Showing posts sorted by relevance for query fiend folio. Sort by date Show all posts
Showing posts sorted by relevance for query fiend folio. Sort by date Show all posts

Wednesday, December 2, 2020

Retrospective: Fiend Folio

Resting on a shelf atop my desk are, among other things, my Advanced Dungeons & Dragons hardcover book collection. Most of them are about forty years old or close to it and it's obvious they've all been well loved. Their covers are faded and scuffed at the corners and their interiors reveal their age through a collection of small stains scattered across their once-white pages. I say "most," because there's one volume that looks almost brand new, despite the march of the years: the "tome of creatures malevolent and benign," the Fiend Folio. There's a reason the book appears nearly pristine and it has nothing to do with the high quality for which TSR's first edition AD&D books were made: I didn't think much of the Fiend Folio and, therefore, almost never used it.

I realize that, in some quarters, that's a controversial, verging on blasphemous, opinion. There is a contingent of old schoolers for whom the Fiend Folio is the best monster book published for AD&D – alas, not for me. I owned it more out of completeness than any enthusiasm. I adored the Monster Manual, which was my first AD&D hardcover, ordered at a Sears catalog store with money given to me for Christmas by my grandmother. I still cherish that book to this day, a fond possession from my youth, portions of whose text I can quote from memory, so often did I read it in those early days. The Fiend Folio, though? I've barely cracked the spine.

I used to think, when the matter of the Fiend Folio came up in conversation, that my dislike of it was based on a failure to appreciate the book's idiosyncratic Britishness. The tome quite clearly evinces a different sensibility from its rather staid American predecessor, most notably in its illustrations. Though the volume contains artwork by TSR stalwarts like Jeff Dee, Erol Otus, and Dave Sutherland, their familiar visuals were buried beneath an avalanche of pieces by Alan Hunter, Albie Fiore, Russ Nicholson, and others, none of which looked much like what I'd seen in the Monster Manual. There was a gloomy, gritty quality to the illustrations that shocked and repulsed me at the time. This wasn't what Dungeons & Dragons was supposed to look like and I found it hard to accept. 

But it wasn't (just) the artwork that turned me against the Fiend Folio; it was the content. Compared to the Monster Manual, most of the creatures in this book are, at best, weird and strangely specific and, at worst, downright silly. Again, I recognize that many see this as precisely why they like the Fiend Folio. I can see that, but, for me, monsters like the Enveloper, the Flail Snail, and the Gorbel, to cite a few obvious ones, are simply goofy and I can't think of any circumstance in which I'd use them. And they're not alone. I could easily go through the book, page after page, and point out all the monsters that strike me as too ridiculous (lava children), overpowered (death knight), or bizarre (trilloch) for my tastes. The whole thing has a rough, unfinished, and fannish quality to it – filled with the kinds of monsters overly enthusiastic but not very creative kids would come up with for their homebrew adventures. I realize that's an unduly harsh judgment, but it's how I felt at the time.

In the years since, my opinion of the Fiend Folio has softened a bit, in particular with regards to the art, some of which I now consider among the best ever done for AD&D. Russ Nicholson, for example, is now a favorite of mine and I am somewhat embarrassed to admit that I once didn't much care for his illustrations. Likewise, I've come to accept that there's a place for some of these monsters, if only as occasional palate cleansers. However, except for those that had appeared previously in published adventures (like the drow or the bullywugs), there aren't any that I feel fill an obvious gap in AD&D's roster of monstrous opponents. The Fiend Folio should, therefore, be treated as a book of options to be used with care rather than as a regular supplement to the Monster Manual (or Monster Manual II, which I consider a much better book, despite its flaws). Viewed in this fashion, I think of it much more kindly.

But before I forget, it must be said: the githyanki are overrated. Ugh.

Friday, September 10, 2021

Random Roll: FF, p. 3

I will in future return to highlighting choice passages in the AD&D Dungeon Masters Guide, but I recently came across a section of the Fiend Folio that I thought worthy of attention. In the foreword to that tome of creatures malevolent and benign, editor Don Turnbull talks about the process of putting together this "companion" to the Monster Manual. In doing so, he makes a number of intriguing statements, starting with the passage where he explicitly compares the FF to its predecesssor.

There is one major difference between the two volumes – the source of their contents. The Monster Manual is very largely the work of one person – Gary Gygax – who not only created and developed most of the Monster Manual monsters himself but also developed those he did not personally create.

Remember, this is 1981, by which point Gary Gygax reigns supreme over all things AD&D and I suspect that Turnbull's statement needs to be considered in that light. Even so, there is nevertheless merit to what he says about the contents of the Monster Manual. One can rightly quibble about how many of the MM's entries were created solely by Gygax. Yet, the larger point remains that Gygax's influence over that first published AD&D book was considerable.

The new monsters in the FIEND FOLIO Tome, however, are the creations of many people. Some time ago, the editor of a UK magazine asked readers to submit their monster creations to a regular feature which became known as the Fiend Factory. The response was quite enormous and many worthwhile contributions reached the editorial offices.

There are several things of note here, starting with the fact that the name of the "UK magazine" referenced above – White Dwarf – is never mentioned. This is despite the fact that the Fiend Factory feature of that periodical is mentioned. Likewise, one assumes, since White Dwarf was never owned by TSR, some sort of financial and legal arrangement had to be arranged whereby some of the content of the Fiend Factory feature would appear in this book. I wonder if the establishment of TSR UK played a role in the circuitous way that Turnbull speaks here (Games Workshop, publisher of White Dwarf, having previously been the distributor of TSR products in the UK).

Also notable is the fact that, while the text bolds the titles of TSR game book (and, in the case of the Fiend Folio, capitalizes them as well), there are none of the ubiquitous trademark or registered trademark symbols that started to appear in 1980. In any case, Turnbull continues:

As editor of the feature, I never lacked for new and interesting monsters to fill the Factory pages each issue – indeed (for a magazine has inevitable limitations on space) it very soon became evident that many worthwhile creations would not be published until long, long after their submission, if at all. At the same time, the readers were praising the feature and demanding more! So there was a goodly supply of, and strident demand for, additional AD&D monsters – and these two factors gave birth to the FIEND FOLIO Tome of Creatures Malevolent and Benign.

This volume therefore contains an overwhelming majority of monsters which were originally submitted for the Fiend Factory feature. A small fraction of them already appeared in the Factory (though not in as developed a form as they appear here) while a larger number have come straight from creation via development to this book without pausing at the Factory en route.

The second paragraph is very interesting to me. It's regularly stated that the Fiend Folio is largely a compilation of Fiend Factory monsters. If I'm reading Turnbull correctly, he's saying that many of them never appeared in the pages of White Dwarf at all and that he drew upon his large "slush pile" of submissions for many of the monsters that appear in the FF.

Later in the foreword, Turnbull talks about his own role in producing the book.

My own task has been quite a simple one – to select monsters for inclusion, to develop them as necessary and write the statistics and texts, to assemble them in coherent form and to produce the various tables. Perhaps selection was not so easy a task after all, for there were over 1,000 contributions to consider; I have been quite ruthless in selection to ensure that the monsters which finally did appear were of the highest quality and originality.  

