additional value. Bree and the Barrow Downs, on the other hand, only garners 6 out of 10, because it's more a sourcebook than an adventure and thus of much more limited utility. Q Manual for the James Bond 007 RPG receives a much deserved 9 out of 10. It's one of the few RPG equipment books I've ever felt deserving of real praise. Finally, there's Star Trek the Role Playing Game, another favorite of mine. The reviewer gives it 9 out of 10 and I'd be hard pressed to disagree.

Dave Langford's "Critical Mass" keeps chugging along, reviewing plenty of novels I've never heard of, let alone read, along with a few I have. Most notable this issue is his praise for Robert Holdstock's Mythago Wood and his dislike of Jack Chalker's Twilight at the Well of Souls. The third part of "Night's Dark Agents" by Chris Elliott and Richard Edwards is surprisingly good. Whereas the previous two installments were filled with the usual mid-80s gaming material about ninjas, this one focuses on the nitty gritty details of how ninjas operated in the field. The material on their preparations and the tactics employed is both interesting and useful, as is the material intended for referees in running ninja-based games. Not being as enamored of ninjas as many gamers, I was impressed that this article held my attention as much as it did.

"Beyond the Final Frontier" by Graeme Davis is not, as its title might suggest, an article about roleplaying in the Star Trek universe. Rather, it's an examination of the beliefs of various real world historical cultures about death and the afterlife in the context of continuing to play a character in a fantasy RPG after he has died. The article is sadly short, but Davis offers some useful ideas for how to handle this in a campaign. "Grow Your Own Planets" presents a computer program, based on then-current astrophysics, that generates star systems and the details of the planets therein. Given the date of its creation, the program is necessarily limited in its output, but I can imagine it would have been very appealing to referees of science fiction RPGs.

"Strikeback" by Marcus L. Rowland is an adventure for use with Champions or Golden Heroes. The scenario is a fun one involving time travel, the Bavarian Illuminati, Baron Frankenstein, Dracula, Sherlock Holmes, and more. It's a kind of League of Extraordinary Gentlemen romp before the fact and, speaking as someone who made use of the adventure at the time, I highly recommend it. "Chun the Unavoidable" by Oliver Johnson, meanwhile, is an adaptation of certain elements of Jack Vance's The Dying Earth for use as a low-level AD&D scenario. I really liked this in my youth, largely for its write-ups of archveults, deodands, and pelgranes, in additional to the eponymous Chun the Unavoidable. 

"For a Few Credits More" by Thomas Price looks at the subject of money in Traveller. This is a solid treatment and I appreciate the way Price considers the ways that technology, whether high or low, might impact currency. Naturally, as an article written in the pre-Internet age, some details look dated – or perhaps "quaint" is a better word – but then Traveller has always been slightly retro, so this isn't really a knock against it. "Thinking in Colour" by Joe Dever and Gary Chalk presents helpful hints on the matter of shading, highlighting, and mixing paints for miniatures. Once again, I find myself wishing I'd devoted more time and effort to learning how to paint in my youth.

"Cameos" by Peter Whitelaw presents two short scenarios for use with RuneQuest. Both are set in Pavis and are quite short, so the referee will need to flesh them out considerably before making use of them. That said, they're both quite flavorful and do a good job of showing off what makes Glorantha such a compelling fantasy setting. "Bigby's Helping Hand" includes yet more ideas for using AD&D spells in unusual ways, along with ideas for using beggars as NPCs. Also included in this month's issue are further episodes of "Gobbledigook," "Thrud the Barbarian," and "The Travellers," the last of which receives a two-page spread.

This is a very good issue of White Dwarf and one whose content I enjoyed and made use of once upon a time. Re-reading it, I was reminded on several occasions of just how vibrant the magazine was at its height. There's a good variety of material and it's quite well presented. Though I was naturally more well inclined toward Dragon, there's little question in mind that, when White Dwarf was firing on all cylinders, it was the superior magazine. Issue #58 is a good example of that superiority.