Showing posts with label livingstone. Show all posts
Showing posts with label livingstone. Show all posts

Wednesday, December 18, 2024

Retrospective: Leviathan

When I first shifted the focus of my Retrospective posts toward classic Traveller, I hadn't consciously decided to look at those adventures included in my Top 10 Classic Traveller Adventures about which I'd not previously written separate posts, but, after last week's post on Duneraiders, I realized that's exactly what I'd been doing. Rather than fight it, I've decided to lean into it, which is why I'm turning my gaze to Adventure 4: Leviathan, which I placed at the lofty rank of number 2 out of 10.

Leviathan is a very unusual adventure for a number of reasons. First published in 1980, it was written by Bob McWilliams a name many of you might recognize from the pages of White Dwarf, where McWilliams had a regular column called "Starbase" devoted to Traveller. "Starbase" was a favorite – or should I say favourite? – feature of mine and one of the primary reasons I read White Dwarf in my youth. Unlike Dragon, where Traveller (and science fiction more generally) was mostly an afterthought until the advent of the Ares Section in April 1984, White Dwarf gave pride of place to Traveller, making it very appealing to a young sci-fi nerd like myself. 

In many ways, Leviathan is as much a product of Games Workshop as it is of Game Designers' Workshop (GDW). In addition to McWilliams, the adventure credits Albie Fiore (another WD stalwart), Ian Livingstone (nuff said), and Andy Slack (ditto) as having edited it. Furthermore, the book includes illustrations by Fiore and the incomparable Russ Nicholson. Strengthening the overall Britishness of Leviathan is its use of UK spellings throughout the text, which is perhaps unintentionally appropriate, given the game's use of the double-l orthography for Traveller (whose origin, Marc Miller told me at Gamehole Con, lies with E.C. Tubb's Dumarest of Terra series). 

Traveller's default playstyle could probably be described as a "hexcrawl in space," quite literally, given what the game's interstellar star charts look like. Leviathan takes this a step further, with the characters hired by the large multi-system trading cartel, Baraccai Technum, to participate in the exploration of a region of space known as the Outrim Void. The Void lies to rimward of the Spinward Marches sector and gets its name not from its emptiness but from its relative lack of civilization, at least compared to the Imperium. The terms of the characters' contract require them to sign on as crew for the exploratory merchant ship Leviathan on a voyage of about six months.

This is a very interesting and unusual set-up for a Traveller adventure, one that's been relatively rarely used in the game's history. One would think, given the history of popular science fiction, that interstellar exploration of an unknown area of space would be a fairly common subject for scenarios. That's generally not been the case with Traveller, at least not within the official Third Imperium setting. A big reason for that, as that setting evolved over the years, it's been extensively – even exhaustively – mapped, with literally thousands of worlds placed, named, provided with stats, and often more. That's been a blessing and a curse for referees over the decades and remains so today. 

But, at the time Leviathan was written, that wasn't the case. The Third Imperium was then a very loose framework individual referees could shape to their own preferences and needs and the presentation of the Outrim Void demonstrates this. The worlds of the region are only briefly described and precisely what the characters will find as they explore them is largely left to the referee to fill in. Much like the Imperium itself, the Void is a loose framework for adventure, making it usable for all manner of encounters and scenarios. That's a big part of its appeal: it's a great tool for referees who want to do their own thing without having to invent an entire universe from whole cloth. 

Interestingly, Leviathan spends almost half of its 44 pages to information on the titular 1800-ton Leviathan-class merchant cruiser. We get not only keyed deckplans, but also game stats for the ship and its entire 56-man crew (not counting the player characters). Equally useful are 26 rumo(u)rs about the Outrim Void to entice the characters, as they explore. The five pages of library data serve a similar purpose. This is not an "adventure module" in the sense players of Dungeons & Dragons or other RPGs would recognize. Instead, it's a collection of aids to the referee to aid him in building a wide variety of situations that might arise as the characters travel from world to world throughout the Outtim Void. 

Leviathan is thus a reminder of an earlier period of the hobby, before gamers expected companies, in the words of OD&D's afterward, to do the imagining for them. Like The World of Greyhawk, Adventure 4 provides referees with an outline to which they are expected to add whatever details they needed or desired. And those details could vary widely from referee to referee and campaign to campaign rather than being bound up in a rigid canon, a concept that was, if not completely unknown, at least highly unusual in those days. By today's standards, then, Leviathan is something of a throwback and why I rate it so highly. 

Wednesday, November 8, 2023

"No, real life is quite horrible."