"Over 1,000 contributions?!" That's considerably more than I would have expected.

To have sacrificed quantity for quality in this way is, I believe, what discerning AD&D enthusiasts would want me to have done. On the development side my efforts have been variable. Some "originals" were almost fully developed when they reached me and not a great deal of work was required to add the final touches to them. At the opposite end of the development spectrum, other contributions arrived incomplete and embryonic, with the tip of a good idea just showing above the surface, as it were; these needed development to "flesh them out" into complete and coherent form. A few names have been changed and a few characteristics altered (most for good and sufficient reasons, some out of sheer instinct) but substantially the task has been to build on creations rather than re-work them entirely. 

 Had I greater love for the Fiend Folio's monsters, I might take the time and compare their original appearances in the Fiend Factory feature to the versions that later appeared in the AD&D book. I may still do that, as part of my ongoing examination of the early issues of White Dwarf, but, if so, it will be in a haphazard fashion. Regardless, I think Turnbull's admission of the extent to which he was involved in the development of the book's monster entries is important. It's a pity he's been dead for nearly two decades, as I'd love to talk to him about the nitty gritty details of his shepherding the Fiend Folio to its final form. I suspect he'd have a few additional surprises to share with us regarding both the process and the extent of his own creative contributions.

Wednesday, August 24, 2011

Retrospective: Monster Manual II

The Monster Manual II is the first AD&D hardcover volume that I waited in great anticipation for. Though both Deities & Demigods and the Fiend Folio were released after I entered the hobby, I wasn't yet sufficiently aware of things like TSR's publication schedule to take notice of their imminent arrival. By 1983, when the Monster Manual II was released, though, I'd been a subscriber of Dragon for some time and paid close attention to Gary Gygax's columns, where he'd talk about upcoming releases for my favorite game. So, when the time came, I was phoning every hobby and book store in Baltimore County to find one that held a copy of this long awaited volume.

Why long awaited? In retrospect, it seems silly to admit this, but the fact that the Monster Manual II carried Gary Gygax's byline meant a lot to me back then. For me, he was the final authority on all things D&D and if he was putting out a new book of monsters -- or anything else really -- then of course I had to own it. There was also the fact that I've always had decidedly mixed feelings about the Fiend Folio. There are some excellent monsters in its pages, some of D&D's best, but there's also a lot of dross in there as well, some of it embarrassingly bad. So, the prospect of a new book of monsters wholly from the pen of EGG was utterly enthralling to me.

As it turned out, not all of the book's monsters were the work of Gary Gygax. At least some of them were created by Frank Mentzer and the (in)famous modrons were the work (at least in part) of Jeff Grubb, who's credited as a "design consultant" for the book. At the time, I didn't know any of this and I'm not sure I'd have believed it, since so much of the content of the Monster Manual II had previously appeared under Gary's byline, whether in the pages of his "From the Sorcerer's Scroll" column or in modules like The Lost Caverns of Tsojcanth. Consequently, I attributed to this book a degree of authority I didn't to books like the Fiend Folio or the DDG.

It helped, too, that I actually liked a great many of the monsters included in the Monster Manual II. I was especially fond of the expanded treatment of Outer Planar creatures -- demons, devils, daemons, demodands, devas, planetars, solars, and, yes, modrons. All of these creatures expanded the scope of what a Dungeons & Dragons adventure could be about. These weren't (generally) the kinds of creatures you'd encounter in some underground labyrinth guarding some treasure. No, these were the kinds of creatures around which whole scenarios -- indeed, mini-campaigns -- could be constructed. They were epic and I loved them for that quality.

It's funny how distance makes things apparent that weren't at the time. In the case of the Monster Manual II, what I see now is that Gary Gygax, who'd been playing the game in one form or another for over a decade, was looking to move the game beyond the dungeon and even the wilderness and out into the Planes. So many of the monsters in this book were extraplanar in origin and geared toward higher-level play that I can't help but think that Gary had moved on and wanted something more, or at least something different, out of the game he co-created.

Many people who read his later game, Mythus, are perplexed by what they see as a "change" in Gygax's conception, as if it were wholly unprecedented. I don't think that's the case at all, especially if you look at books like the Monster Manual II and Unearthed Arcana, two volumes that frequently get taken to task by AD&D aficionados for their deviations from earlier Gygaxian works. I think the critics are right to note that these later works are quite different in content and tone from earlier ones, but I'm starting to feel that their deviations were organic ones, at least from Gygax's perspective. The represent a genuine shift in his own perspective and approach to AD&D. Taken in that light, I think they make a great deal more sense, regardless of whether one ultimately has any use for them or not.

Tuesday, February 15, 2022

White Dwarf: Issue #27

Issue #27 of White Dwarf (October/November 1981) features a science fictional cover by Allan Craddock, an artist who'd later do work on the Fighting Fantasy series. Ian Livingstone's editorial notes that 1982 "should be the year of monthly WD," thanks in no small part to the large number of submissions made to the magazine in answer to last month's appeal for them. The advent of monthly White Dwarf coincides precisely with my own awareness of the periodical, so I look forward to re-reading those issues with which I have contemporary acquaintance.

The issue begins with Part 3 of Roger Musson's "The Dungeon Architect." This month's installment discusses "The Populated Dungeon," by which Musson really means how and why the dungeon is the way it is. He starts, for example, with the "cybernetic dungeon" – an odd turn of phrase, to be sure, but one that refers to a computer-generated, which is to say, random dungeon. Such a dungeon is contrasted with the "ecological dungeon," whose layout and contents make sense according to naturalistic principles. Musson discusses other types of dungeons, too, like the "silly dungeon" and "improvised dungeon," among others. His overall point, though, is that the referee's approach to designing his dungeons has consequences for not just its final form but also how players might receive it. Like its predecessors, this installment is filled with excellent food for thought, even for experienced dungeon makers.

Robert McMahon offers up "The Imperial Secret Service," a new career for use with Traveller. This is an advanced career like those found in Mercenary or High Guard and covers the civilian secret agents of the Third Imperium. It's fine for what it is, but nothing special. Meanwhile, "Open Box" reviews the Deluxe Edition of Traveller (10 out of 10 for newcomers to the game; 4 out of 10 for old hands), Griffin Mountain (9 out of 10), Starfleet Battles (8 out of 10), IISS Ship Files (9 out of 10), Traders and Gunboats for Traveller (9 out of 10), and the GDW boardgame Asteroid (8 out of 10). That's a lot of science fiction gaming material! It's precisely because of White Dwarf's heavy SF focus that I relished any copies I came across in my youth, since that was my own preferred genre (and Traveller my favorite RPG).

Lewis Pulsipher's "An Introduction to Dungeons & Dragons" with its fifth part, this time dedicated to "Characterisation and Alignment." This is a much short part than the previous four and is mostly filled with the usual sorts of advice one might expect on the subject of "how to roleplay a character." The main points of interest (to me anyway) are that he recommends that the referee give experience to characters that are roleplayed well and in accordance with their stated alignments and that he suggest character decisions need not be done in "real time." That is, Pulsipher sees nothing wrong with a player who takes his time to determine what his character's actions might be rather than making a quick decision on the fly. I find this interesting in that it suggests Pulsipher doesn't see any necessity in a player's strongly identifying with his character; there's still some psychological "distance" between the two and this affects how a character is played.

Marcus L. Rowland's "The Dunegon at the End of the Universe" is a follow-up to last month's "DM's Guide to the Galaxy," which talks about D&D in space. This time, Rowland focuses on the intricacies of zero-G combat, ship-to-ship combat, and new spells and magic items that make sense within the context of outer space adventures. "Hell's Portal" by Will Stephenson is a short AD&D scenario about two groups – one the PCs, the other rival NPCs – attempting to find the arms and armor of a dead revolutionary in the ruins of a prison known as Hell's Portal. The competitive aspect of the adventure is an interesting one (and common in many White Dwarf scenarios). Also noteworthy is how many of the adventure's monsters are to be found in the Fiend Folio – British pride, no doubt!

"On the Cards" by Bob McWilliams is a short article recommending the creation and use of index cards to handle the details of weapon statistics in Traveller. "Summoners" is a new spellcasting class by Penelope Hill. As you might imagine, the class is based around the summoning of elementals, demons, devils, and other extraplanar beings. I actually like the idea behind classes like this, but I've long felt they tend to be too narrowly conceived to be generally useful and this article does little to change my mind. 

"Fiend Folio" features five "near misses" – monsters that were almost included in the Fiend Folio but ultimately rejected, largely for matters of copyright. For example, there's the white ape from the Barsoom tales and the wirrn from the classic Doctor Who episode "The Ark in Space." How much one likes monsters of this sort depends, I think, on how tolerant one is of the blatant ripping off of ideas from other idea. For myself, I find them charming artifacts from a simpler time. Finally, "Treasure Chest" details seven new D&D spells, including a couple by Roger E. Moore.

White Dwarf's quality has, by this issue, acquired a degree of consistency that approaches that of other professional gaming magazines of the time. What sets it apart is the types of articles it publishes. They're generally a bit more off-beat than those in US periodicals and often focus on games, like Traveller, that don't get as many articles devoted to them in, say, Dragon or Different Worlds. That holds great attraction to someone such as myself, which is why I'm looking forward to the issues to come.

Tuesday, October 26, 2021

White Dwarf: Issue #14

Issue #14 of White Dwarf (August/September 1979) sports an unusual cover by Emmanuel, best known for the iconic cover of the Fiend Folio. Ian Livingstone's editorial compares US and UK game conventions, with particular attention paid to the length (typically three days in the US vs one in the UK) and expense (US conventions cost more) of these gatherings. Not being much of a convention goer myself – even less so in these crazy times – my opinion on the matter probably doesn't much matter. Still, I can't say that the increasingly theme park-like atmosphere of major game conventions holds much appeal to me. I'd much rather attend something smaller and more "restrained," but what do I know?

Part 2 of Andy Slack's excellent "Expanding Universe" article for Traveller appears here. This time, Slack offers rules additions for starships, computers, and all manner of weaponry, including nuclear ones. Like Part 1, this is excellent, full of both good ideas and good sense. There's a reason why Slack was – and is, in my book anyway – one of the stand-out writers for White Dwarf in its early years. "The Fiend Factory" offers up five more monsters for D&D. Interestingly, none of them seems to be among those chosen for inclusion in the Fiend Folio. 

"Open Box" provides three reviews. The first tackles two supplements for GDW's Traveller: Mercenary and 1001 Characters. The reviewer, Don Turnbull, thinks quite highly of the former and less of the latter. I find it fascinating that Turnbull notes that there are some who find perhaps the most inspired part of the Traveller rules – character generation – to be tedious and it's for these misguided souls that 1001 Characters would be most appealing. Turnbull also reviews two Judges Guild products, Dragon Crown and Of Skulls and Scrapfaggot Green. He considers Of Skulls the better of the two, but nevertheless criticizes the quality, both of content and production, of JG's releases when compared to those of TSR. Jim Donohoe gives Chaosium's Balastor's Barracks a very middling review (5 out of 10). He never explains why he rated it thus, but I know from my own experience that it's a dull slog of a dungeon for RuneQuest that gives little indication of the glories that would later appear for that game line.

"Lair of the White Worm" by John Bethell is a "mini-scenario" for RQ. Set in the ruins of a Dragonewt colony that reputedly sheltered a young wyrm, the locale is a two level affair, consisting of 24 chambers. It's not bad for what it is, though it certainly lacks the attention to world building that would come to characterize most Gloranthan materials (both fan-made and published by Chaosium). "Treasure Chest" presents two elaborate traps after the fashion of Grimtooth's Traps and a series of connected rooms filled with tricks and traps called "The Bath-House of the Pharaoh." These are quite clever and remind me that I need to do a better job of creating compelling traps for use in my fantasy games.

The issue ends with a lengthy interview with none other than Gary Gygax himself. The interview contains enough fascinating material that I'm going to save its contents for a second post I'll make later today. Suffice it to say that, as is so often the case, Gygax gives a good interview, the exact content of which depends greatly on when he was interviewed and by whom. In this case, I get the impression that Gygax must have felt well at ease and so was a great deal more frank about several topics than I would have expected. That said, he nevertheless pushes the "AD&D is a completely different game from OD&D" line that he has elsewhere, no doubt in an effort to shore up TSR's legal defense against Dave Arneson's lawsuits. Still, it's a good interview, as you'll see.

Tuesday, August 31, 2021

White Dwarf: Issue #7

Issue #7 of White Dwarf (June/July 1978) represents something of a milestone for the British gaming periodical. Firstly, it marks the start of the second year of its publication. Secondly, it's the first issue to feature a full-color cover (by the ever-amazing John Blanche). In his opening editorial, Ian Livingstone draws the reader's attention to both of these facts – facts he believes serve as "a reminder to traditional wargamers that we (i.e. roleplayers) are a serious part of the hobby and not just a weird, temporary deviation from it." As ever, I find such comments very strange, but then I was never a wargamer (take a drink), nor did I much care about their opinion of what seemed to me to be a related but wholly separate hobby. Mind you, I was a 10 year-old child when I discovered D&D rather than an adult like Livingstone, so I suppose I can be forgiven for not understanding his seemingly interminable concern about the reputation of roleplaying in wargaming circles. If nothing else, it's a reminder that the past truly is another country.

The issue begins with an article written by Ed Simbalist entitled "Feudal Economics in Chivalry & Sorcery." It's an interesting enough piece, especially for those who want to more "realistically" model the economics of the European Middle Ages in their campaign settings. More interesting than its content, though, is the fact that it's penned by one of the creators of C&S. If nothing else, Simbalist's appearance in WD's pages show that, after only a year of publication, it had already begun to attract significant attention on the other side of the Atlantic. "Fiend Factory" offers up nine new monsters for D&D, several of which would later appear in the Fiend Folio. None of those featured could be called "classics," even by the odd standards of the Fiend Folio, though a handful deserve comment. The first is the Rover, based on the bouncing ball from The Prisoner. The second is the Gluey, which was renamed the Adherer in its published FF form. Finally, there's the Squonk, based on the legendary monster of northern Pennsylvania, which the text calls "more of a pet than a monster; perhaps the female D&Ders would take more to this beast than the hard-headed males."