Several people sent me pointers to this while I was busy elsewhere last month – thanks to everyone who did so – but it's fascinating enough that I wanted to spread the love. It's a video segment from the BBC regional magazine, South East at Six, devoted to roleplaying games. Originally airing on October 6, 1983, the segment is notable for including interviews with Games Workshop founders Steve Jackson and Ian Livingstone, as well as Gary Chalk and Joe Dever. The segment is short, only a little over four minutes, but it's well worth your time. Take a look!

Tuesday, June 20, 2023

White Dwarf: Issue #78

I've got to be honest: reading White Dwarf for these posts is not as much fun as it used to be. Partly, I think I'm simply tired of the magazine, which I've been reviewing for almost two years now. At the same time, I'm finding the individual issues are much more miss than hit, in no small part due to the shift in content toward games that don't interest me very much. That's not necessarily a comment on White Dwarf itself. However, the end is nigh for this series. I'll try to tough it out till issue #80, so I can end it on a nice round number. Any more than that is beyond my patience.

Issue #78 (April 1986) features a cover by Chris Achilleos and a new editor, Paul Cockburn. Prior to coming to White Dwarf, Cockburn was an editor and writer at TSR UK's Imagine, which ceased publication in October 1985, with its thirtieth issue. In his editorial, Ian Livingstone, states that "it looks like everything is changing around here except the name" and he's not mistaken. The whole look of WD is different with this issue – the graphic design is more "professional" and there's a lot more color, for instance. Whether that's good or bad is a matter of taste, I suppose. I can only say that, for me, these "improvements" are a vivid signal that the times, they are a-changin' and I hate change.

With this issue, "Open Box" abandons numerical ratings for its reviews, which I applaud. As commenters have repeatedly pointed out to me, those ratings were not made by the reviewers themselves but by someone on the magazine's editorial team, hence their frequent inconsistencies with the actual text of the reviews. The first product examined is Night's Dark Terror, which the reviewer liked as much as I. Cthulhu by Gaslight is also reviewed positively, though somewhat less enthusiastically. The Nobles Book for Pendragon receives an even more muted thumbs up, while Dragons of Glory is recommended only for "the Dragonlance fanatic," which, I think, is quite fair. 

Paul Mason's "Cosmic Encounter" is not, strictly speaking, a review of the classic science fiction boardgame. Instead, it's an overview of the game's rules and play, no doubt with an eye toward enticing readers to purchase Games Workshop's new edition of the game. Dave Langford's "Critical Mass" is, oddly, more readable now than in previous issues. Whether that's due to a better layout or the fact that Langford – in this issue anyway – reviews fewer books, I can't rightly say. It's a pity that, with one exception, none of his reviews stuck with me. The one that did, for Gary Gygax's Artifact of Evil, which Langford criticizes for its "brutalities visited upon the English language" and for being little more than "an AD&D campaign write-up." I wish I could disagree.

"Solar Power" by Gary Holland is an occasionally amusing bit of original fiction about Norbert Parkinson, a man whose maladaptive development leads to a psychosis in which "he lives in a world occupied by elves, goblins, dragons, evil wizards and diverse other fantasy figures ..." It's fun enough for what it is, I suppose. Meanwhile, Graeme Drysdale's "Ashes to Ashes" is supposed to be "a closer look at resurrection in AD&D." In fact, it's a fairly cursory examination of all the magical spells by which a character can be returned to life in AD&D (reincarnation, raise dead, and resurrection) along with some comments and advice about their advantages and drawbacks. Again, fine for what it is, but nothing special.

Peter Tamlyn's "The Pilcomayo Project" is an adventure for Golden Heroes. The scenario is long – 7 pages – and takes place in Bolivia, where a Neo-Nazi supervillain and his robot stormtroopers are attempting to locate the legendary city of El Dorado. It's four-color nonsense, of course, but probably enjoyable in play. I find it notable, though, that, unlike previous superhero scenarios in White Dwarf, this one is not dual statted for Champions, only Games Workshop's own Golden Heroes – a sign of the times, no doubt! 

"The Spunng Ones!" by Marcus Rowland is an adventure for Judge Dredd the Role-Playing Game. This is another long one (8 pages) but it's absurd in a way that only a Judge Dredd story can be. A gang of criminals have given an experimental food additive called "Spunng" to a group of "fatties." Spunng converts their fat deposits into rubbery flesh that is also bullet proof. The fatties the engage in a crime spree the player Judges must stop. As I said, absurd, but that's Judge Dredd for you. "'Eavy Metal" takes a look at Judge Dredd miniatures and includes photos of a Sector 306 diorama built for Games Day '85. As always, it's a pleasure to see the amazing work others put into their miniatures.