The "Letters" column is notable for one letter, commenting on Roger Musson's article in issue #6. I reproduce it here in its entirety.

One of these days, I'll need to collect together as many Gary Gygax quotes as I can find regarding the matters of "realism" and "heroism" in D&D to see how consistent his position on the matter remained over the years. For now, I'll simply say that, as he often does, Gygax speaks here in such an argumentative and disingenuous fashion that, even if one were inclined to agree with his points (which I mostly do), he makes it hard to do so, lest one be seen as similarly intemperate. I can't help but wonder how different the history of the hobby might have been if the younger Gygax had possessed even a small portion of the equanimity his older self possessed.

John T. Sapienza's "Carrying Capacity" offers a short and relatively simple new encumbrance system that uses a character's Strength to determine what percentage of his body weight he can carry in equipment and treasure. Meanwhile, Brian Asbury provides Part III of his "Asbury System" for experience. This time, he gives readers the means to determine the XP value of magic weapons and armor, based on their types (sword, mace, chain, plate, etc.), bonuses, and other abilities. I can see no obvious problem with his system as such, only that it seems like more trouble than it's worth, especially when the Dungeon Masters Guide already does the work for the referee (though, to be fair, at the time of publication of this issue, the DMG was still more than a year in the future).

"Molten Magic" provides photographs for eight different sets of miniature figures, including those by Ral Partha and Asgard. "Open Box," meanwhile, features reviews for The Warlord Game, The Thieves of Fortress Badabaskor, Bifrost Volume 1, Lords and Wizards, The Sorcerer's Cave, and Cosmic Encounter. There's also another installment of the "Kalgar" comic strip, which continues to do little for me. I find myself looking forward to the future, when other strips more familiar to me will appear, but those won't, I fear, appear for quite some time still.

Don Turnbull's "Lair of the Demon Queen" presents a "difficult but rewarding section" of his Greenlands Dungeon for the delectation of readers. The lair is a fairly small section of said dungeon but it's quite well thought out, with an elaborate trap that requires deciphering a poem (spoken by statues with magic mouths) to overcome. I simply adore rooms like this in dungeons and I'm ashamed when I consider how much more straightforward my own chambers tend to be these days. In my youth, I'd devote much thought to tricks and traps, not to mention riddles, rhymes, and other bits of fantasy nonsense intended to aid and befuddle the players. Reading this article reminded me of how far I've fallen in the years since. Perhaps I shall have to rectify this in my future work.

The issue ends with "Thoughts on the Proliferation of Magic Items in D&D" by none other than Gary Gygax. As one might expect, Gygax is very much opposed to what he calls "magic on the cheap," something he claims is quite common in "hobby publications" at the time. He suggests that, since D&D is "designed for a long period of active play," the referee would be wise to give out magic items sparingly and with an eye toward ensuring that the game remain challenging over time. He then offers many strategies for separating PCs from magic treasure so as to maintain the appropriate balance. Everything he says here comports with his writings on the subject elsewhere, but, as I commented earlier, his tone is condescendingly off-putting at times and I fear it might sometimes get in the way of what he intends to say (Physician, heal thyself).

Issue #7 of White Dwarf was, by and large, enjoyable to me. It's definitely step up in terms of presentation and quality over its immediate predecessors and it gives me hope that the upcoming issues will be equally enjoyable. 

Tuesday, October 5, 2021

White Dwarf: Issue #12

Issue #12 of White Dwarf (April/May 1979) features a cover by Eddie Jones, who had previously done the cover for issue #10. According to Ian Livingstone's editorial, Jones was the favorite cover artist in the poll he commissioned in the previous issue. For myself, I am regularly struck by how commonly 1970s fantasy art include spaceships and other elements we might today consider science fictional. It's a reminder of just how fluid those two categories were once upon a time. 

Livingstone also comments on a couple of other interesting topics. First, he notes that, thanks to the increase in its readership, White Dwarf is expanding to 32 pages from 28. By my lights, though, it doesn't seem as if those extra four pages are being used for content but rather for more advertising. Second, and relatedly, he notes that "the hobby industry" is not "mass market" and its prices will be accordingly higher. Livingstone then takes aim at "photocopier fanatics" who make copies of rules or magazines rather than buying them. He encourages his readers to give such miscreants "a bad time" and to support game companies by buying their properly printed products. 

"The Fiend Factory" presents eight more monsters for use with Dungeons & Dragons. Five of these are creatures I recall from the Fiend Folio, including the githyanki. Notable too is the fact that many feature illustrations by the inimitable Russ Nichsolson. Indeed, some of the illustrations look identical to those that would later appear in the Fiend Folio itself, though it's possible that my aged memory is simply playing tricks on me again. Lew Pulsipher's "Useful Dungeon Equipment" is a short article presenting a collection of pieces of specialized equipment he feels would be of use in dungeon exploration, such as a crowbar, an eyepatch, and noseplugs. I remember reading many articles like this over the years and have a strange fondness for them. They reflect, I think, a real culture of play, in which players regularly came up with inventive solutions to equally inventive obstacles created by referees. Articles like this speak to D&D "as she was played" back in the day and they're every bit as important to understanding the history of the hobby as the ins and outs of designers and companies.

"Open Box" presents five reviews, only two of which are of products with which I am familiar. The unfamiliar products are FGU's Rapier & Dagger (rated 6), Conflict Interaction Associates' Pellic Quest (rated 7), and Gametime Games's Spellmaker (rated 6). The last review is interesting, because the game's creator, Eric Solomon, is given a small space in which to reply to the review's criticisms. The two familiar reviews treat Chaosium's All the World's Monsters (rated 5) and The Arduin Grimoire, Volumes I, II, and III (rated 4). The review of the Arduin books ends with the following comment:
All this issue's reviews are by Don Turnbull, who, in my estimation, tends to be quite harsh in his judgments on non-TSR products. As I've commented before, I can't help but wonder if the combination of his obvious industry – he is one of early White Dwarf's workhorses – and his largely uncritical promotion of TSR played a role in his being made head of TSR UK in 1980.

"Pool of the Standing Stones" by Bill Howard is a "mini-dungeon" for 5th and 6th-level characters. Like so many dungeons of the past, it's an odd mixture of elements. There's a druid who's interested in maintaining the balance between Law and Chaos, bandits, martial artists, mad scientists, and more. There are a few genuinely imaginative elements, like the talking entrance doors, but it's mostly a bizarre mishmash that, while not bad, is still far from good. The best I can say is that it's certainly no worse than many dungeons I created in my youth, though that's very faint praise indeed. 

Part five of Rowland Flynn's "Valley of the Four Winds" appears in this issue, though, as with the previous installments, I can't say much about it, as I lost interest in it several issues ago. "Treasure Chest" offers up a large number of new magic items, a few of which are decent, if not necessarily inspired. Brian Asbury also offers some modifications to the barbarian class that appeared in issue #4, in light of the publication of the Players Handbook. On that very front, Don Turnbull's "A Dip into the Players Handbook" is a two-page examination of certain aspects of the AD&D Players Handbook from the perspective of its innovations over OD&D. I found the article strangely enjoyable. It's a piece of history and provides some insight on how the piecemeal publication of AD&D was received by the existing players of D&D. Turnbull, as one might expect, is a fan of most AD&D's changes, but, even so, his comments are useful bits of data for anyone with an interest in the hobby's history.

Wednesday, July 16, 2025

Retrospective: The Sentinel

Published in 1983, module UK2, The Sentinel, is the first part of a two-module series written by Graeme Morris for Advanced Dungeons & Dragons. Along with its sequel, which I’ll discuss in this space next week, it stands out as a distinctive offering in TSR’s early ’80s catalog. That’s due in large part to its origin in TSR UK, the British branch of the company, which operated with a surprising degree of independence and a sensibility very much its own.

TSR UK’s adventures have always provoked strong reactions. In my view, they’re a mixed bag, but a fascinating one. Where American modules of the time tended to emphasize dungeon-crawling and large-scale combat, the UK efforts often followed a more eccentric path. They leaned toward investigation over exploration, diplomacy over combat, and mood over spectacle. Instead of clearing rooms of monsters, players were expected to unravel plots, decipher motives, and navigate social situations. This approach didn’t always succeed, but even when it faltered, it offered something offbeat and refreshingly different from the norm.

The Sentinel is a low-level adventure for characters of levels 2–5, centered around the recovery of a magical artifact, the titular Sentinel, a sentient glove created to oppose its darker counterpart, the Gauntlet. The action unfolds around the village of Kusnir, nominally part of the World of Greyhawk, though it feels pretty generic to me. What begins as an investigation into a series of disturbances blamed on a skulk gradually reveals a more complex situation involving half-orcs, xvarts, and a ruined villa that hides a long-buried secret. Eventually, the player characters track down the skulk, who unexpectedly hands over the Sentinel and sets the stage for the events of the module's sequel, The Gauntlet (which I'll discuss in this space next week).

The inclusion of monsters from the Fiend Folio, like the aforementioned skulk and xvarts, deserves comment. TSR UK often seemed eager to showcase that volume’s more obscure entries, and The Sentinel is no exception. Whether these monsters enhance or detract from the module depends on taste, I suppose. For my part, I find many of the Fiend Folio humanoids underwhelming and nothing about the way they're used here really changes my mind. They serve their purpose, but they could easily have been swapped for more familiar creatures without much loss. Of course, your mileage may vary.

Even so, the module has its charms. Chief among them is the Sentinel itself, the magical glove that gives the module its title. Far from a simple item, it acts as a character in its own right, one with an agenda and a role to play in guiding the player characters. This combination of grounded, even mundane rural fantasy with sudden flashes of the mythic or uncanny was a hallmark of TSR UK’s best work. It’s a tricky balance, but when it works, as it sometimes does here, it gives the adventure a distinctive tone that distinguishes it from its contemporary American counterparts.

The larger, underlying plot of the module only emerges through observation, deduction, and careful play. There's a sense that the players are uncovering something hidden rather than being dragged from one set-piece to the next, even though there are several times when UK2 verges on becoming a railroad. Many of the module's encounters hint at something older, deeper, and just a little uncanny. The overall effect borders on folk horror of the kind where the land remembers and the past never quite stays buried. I like that.

Of course, The Sentinel is only half the story. Its sequel, The Gauntlet, continues and ultimately resolves the conflict introduced here. That’s perhaps The Sentinel’s biggest shortcoming as a standalone module: it presents an intriguing premise but offers little in the way of resolution. Earlier AD&D module series, like Against the Giants or the Slavelords series, generally made more of an effort to make each installment satisfying on its own. The Sentinel, by contrast, feels deliberately unfinished, a prolog more than a full scenario. I'll have more to say about this in next week's Retrospective post.

Worthy of mention is the module's presentation. The artwork, by Peter Young, is not particularly strong. The cover and interior art are weirdly stylized and, in my opinion, amateurish. It may not be literally he worst art to ever appear in a Dungeons & Dragons product, but it's a strong contender. By contrast, the cartography by Paul Ruiz is clean, readable, and highly functional. I’ve praised Ruiz’s maps before and those in The Sentinel are up to his usually standard. His maps are among my favorite things in the TSR UK modules.

Looking back on The Sentinel now, I find myself appreciating it more for what it tries to be than for what it actually is. It’s a thoughtful module that respects the intelligence of its players and the subtlety of its world. Compared to more "traditional" approaches to adventure design at the time, The Sentinel hinted at something different – not quite "story"-driven but certainly more consciously aware of a narrative or plot. That has its advantages and disadvantages, of course, which is why I don't like it unreservedly. Instead, I look on it as an experiment with mixed results, especially when taken on its own rather than as the first part of a two-part scenario.

Tuesday, February 24, 2009

My Least Favorite Monsters

Mike Curtis of the Society of Torch, Pole and Rope is an old school blogger whom I admire a great deal. He's got an agile, creative mind and I'm not ashamed to admit that he frequently inspires me as I work on my Dwimmermount campaign. Consequently, when he took my post on My Favorite Monsters and turned it on its ear, I took notice of it. Impolitic though it is to say, we're often better defined by our dislikes than our likes, or at least our dislikes throw our likes into sharper relief, thus making them -- and us -- easier to understand.

(I had to delve into the Fiend Folio to find 10 monsters I actually disliked, since the Monster Manual is remarkably good by my lights. Yes, I know: finding sucky monsters in the Fiend Folio is like shooting fish in a barrel.)
  1. Adherer: Fear my sticky secretions!
  2. Ear Seekers: I should probably turn in my grognard membership card for saying this, but ear seekers are silly. They're silly because, unlike many other old school monsters dispensed with over the years, they smack of childish "escalation" in the battle of wits between referee and player. Ticked off that his players -- Gasp! -- actually listen at doors in order to gather information before entering a room, the referee decides to teach 'em a lesson with these little bugs. Successfully listening at doors is hard enough as it is without making players think twice about attempting it, so I say no to ear seekers.
  3. Enveloper: Oh no! It's the Pillsbury Doughboy's evil older brother!
  4. Eye of the Deep: I dislike this monster for one reason alone: it encouraged people to proliferate the number of beholder sub-species, which I think robbed the original creature of its uniqueness. Plus -- no offense to Jean Wells -- it just looks silly.
  5. Flumph: All joking aside, what purpose does this creature serve? I'm not bugged by the fact that it's Lawful Good, as I think good monsters are an important facet of Gygaxian naturalism. Problem is the description of the flumph gives no clue as to its role in the world, making it effectively useless. Or maybe I just lack creativity ...
  6. Morkoth: What the hell? Seriously, has anyone ever used one of these?
  7. Magnesium Spirit: I like creatures that have the power of possession a great deal, but what's up with these guys? Is there some mystical significance to magnesium I missed?
  8. Tirapheg: Um ... okay.
  9. Trilloch: I think someone watched the Star Trek episode "Day of the Dove" one too many times. Sorry, but it's just not the same without Michael Ansara
  10. Triton: Because, you know, mermen just aren't enough.