This issue includes a full-page "Gobbledigook" comic, along with a re-telling of The Lord of the Rings had "Thrud the Barbarian" been involved. Hint: it doesn't go well for the Dark Lord. Sadly, the issue also marks the end of "The Travellers" comic, which had long been a favorite of mine. If I didn't already have other reasons for wanting to give up on this series, the departure of "The Travellers" might be sufficient.

Two more to go, two more to go. I just need to keep telling myself that ...

Tuesday, May 16, 2023

White Dwarf: Issue #74

Issue #74 of White Dwarf (February 1986) sports a cover by American conic book artist, Frank Brunner, who's probably best known for his work on Creepy, Eerie, and Vampirella, as well as his covers for Marvel's Savage Sword of Conan and Red Sonja. The issue also marks the point where Ian Livingstone hands over day-to-day editorial duties to Ian Marsh. Livingstone states that he is not "deserting the magazine" and will still "be keeping a benevolent eye on the progress of [his] eight-year-old love-child" in his new capacity as Editor-in-Chief. Despite his reassurances, this nevertheless feels like a turning point in the history of White Dwarf.

Case in point: the issue kicks off with "Superpower" by Bruce Hollands, which is an extensive look at the Games Workshop-published boardgame of the same name. Like the look at Warrior Knights from the previous issue, this article, while informative, nevertheless feels more like an extended advertisement for a GW product than a "real" article. That may be an unfair judgment on my part, but reading it convinced me that the oft-discussed transformation of White Dwarf into a full-on house organ of Games Workshop was not far in the future.

Countering that worry is "Open Box," which only reviewed one GW product this issue, the Call of Cthulhu scenario Night in Norway, which scores 7 out of 10. Also reviewed is Dragon Warriors and two of its supplements (The Way of Wizardry and The Elven Crystals), which collectively earn 9 out of 10. After all these years, I've still never read Dragon Warriors, which people whose opinions I respect tell me is well worth a look. The historical RuneQuest supplement Vikings gets 8 out of 10, while Oriental Adventures for AD&D receives 9 out of 10. The Pendragon Campaign, the predecessor to the well regarded The Boy King, is similarly well regarded, earning 9 out of 10. The column wraps up with a look at two different scenarios for use with FASA's Star Trek, The Outcasts and Termination 1456, both of which are judged perfect (10 out of 10). 

Dave Langford's "Critical Mass" generally vexes me, but this issue's column at least looks at a few books I know and have read, like Jack Vance's Planet of Adventure series. Langford quite correctly recognizes the value of these books and of Vance more generally
The good stuff lies in Tschai's rich scents and colours, and in elaboration of style. No Vance villain would say 'I'll get you for that.' Instead: 'Low-grade assassins will drown you in cattle excrement! Twenty pariahs will drub your corpse! A cur will drag your head along the street by your tongue!'

Langford's byline reappears under "The Power of the Frog," a science fiction short story about a human junior military officer held prisoner by an alien race. Like all of Langford's previous short stories, this one is both brief and amusing. It's clear the man has talent, which is why I sometimes feel bad at the lack of interest his book review column elicits. Truthfully, I wish he had contributed more fiction to White Dwarf

"Terror at Trollmarsh" is an AD&D adventure for 4th–5th-level characters by Peter and Janet Vialls. I really enjoyed this one, which takes the form of a murder mystery with fantasy/horror elements. A monster is stalking the halls of Baron Uther Torgrim, killing his servants, and it's up to the players to figure out just what is really going on. While the overall concept is a standard, even clichéd one, the authors handle it well, giving the referee an interesting, well mapped out environment, an array of compelling NPCs, and a culprit with clear, understandable motives. "Terror at Trollmarsh" is nothing revolutionary, but, like all good scenarios, it gives players lots of "moving parts" with which to interact as they grapple with its central mystery.

"A Company of Wolves" by Peter Blanchard looks at lycanthropy in AD&D from both a game and folkloric perspective. The article doesn't offer much in the way of new rules mechanics, which I appreciate, focusing instead on "social" aspects of this magical curse, which is to say, how it might function in a fantasy setting, including its advantages and drawbacks. "The Hide of the Ancestor" by Chris Watson is a short RuneQuest scenario about the recovery of a relic holy to the twenty-six tribes of the Ithillian-Fane, a race of lion-centaurs. I find it oddly refreshing to read a RQ adventure set in Glorantha whose author feels comfortable enough with the setting to his own creations, like the Ithillian-Fane to it. Too often settings like Glorantha – and Tékumel and Hârn and ... – are treated as inviolable to the point that no one is even willing to play in them, lest they "do it wrong." That's nonsense in my opinion, which is why I delight in scenarios like "The Hide of the Ancestor."