Tuesday, April 2, 2024

Polyhedron: Issue #20

Issue #20 of Polyhedron (November 1984) is another with which I am very familiar. Regular readers should also remember it from another post I wrote almost a year ago. The cover, by Roger Raupp, depicting the events of this issue's "Encounters" article, is a big part of the reason why it made such an impression on me as a teenager. I'll have a little more to say about it shortly.

"Notes from HQ" is a good reminder that, whatever else it may have been, Polyhedron was supposed to be the official news organ of the RPGA. Consequently, the article focuses on the most recent GenCon and the events run there on behalf of the Role Playing Game Association. While most of the information it conveys is ephemera – "Due to a computer mixup, our events didn't make it into the pre-registration brochure ..." – I nevertheless found the titles of some of the RPGA events fascinating. For example, there was "Baron of San Andreas" for Boot Hill, "Seventh Seal" for Top Secret, and "Rapture of the Deep" (or "Face of the Anemone") for Gamma World. It's all quite evocative and makes me wish I knew more about them.

Speaking of Gamma World, there's another installment of James M. Ward's "Cryptic Alliance of the Bi-Month," this time devoted to the Healers. To date, most of the entries in this series have been, in my opinion, vague on details and generally limited in utility. Some, however, get by because the cryptic alliance covered is sufficiently interesting in its own right, like, say, the Knights of Genetic Purity, Sadly, the same cannot be said of the Healers, who come across as very generic peaceniks without much in the way of adventure hooks that might convince a referee to include them. Also, like too many of the cryptic alliances in this series, the Healers' own legends include too many sly jokes and references to 20th century pop culture ("Lue of the Sky" and "Bencassy"), but then that's a common problem with the presentation of Gamma World's setting and not unique to them.

Kim Eastland's "The Proton Beam" describes a new form of weapons technology for use with Star Frontiers, along with defenses against it. I've always had conflicted feelings about the fixation sci-fi games have with an ever-expanding equipment list, so I tend to greet articles like this with some skepticism. In this case, though, I appreciate that Eastland use the introduction of the proton beam into an existing Star Frontiers campaign as an occasion for adventure. He suggests several possible ways the new weapon could debut, each of which has the potential to send the campaign in different directions. To my mind, that's how new equipment/technology ought to be handled.

James M. Ward returns with "The Druid," a two-page article describing Thorn Greenwood, a druid NPC, in some detail. This is part of an irregular series begun back in issue #17, in which Ward presents an archetypal example of an AD&D character class as an aid/inspiration to players and referees alike. Accompanying the article is another page in which RPGA members have submitted their own shorter examples of members of the class. It's an interesting idea, but I'm not convinced it's quite as useful as Ward might have intended.

"The 384th Incarnation of Bigby's Tomb" is a very high-level (15–25) AD&D tournament adventure by Frank Mentzer. Despite its title, the scenario does not seem to have anything to do with either Gary Gygax's character Bigby nor with The World of Greyhawk. The titular Bigby would seem simply to be a generic archmage, though artist Roger Raupp seems to have taken some inspiration from Gygax's actual appearance in depicting him:
The premise of the adventure is that Bigby labors under a curse that makes him unable to employ potions of longevity and thereby extend his life. Rather than die, he placed himself in suspended animation within an artifact, where he would rest until brave adventures might find him, lift the curse, and deliver to him the desired potion. The dungeon surrounding the artifact is not really a tomb, since Bigby isn't dead, but it is a deadly place filled with lots of tricks, traps, and challenges, just as you'd expect of a good tournament dungeon.

"Encounters," yet another piece by James M. Ward, features the Aquabot for Gamma World, about which I've written before, as I noted above. In my youth, I remember finding the article somewhat jarring, because, up until this point, the setting of Gamma World had never included anything like this in any of its previous supplementary material and I didn't quite know what to make of it. Years later, I'm still not sure, but there's no denying that it made an impression on me, so I suppose it achieved its purpose.

The antepenultimate section of this issue is a doozy: Roger E. Moore's three-page essay on "Women in Role Playing." The article is a very well-intentioned and reasonably thoughtful attempt to broach a number of topics relating to the entry of more women into the overwhelmingly male dominated hobby of roleplaying. While I suspect that many readers today, male or female, might detect the occasional air of condescension in Moore's prose, I think that's probably the wrong lens through which to view this piece. TSR, to its credit, was always quite keen to expand the hobby beyond its traditional male fanbase and articles like this suggest, I think, that they were at least partially successful. 

Roger Moore returns with "Now That It's Over ...," another report on the most recent GenCon (17 for those who care). Unlike "Notes from HQ," Moore's article focuses not solely on RPGA matters but on the entire con. Consequently, there's some genuinely interesting bits of historical trivia, like the performance of a dramatic reading from the first Dragonlance novel that received "a standing ovation." He also highlights all the new RPGs that appeared that year, like Paranoia, Toon, Ringworld. and Chill, not to mention TSR's own additions, like Marvel Super Heroes and The Advenures of Indiana Jones – quite the banner year for new releases!

Finally, there's "Dispel Confusion," with answers to questions about D&D, AD&D, Gamma World, Gangbusters, Star Frontiers, and Top Secret. Only the AD&D questions have any lasting importance, largely because they're questions put directly to Gary Gygax himself at the latest GenCon. One concerns the appearance of the mythical module T2, whose manuscript Gygax says is now complete, though without committing to a release date. The second monsters that are "pretty useless" and that "are never seen in the modules." Oddly, Gygax replies that "work is being done to update and improve the Fiend Folio," even though the questioner, at least as reported, did not specifically mention that book of monsters. It's well known that Gygax didn't like the Fiend Folio and many of its entries, so perhaps he simply took this question as another opportunity to vent his spleen about it.

Tuesday, February 1, 2022

White Dwarf: Issue #25

Issue #25 of White Dwarf (June/July 1981) features a cover by Fiend Folio cover artist, Emmanuel. In addition, Emmanuel provides all of the issue's interior art, except for graphical elements and headers that first appeared in previous issues. Having a single artist handle all the artwork of a single periodical issue is quite unusual in my experience, which is why it's all the more striking in this instance. Mind you, compared to, say, Dragon of the same era, White Dwarf had a lot less artwork per issue. Still, I couldn't help but take note of it. Also worthy of note is that this issue marks the fifth anniversary of White Dwarf's publication.

Part III of Lewis Pulsipher's "An Introduction to Dungeons & Dragons" focuses on playing "the spell-using classes," as he calls them – but not all of them. Druids, for example, are specifically excluded as being very different from magic-users or clerics. Illusionists are not discussed either, but I am assume that's because this article is geared more toward original Dungeons & Dragons rather than AD&D and illusionists do not appear in any OD&D rulebooks or supplements, having debuted in The Strategic Review. In any case, Pulsipher's advice on playing these two classes is fairly straightforward and sensible. He emphasizes their distinct roles and the spells and abilities they possess that best support those roles. There's not much new here to longtime players of D&D and much of what he says has passed into widely accepted conventional wisdom. However, he does make one point worthy of mention, namely that clerics are, in fact, potent warriors in their own right and ought to be played as such rather than as magic-users with a less spectacular selection of spells. To that end, he counsels that "rough 20% of a party" should be clerics, as their hybrid nature makes them very valuable to any dungeon expedition.