"Gentlemen and Players" by Richard Edwards and Chris Elliott is nice little article about creating British characters for use with Call of Cthulhu. As its title suggests, the article focuses on the creation of "gentlemen" (or aristocratic amateurs) and "players" (professional sportsmen). "Hitting the Right Note" by Ian Berridge presents information on musical instruments, their use, and the how to learn to play them for use with AD&D. Articles like this are godsends to those whose campaigns would benefit from such fine details – and absolutely useless to those whose campaigns wouldn't. 

"Alternative Origins" by Ian Thomson is a collection of random tables for use with Games Workshop's Golden Heroes. The tables are intended to replace those presented in the game for character generation in order to produce more "convincing" heroes whose powers are an incompatible jumble. This makes good sense to me, but then I haven't looked at a copy of Golden Heroes in decades, so it's hard for me to judge how useful this article would be. Elsewhere, Joe Dever offers part three of his look at "Dioramas," accompanied by some lovely – though non-diorama – photographs of painted miniatures.

The issue also includes more "Thrud the Barbarian," a full-page "Gobbledigook," and "The Travellers," which continues its Shadows-inspired plotline. I particularly enjoyed the latter, especially this bit:

Of course, I've always been fond of the way that "The Travellers" blends Traveller-specific humor with more general lampoonery of roleplaying games, so I may be biased. In any case, it's nice to see that one of my favorite comics remains as amusing ever, even if White Dwarf as a whole looks to be on the verge of some monumental – and not entirely pleasing – changes.

Tuesday, May 2, 2023

White Dwarf: Issue #73

Issue #73 of White Dwarf (January 1986) features a cover by Lee Gibbons, an artist whose work I recall from various Call of Cthulhu products over the years. Inside, Ian Livingstone boasts of the fact that the UK pharmacy chain, Boots, has "decided to stock role-playing games, Citadel miniatures, and Fighting Fantasy books." He sees this as a major victory that will help "dispel the illusion of [the hobby's] being a weirdos' cult." 

Having grown up in the United States, I find this fascinating. For all the overheated rhetoric about Dungeons & Dragons in certain quarters, RPGs and fantasy games had been readily available in major retail chains across the country since the beginning of the 1980s, if not before. However, Livingstone states that Boots is "the first major chain to stock a large range of rolegames in the country." This surprises me. When I was an exchange student in London in 1987, I had no trouble finding RPGs in most of the bookshops I visited and so assumed they had been a fixture in such places for a long time, as they were in the USA.

"Open Box" reviews Queen Victoria & the Holy Grail, a scenario for Games Workshop's  Golden Heroes, which nets a score of 8 out of 10. Also reviewed is another Games Workshop product, Judge Dredd – The Role-Playing Game, which earns a perfect 10 out of 10. I remember wanting a copy of this game for a long time, but never encountered it for sale anywhere on this side of the Atlantic. The Dungeons & Dragons Master Rules receive a (in my opinion) very charitable 8 out of 10, while Unearthed Arcana is given a serious drubbing (4 out of 10). The reviewer, Paul Cockburn, has many reasonable criticisms of the book, a great many of which I share. His biggest complaint seems to be that UA "is about as important to running a good game as Official character sheets or figures." I find it hard to disagree.

"2020 Vision" is a new column "covering fantasy and science-fiction movies" by Colin Greenland. The inaugural column focuses on two movies, Back to the Future, which Greenland enjoyed, and The Goonies, which he most certainly did not. He also reviews The Bride, "a hokey new variation on The Bride of Frankenstein," about which his opinion is more mixed. Dave Langford's "Critical Mass," meanwhile, does what he usually does: looks down his nose at various books, only a couple of which I've ever heard of, let alone read. It's a shame really, because it's clear that Langford is quite a talented writer in his own right, but most of his columns simply leave me flat. Some of that, no doubt, is the alienating effect of time. He is, after all, writing about the literary ephemera of three or more decades ago; it would be a miracle if it were still of vital interest to me today.

"Power & Politics" is an interview with Derek Carver, in which he talks about his boardgame, Warrior Knights. From the interview, it would seem the game is in the same general ballpark as Kingmaker in terms of overall focus and complexity, though it's set in a fictitious medieval European country rather than a real one. The game was (of course) published by Games Workshop, hence the two pages devoted to what is essentially an advertisement for it. 

I usually don't comment on the letters page of most issues of White Dwarf, because they're rarely of lasting import. This issue is a little different in that it's been expanded to two pages (from the usual one) and it's given over to lots of arguments back and forth about the merits of previous articles, not to mention letters attacking and defending said articles. This time, much ink is spilled with regards to Marcus L. Rowland's review of Twilight: 2000 from issue #68. Rowland, you may recall, intensely disliked the game and what he saw as its inherent immorality, calling it "fairly loathsome." Judging by the letters in this issue, not everyone shared Rowland's assessment and felt the need to say so. Of course, others very much agreed with him. Reading the letters for and against, it's a reminder that the past really is a foreign country.

Simon Burley's "The American Dream" is a lengthy scenario for Golden Heroes that focuses on a former American superheroine who has gone rogue in order to take down corruption within the secret government organization that trained her. It's delightfully overwrought and cynical and very much in keeping with the general spirit of the late 1980s. "3-D Space" by Bob McWilliams takes another stab at a classic Traveller "problem," namely, the game's star maps are two-dimensional. As he so often does, McWilliams makes a challenging topic easy to understand. In this case, though, I remain unconvinced that much is gained by adopting a more "realistic" style of stellar mapping.

"Star Spray" by Graham Staplehurst is an adventure set in J.R.R. Tolkien's Middle-earth, written for use with both AD&D and Middle-earth Role Playing. The adventure takes place in southern Gondor and concerns the fate of Maglor, the second son of Feänor, who disappeared during the First Age. It's clear that Staplehurst knows his Tolkien and "Star Spray" makes good use of that knowledge to present a situation that's more than just a dungeon delve in Middle-earth. Good stuff!

"First This, Then That" by Oliver Johnson is a fairly forgettable bit of advice on adjudicating the rules of RuneQuest. I'm sure the article seemed very relevant at the time, but, in retrospect, it's hard to muster much interest in it – the fate of a lot of gaming material, alas. "Cults of the Dark Gods 2" by A.J. Bradbury looks at the Bavarian Illuminati from the perspective of Call of Cthulhu. "A New Approach to Magic Weapons" by Michael Williamson is an interesting, if frustratingly sketchy, plea to give magic weapons in AD&D more "oomph" by rooting them in a setting's history. I'm very sympathetic to this approach, since I think there should be no "generic" magic weapons in any campaign, but, unfortunately, Williamson provides only the barest hint of a way to implement this mechanically. That's a shame, because I very much think he's on to something.

"Jungle Jumble" gives us four new jungle-themed monsters for use with AD&D, including vampire bats and army wasps. Joe Dever's "Dioramas" is the second part of his look at this intriguing topic, focusing this time on "scenic effects," like sand, snow, water, and foliage. I continue to find this column enjoyable, despite my own lack of experience with miniatures painting. The issue also includes new episodes of its long-running comics, "Thrud the Barbarian," "Gobbledigook," and "The Travellers," all of which are diverting, if not always memorably so. 

The transformation of White Dwarf into a full-on Games Workshop house organ continues apace. While there are still quite a few articles devoted to non-GW games and topics, more and more space is devoted to GW's own publications. While probably a good business decision – Games Workshop still exists today and most of its contemporary competitors do not – it does lessen the magazine's appeal in my eyes. I'm going to keep soldiering on with this series for the foreseeable future. How long I'll be able to do so is another question ...

Tuesday, April 18, 2023

White Dwarf: Issue #71

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

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

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

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

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

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

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

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

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

Tuesday, April 4, 2023

White Dwarf: Issue #70

Issue #70 of White Dwarf (October 1985) has a very striking cover by Brian Williams. Though the idol in the back recalls gaming's best cover ever, I find myself drawn to the blindfolded barbarian in the foreground. Why is he blindfolded? What is the significance of the runes written on that blindfold? What is that glowing device in his left hand? It's a very evocative piece and all these unanswered questions only makes it more compelling.

Ian Livingstone's editorial mourns the loss of Imagine magazine, which ceased publication with its thirtieth issue. His words seem genuinely heartfelt, especially when he notes "the good relationship between the White Dwarf staff and their opposite numbers." At the same time, Livingstone uses this occasion to downplay any suggestion that there is a decline in interest in the hobby of roleplaying. He likewise crows that "White Dwarf's circulation continues to increase," which, while undoubtedly true, seems – to me anyway – to be in slightly poor taste, given the circumstances. 

"Tongue Tied" by Graeme Davis deals with the questions of languages and literacy in AD&D. Davis offers a simple but "realistic" system for handling fluency and the learning of new tongues. It's probably more than is needed by most players of AD&D, but it looks to do a good job at emulating "the polyglot flavour of Howard's Hyborian Age or Moorcock's Young Kingdoms." I may look at it more closely as I ponder similar issues in The Secrets of sha-Arthan.