Trevor Graver's "The Self-Made Traveller" is a set of optional skill acquisition rules for Traveller. The purpose behind the rules is to eliminate the randomness of Traveller character generation by giving players points to spend on selecting skills of their choice for their characters. I can't say I see much appeal in this, as Traveller's random character generation system is one of its strongest – and most fun – elements, but I have no doubt there are those who disagree. "Open Box" reviews Space Opera (8 out of 10), Plunder and RuneMasters for RuneQuest (5 out 10 and 9 out of 10 respectively), and Double Adventure 2 for Traveller. Of these reviews, I think the one for Space Opera is the most fascinating, as it's written by Andy Slack. Slack praises the game as "complicated" but nevertheless full of "rewarding and entertaining" detail that some might find more enjoyable than other SF RPG offerings.

"The Dungeon Architect" by Roger Musson is one of the more celebrated series of articles from the early days of White Dwarf. Part I, entitled "The Dungeon Interesting" kicks it off with an overview of the concept of dungeons, followed by thoughts on why a dungeon might exist, what manner of beings might exist within its labyrinths, and who or what might dwell nearby on the surface world. In and of themselves, these questions are not particularly interesting and most referees have probably given them some thought before creating their own dungeons. What makes this article valuable, though, is the way that Musson presents each question and then methodically lays out a series of possible answers to each one, along with ideas to spark the reader's creativity. It's an excellent kick-off to a series that will continue in the issues to come.

"Lower Canon Court" by Tony Chamberlain and Paul Skidmore is an odd little mini-game to be used with AD&D. It's intended to represent a clerical court for the trying of those who've gone against the dictates of their alignment and/or religious beliefs, but it's presented as a skirmish complete with a map, two dozen NPCs, and crypts filled with undead beneath the court. At first, I thought this was intended as a kind of trial-by-combat affair, but that doesn't seem to be the case at all. Instead, players are given control of the various NPCs, each of whom has notes about how he views the court and will judge potential defendants. There's a chance the undead might escape the crypts and disrupt the judicial proceedings, but that's an extra feature of the situation rather than its purpose. I suppose this might fun as a one-off scenario.

"Treasure Chest" presents four new miscellaneous magic items and some quick rules on character handedness. The byline of Roger E. Moore once again figures prominently in this section, as it has in several recent issues. "Blowout!" by Andy Slack is a set of expanded rules for vacuum suits in Traveller and is quite well done. I'd recommend making use of it, if your campaign features the regular use of vacc suits and you'd benefit from the added detail. "The Fiend Factory" presents a series of five "themed" monsters, all of which can be found in The Black Manse, the cursed dwelling of a benevolent baron whose son is not so well-intentioned. This is a good structure for presenting new D&D monsters and I think it sets this installment of "The Fiend Factory" apart from most other collections of new monsters.

"The Ship's Library" by Bob McWilliams discusses books, both fiction and non-fiction, that every Traveller referee ought to read to help in setting up a campaign. "What Makes a Good AD&D Character Class" by Lewis Pulsipher concludes the issue with his thoughts on the subject at hand. Most of those thoughts are common sense, such as "don't make the class too powerful," but what is commonsensical now might not have been so in 1981. Consequently, I doubt many reading it today would derive much benefit from it.

Issue #25 is a very good one, filled with numerous interesting articles. These articles also seem to be getting longer, which I appreciate, but this comes at a cost. Since the magazine's page count hasn't increased noticeably, the size of the text is getting smaller. That probably would have been fine when I was a teenager, but nowadays, I find it vexing. Oh, to be young again!

Tuesday, October 19, 2021

White Dwarf: Issue #13

Issue #13 of White Dwarf (June/July 1979) features a cover by Eddie Jones that recalls Robert E. Howard's Conan the Cimmerian (or at least the version of him that graced many a panel van in the '70s). Ian Livingstone's editorial concerns itself with the fact that many readers write in asking him for advice on where to find players for various RPGs. His reply is to make use of the free "Help!" column to locate them. He adds that "gaming as a hobby is still in its infancy," it will take some effort to make contact with others who share one's own interest in it. Again, not living in the UK at the time, I can't speak to the truth of this. I can only say that, six months later, when I would first enter the hobby in the USA, I had no difficulty finding people with whom to play, first in my own neighborhood, then in school, and even farther afield.

The issue's first article is "Advanced Dungeons & Dragons Combat Tables," a four-page excerpt from the forthcoming Dungeon Masters Guide. I believe Dragon had a similar feature around the same time – proof, I think, that the release of the final volume of AD&D was much anticipated by D&D players, as it would finally provide many much needed tables, charts, and rules to replace those found in OD&D. "The Fiend Factory" also appears in this issue, providing more monsters for use with D&D. Most interesting to me were the collection of elemental monsters called "imps" in this issue, but renamed "mephits" in the pages of the Fiend Folio

Of very great interest to me was "Expanding Universe" by the excellent Andy Slack. This is the first part of a series of articles intended to, as its title suggests, expand the universe of GDW's Traveller. Slack offers new and supplementary rules for skills and poisons, some of which (like the rules for languages and learning by experience) are quite useful. I fondly remember Andy Slack's contributions to White Dwarf, which were among my favorite parts of the magazine. Seeing the very first installment, which I never saw back in the day, is thus a small thrill for me.

"Open Box" presents only three reviews: the D&D modules In Search of the Unknown and Tomb of Horrors. Since Don Turnbull is the reviewer of these products, he rates them very highly – 9 and 10 respectively – and his criticisms are few (he complains about the use of Roman numerals in module B1, for example). The third review is of the Games Workshop's Dungeon Floor Plans, which would seem to be something akin to Heritage USA's Dungeon Floors. They're a collection of sheets intended to be cut apart and used in conjunction with miniatures to represent the layout of a dungeon. The reviewer likes them very much and gives them a score of 9. Never having seen them myself, I have no basis for agreeing or disagreeing with this assessment.

Next up is Brian Asbury's "The Houri Character Class," an alternate female-only magic-user sub-class that relies on charm and seduction. Here's the class's advancement chart, followed by its spell list.

In the interests of space and good taste, I will not reproduce the seduction table here. While I'm not especially fond of … specialized character classes such as this, I can't completely condemn it either. Pulp fantasy is, after all, filled with femmes fatales and enchantresses, so I can understand why some referees might see utility in a class such as this. Even so, the houri isn't an especially interest take on the archetype in my opinion. It's both prurient and puerile, but that's far from unexpected. As I said, I'm not offended by it, simply bored (though the magic items, manual of advanced lovemaking and lipstick of irresistibility, are ridiculous enough that I might be persuaded to change my mind).

Part six of Rowland Flynn's "Valley of the Four Winds" is here, as is another installment of "Treasure Chest." This time there are fourteen new spells by a variety of authors. One such author is Richard Nixon, which I initially thought a joke, but, reading his contributions – catatonic control, rope control, and spell store – it's clear that he simply had the misfortune of sharing his name with the disgraced US president. Go figure!

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. 