As usual, we get new installments of "Thrud the Barbarian," "Gobbledigook," and "The Travellers." The latter concludes its series of presenting Traveller statistics for the comic's many characters by giving us a look at "the galaxy's most repugnant pervoid," Jason Dinalt – no, not that one – and Felix the Dawlri, an "albino koala bear/tribble." We also get several superhero-related features, starting with Paul Ryder's "The Coven," a cabal of villainous magicians for use with Golden Heroes. There's also "Reunion" by Simon Burley, an adventure dual statted for both Golden Heroes and Champions. The scenario is a follow-up to the introductory one included with Golden Heroes, so I suspect it would hold much less appeal to a Champions referee (unless he happens to own GH as well).

"Open Box" looks at a lot of D&D-related items, starting with three Expert-level modules: Quagmire!, The War Rafts of Kron, and Drums on Fire Mountain, all of which receive scores of 8 out of 10. Dragons of Mystery for the Dragolance series does not fare nearly as well, receiving only 6 out of 10, which is frankly a much higher score than its text would suggest. The reviewer says that "its actual use and value is questionable" along with many other harsh truths. Battle System, meanwhile, gets a better hearing (8 out of 10). I was surprised by this, given that Battle System was something of a rival to GW's own Warhammer rules. Finally, there's The Lost Shrine of Khasar-Khan, the second entry in "The Complete Dungeon Master" series (8 out of 10).

"The Price is Right" by Marcus Rowland is a follow-up of sorts to last month's "The Surrey Enigma." The article describes in full the pre-decimal UK monetary system, along with a price list of common items. I'm a sucker for articles like this, so I found it quite useful. Dave Langford's "Critical Mass" is here once more and, as usual, I couldn't muster the interest to do more than skim its three columns. Oh well. "Dead or Alive" by Diane and Richard John presents a new career for Traveller: the bounty hunter. Along with the usual information on terms of service and skills, there's also a nice variant of the classic type-S scout ship – with deckplans!

The third part of Peter Blanchard's "Beneath the Waves" series focuses on "creatures from the depths." This includes not just the usual underwater menaces, like cephalopods and sharks, but also sentient species, such as aquatic elves, mermen, and sahuagin. As with earlier installments, this is a solid article but much too short; it only scratches the surface of its subject. "In Too Deep," also by Blanchard, is an AD&D adventure for 4th–5th level characters. The scenario concerns a maritime expedition for spices, the politics of the merchants guild, renegade mermen, and other submarine shenanigans. There are plenty of twists and turns in the adventure and I think it does an effective job of showing how to integrate underwater threats into an AD&D campaign.

"Monstrous NPCs" by Paul Ormston offers up three fully fleshed-out monster NPCs, each a unique individual with his own personality, history, and goals. There's a lizard man prince, a jovial stone giant, and an intellect devourer masquerading as a human. Though each description is short, they're all interesting. They also nicely demonstrate that even monsters can benefit from characterization. "Chop and Change" is Joe Dever's article on modifying miniature figures by adding or subtracting elements from the original molds. He includes several photos of conversion techniques in action, including one of a dinosaur playing a saxophone that I found rather amusing for some reason.
All in all, I mostly enjoyed reading this issue of White Dwarf, though I continue to see signs that the magazine is in the midst of its transformation into the Games Workshop house organ it will one day become.

Tuesday, March 28, 2023

White Dwarf: Issue #69

Issue #69 of White Dwarf (September 1985) is one of which I have no memory whatsoever. As I mentioned last week, I'm now looking at issues published after I ceased my subscription to the magazine, so my recollections of them are generally hazy. In this particular instance, they're non-existent, so my reading in preparation for this post may well be the first time I've ever set eyes on the issue. The cover is another by Mark Bromley, featuring what would appear to be a dark elf (drow?) lashing a slave under his charge. 

Ian Livingstone's editorial focuses on the tenth anniversary of the Games Day convention. He notes not just the long queues to enter the event, but also the fact that its attendees now number in the thousands rather than the hundreds that first turned out for it in 1975. I have a vague memory that Games Workshop brought a version of Games Day to Baltimore sometime during the '80s, though I never attended it. I wonder how similar it might have been to the original in the UK.

The issue kicks off with "Rationale Behavior" by Peter Tamlyn. The article is actually an extended discussion of the concept of alignment within Dungeons & Dragons, including its limitations. Tamlyn then notes that GW's superhero game, Golden Heroes, includes a series of "campaign ratings" that measure a character's relationship with the in-game world, such as, for example, Public Status and Personal Status. These ratings, he contends, do a better job of describing a character than a simplistic alignment system. For that reason, Tamlyn puts forward an alternative to alignment that takes into account a character's religious attitudes, social status, public piety, and so on in order to give a fuller picture of his place in the fantasy setting. It's an intriguing idea and not without some advantages over alignment, though its use requires considerably more work on the part of both the referee and the player. Still, it was a thought-provoking article.

The second part of Peter Blanchard's "Beneath the Waves" appears, focusing this time on "developing civilizations." As with its predecessor, this article's purpose is to consider the ramifications of life underwater in a fantasy setting. Also like its predecessor, the second installment is well-done but much too brief. Blanchard wisely looks at many of the obvious considerations of the submarine environment, along with less apparent ones, like writing, working metal, construction, and even magic. Unfortunately, most of these topics get a couple of paragraphs at most – better than nothing but still barely scratching the surface of a huge topic. The article would have done well with more examples of how to employ its principles, I think.

"Open Box" starts off with short reviews of three different adventure modules for TSR's Marvel Super Heroes: Secret Wars (7 out of 10), Lone Wolves (6 out of 10), Cat's-Paw (6 out of 10). Interestingly, reviewer Marcus L. Rowland calls Cat's-Paw his favorite of the three and yet it does not receive the highest rating of the three, another indication that these scores were given not by the reviewer but by someone else on the White Dwarf staff. Also reviewed is Toon Strikes Again (8 out of 10) and the boardgame, Chill: Black Morn Manor (8 out of 10), two products with which I have no direct familiarity, though I remember being very intrigued by advertisements for the latter. Finally, there's a review for TSR's Conan Role-Playing Game. The reviewer, Peter Tamlyn, is generally impressed with the game (7 out of 10), but his enthusiasm is dampened by its many editing, proofreading, and typesetting errors. He hopes that there might be a second edition that corrects its many deficiencies..

Dave Langford continues to do his thing in "Critical Mass." At this stage, I find I most enjoy his reviews when he shares my own prejudices, hence why the only things I can remember about this month's installment is his skewering of both Barbara Hambly and Piers Anthony, two writers whose popularity has always baffled me. "Close Encounters" by Ian Marsh similarly held little interest for me. Marsh presents what he thinks RuneQuest really needs: an expansion of the game's strike rank system that takes into account weapon length ... 

The saga of "Thrud the Destroyer" concludes as it was destined to do so: with Thrud and his fellow mercenaries screwing things up for their peasant patrons. "The Travellers" includes more character write-ups, including game statistics, this time for the characters of Hayes and Gavin. "Gobbledigook" likewise reappears. "The Surrey Enigma" is a solid, if inconsequential, Call of Cthulhu adventure by Marcus L. Rowland (did he write everything in WD in the mid-80s?), in which the characters investigate unfounded rumors of witchcraft only to discover something much more sinister. I find it fascinating that the adventure takes the time to explain the old British, pre-decimal currency system to readers. Had its existence already been forgotten by 1985?

"Plague from the Past" by Richard Andrews is an AD&D adventure for 5th–7th level characters. The scenario is clever in a folkloric way that fantasy adventures frequently are not. The village in which it takes up is built atop the body of a long-dead giant and present-day actions are resulting in the giant's restoration to life. Good stuff! "Battle Stations" by J. Evans and E. Wilson presents an alternate – and more complex – damage system for use with Traveller's High Guard. To each his own, but I cannot say I see the appeal. Mind you, the older I get, the more convinced I am that simple, straightforward rules are usually best if your goal is to sustain a campaign long-term, so I am probably biased against articles of this sort.

"The Starlight Pact" by Peter Haines and David Smith is the latest installment of the venerable "Fiend Factory" column. Up till now, "Fiend Factory" showcased new monsters for use with Dungeons & Dragons. This month, the column instead presents five superheroes for use with Golden Heroes, each of which is inspired by a miniature figure produced by Citadel. The times they are indeed a-changin' at White Dwarf. "Shopping for Inspiration" by Joe Dever briefly offers up the names and addresses of stores that sell supplies of interest to miniatures painters, along with the usual tantalizing photos of some of the author's own handiwork. Finally, "Poison" by Graeme Davis presents yet another "new and easy-to-use" system for handling toxins in AD&D – once again, more complexity than I'd ever need, but your mileage may vary.

Tuesday, March 21, 2023

White Dwarf: Issue #68

Issue #68 of White Dwarf (August 1985) features a cover by Brian Williams, who's probably best known for his work on the Lone Wolf series (though he also produced covers for both Games Workshop and TSR UK). For me, the issue marks the first one in several years when I was not a subscriber. I still picked up copies from time to time, but I was inconsistent in doing so. Consequently, many of the issues that I'll look at in the coming weeks are ones I didn't see at the time of their original publication or that, in some cases, I never read at all.