Tuesday, September 14, 2021

White Dwarf: Issue #9

Needless to say, I love Christopher Perigo's cover to issue #9 of White Dwarf (October/November 1979), but then I am a fan of non-equine mounts in fantasy. Ian Livingstone begins the issue with an intriguing editorial. He broaches the subject of "realism" in fantasy roleplaying games in a somewhat negative fashion. He wonders whether this drive toward a "realistic game" serves any useful purpose and indeed whether it comes at the expense of fun and enjoyment. He then muses that "Taken to its logical conclusion, it would necessitate … rolling for the percentage chance of being stung by nettles whilst picking blackberries or bleeding gums whilst brushing teeth." In conclusion, Livingstone concedes, "If people want this, fine, but they should try to force their method of play down somebody else's throat, claiming that they are 'authorities'." As ever, I really have to wonder what was going on in the late 1970s UK gaming scene.

Complaints about the experience rules – or lack thereof – GDW's Traveller are commonplace and have been since the release of the game in 1977. Mike Ferguson's "The Experienced Traveller" introduces a system for in-game skill improvement, if one is so inclined. While I have never had a problem with this aspect of Traveller, I don't object to its introduction in campaigns where the referee deems it appropriate. However, Ferguson's system is odd in that it makes use of percentile dice to determine whether a skill improves after successful use. Traveller uses only six-sided dice, so the use of percentiles seems profoundly off to me, but I'm a purist about such matters.

"The Fiend Factory" gives us nine more monsters for use with Dungeons & Dragons. Most of these did not see publication in the Fiend Folio (unless my memory is poor – a distinct possibility!) and some of those that did saw changes (such as Svarts becoming Xvarts for some reason). I should also note that the feature's habit of using unique, hand-drawn typefaces for each monster's name is frustrating, as it's sometimes difficult to read the names. Part Two of Rowland Flynn's "The Valley of the Four Winds" story continues in this issue and I don't have much to say about it or, for that matter, the next installment of the "Kalgar" comic, which has completely failed to hold my attention.

On the other hand, Albie Fiore's "The Lichway" is well worth your time. It's an excellent trap-filled dungeon, intended to test the mettle of 1st-level characters. Most interesting to me is the presence of several groups of NPCs already present in the dungeon, including one made of man-beasts. The prospect of having to deal with so many mutually antagonistic factions sets this apart from many other introductory adventures, as does its general ambience of death and decay. It's not for nothing then that this is perhaps the most famous adventure ever published in the pages of White Dwarf. 

"Open Box" reviews Superhero 2044, Legions of the Petal Throne, the three Gygax-penned giants modules, and Citadel of Fire. All but the giants modules receive middling reviews (6 out of 10). Following it "Foresters" by Trevor Clarke and Ed Simbalist, which is in fact an extract from the Chivalry & Sorcery Sourcebook. The article deals with what are effectively Tolkien-style rangers for use with C&S. Meanwhile, this month's "Treasure Chest" offers up seven new "tricks & traps," along with an amusing percentile table of "useless items" (like an Albanian dictionary, a sack of stuffed voles, and a copy of "Greyhawk on 10 g.p. a Day"). There's also a handy chart for quickly generating the ability scores of monsters, should they be needed in play.  

This issue of White Dwarf feels a little thin to me. I certainly observed many pages devoted to advertising, a trend that's been building over the past few issues. I can't say for certain that there actually are more ads than before, but it certainly seems that way, a perception helped in no small part by the largely lackluster content of the issues ("The Lichway" being the primary standout). But, as I have said many times before, this has always been the nature of gaming periodicals. Perhaps next issue will be more impressive.

Tuesday, February 22, 2022

White Dwarf: Issue #28

Issue #28 of White Dwarf (December 1981/January 1982) is the first issue of the magazine not to include its publication date on the cover. I suspect this is part of the ramp up to its going monthly in a few issues. The cover illustration, by Terry Oakes, is another eye-catching science fictional one, something WD did much more often than Dragon, as I've noted on multiple occasions. In his brief editorial, Ian Livingstone alludes to this obliquely when he notes that "role-playing games now cover a multitude of themes." Still, I wonder why it is that SF was so much better covered in White Dwarf than Dragon or Different Worlds. Was there something in the then-current UK zeitgeist that explains it?

The issue begins with a very peculiar article by Andy Slack entitled "The Magic Jar." The purpose of the article is to provide brief conversion guidelines between four different pairs of RPGs: En Garde! to AD&D; Spacequest to Traveller; AD&D to Chivalry & Sorcery; and Spacefarers to Traveller. The guidelines offered are limited primarily to comparing dice probabilities and bits of advice on differences in feel between the paired games. I'm honestly unsure how useful this article would be, but I nevertheless find it fascinating for the games Slack includes. AD&D and Traveller figure prominently, as one might expect. The others are much more obscure today and I can't help but wonder how significant they were at the time of publication. 

"Sorry!" is a Traveller scenario by Bob McWilliams specifically written for characters who "shoot first and ask questions later." Basically, McWilliams presents a situation involving multiple alien life forms with which the characters are not familiar and only be observation and thought can they be sure which is – or is not – a threat. Adventures like this are interesting for what they suggest about the play styles of the time. For example, the reference to "shoot first and ask questions later" at the start would imply that The Travellers was more than mere satire. 

"Open Box" reviews a variety of game products, starting with the Fiend Folio (8 out of 10), which is it calls "advantageous … [but] not essential to own." ICBM by Mayfair only scores 4 out of 10, in part because it might "have the effect of endorsing Reagan's arms build-up." OK, then. More positively reviewed are Judges Guild's Ley Sector for Traveller (6 out of 10), Marooned/Marooned Alone (10 out of 10), and Library Data (A–M) (9 out of 10), also for Traveller. Finally, there is Undead by Steve Jackson Games (8 out of 10). 

"War Smiths" is a new class for AD&D created by Roger E. Moore. It's an unusual class that is somewhat reminiscent of the paladin in that it's a fighter sub-class that can use spells. However, its focus is, as its name suggests, the creation of weapons and armor whose quality improves as they level up. I don't see the necessity for such a class myself, but Moore seems to have done a good job in designing it. I could say similar things about Steve Cook's "On Target," a critical hit system for use with Traveller. "Operation Counterstrike" by Marcus L. Rowland is a D&D adventure for use with the space travel rules he presented in the preceding issues. The adventure is loosely based on The War of the Worlds by H.G. Wells – hardly a surprise coming from the writer who'd create the Forgotten Futures RPG.

"Treasure Chest" presents five new magic items, including Jeckyll's [sic] Potion, inspired by The Strange Case of Dr Jekyll and Mr Hyde. It's worth noting that two of the five items are written by Roger E. Moore and another by his wife, Georgia. Meanwhile, "Fiend Factory" details five new sylvan monsters for AD&D, like the (unexpectedly good) black unicorn and birch spirits. While I'm not always keen on the specific monsters featured in these columns, I very much appreciate editor Albie Fiore's use of environmental themes as an organizing principle.

This is another strong issue of White Dwarf. I'm likely biased in this regard, because of my love of Traveller and AD&D, articles for which I generally enjoy. Even so, I don't think it can be disputed that the magazine's quality continues to improve with each issue.