In his editorial, Ian Livingstone theorizes, based on reader feedback, that the readership of White Dwarf is in the vicinity of 100,000. That seems implausibly high to me, especially for mid-1985, but I must confess I've never had a good sense of the actual size of the hobby. Livingstone states that "our hobby is growing fast" and I can only presume he had better information on this than I ever have. Regardless, I always find it fascinating to ponder the size and growth of the hobby over the decades and this is yet another data point to consider.

"The Artificer" by David Marsh is a new character class for use with AD&D. As its name suggests, the class focuses on the construction and use of mechanisms of various sorts. Unfortunately, as presented, the class is simply a spellcaster with a unique (and very focused) spell list and some thief abilities thrown in. While I can understand why this approach was taken, it's disappointing to me. I've long wanted an artificer (and alchemist) class that was genuinely different in its presentation and not simply a magic-user or cleric with some unusual spells. Oh well.

"Open Box" very favorably reviews Blood Bath at Orcs Drift (9 out of 10), a scenario for use with Warhammer Fantasy Battle. Also reviewed are Dragon Roar (5 out of 10), the computer game Chaos (7 out of 10), Legacy of Eagles (7 out of 10), an adventure for Golden Heroes; and The Worlds of Boris Vallejo boardgame (3 out of 10). From my perspective, though, the most notable review is Marcus Rowland's harsh one of Twilight: 2000 (5 out of 10). Rowland's many criticisms are not for the rules themselves but for the game's basic set-up and "moral stance and attitudes," which he calls "fairly loathsome." By and large, he seems to find the idea of the aftermath of a limited-nuclear World War III an unfit subject for a roleplaying game, "one written for and by Americans, with little or no understanding of European attitudes or desires." 

Dave Langford's "Critical Mass" continues to do what it always does: briefly – and snarkily – review science fiction and fantasy novels from the '80s that I either never read or don't remember, with a handful of exceptions here and there. He also continues to take potshots at L. Ron Hubbard's Battlefield Earth, which I can't really criticize but neither can I applaud it, since it's a bit like shooting fish in a barrel. Meanwhile, "Free the Spirit" presents two new additions for use with Call of Cthulhu, both of which are add-ons to the excellent "Haunters of the Dark" article from last issue: the clergyman profession and the hypnotism skill. Sadly, neither of these expansions are as good (or useful) as the original article.

"Beneath the Waves" by Peter Blanchard is the promising start of a series dedicated to aquatic adventures in AD&D. Blanchard begins by looking at the nature of the underwater environment, including how it affects one's movement and senses, as well as the need for some means of breathing. I give the article bonus points for referencing the 1960s anime, Marine Boy, which I strangely loved as a young child. I definitely look forward to future installments in the series, since underwater adventures have long held my imagination, even though (because?) I've largely never managed to make them work as well as I would have liked.

"Solo Series" by Simon Burley looks at the ins and outs solo adventuring in a superhero RPG. It's a very good overview of this topic, one made all the better in my opinion due to the prevalence of lone heroes in the superhero genre. "Lone Dragon" by Phil Masters is a lengthy but well-done scenario for Traveller that makes use of both Mercenary and Striker. The characters are hired by a mysterious "nobleman" from a nearby world that has fallen into political and civil unrest for what he presents as a quick smash-and-grab mission in search of wealth. Naturally, things are quite as simple as that. 

Speaking of Traveller, "The Travellers" comic begins a series of presenting its characters in game terms, starting with Captain Horatio Flinn and his sometime love interest Syrena Medussa. I'm a sucker for things like this, especially when, as in this case, the author understands the RPG system in question and uses it to humorous effect. The issue also includes further installments of "Thrud the Barbarian" and "Gobbledigook." In the former, writer/artist Carl Critchlow once again appears, this time as the narrator delivering useful exposition. 

I mentioned above how disappointed I was with the artificer class, right? Interestingly, the issue includes a very clever adventure by the same author, intended to highlight the utility of the class and its role in AD&D. Entitled "Star of Darkness" the scenario tackles the old trope of technology vs magic but does so in an intriguing and flavorful setting, complete with lots of maps, NPCs, and challenges. I did not expect to like this as much as I did, but it's an imaginative and fun little adventure for characters of levels 3–4.

"Words of Wonder" is a collection of new AD&D spells of varying utility, which is the usual pattern with articles of this type. "The Magic Frame" by Joe Dever continues to explore the question of photographing miniatures, with lots of thoughts on approaches and techniques. Dever's columns in White Dwarf continue to be my favorites, in spite of my own relative inexperience with miniatures. He clearly has a passion for the subject, not to mention remarkable skills, and he manages to convey both through his words and photos. As ever, I find myself wishing I'd devoted myself to this aspect of the hobby when I was younger and in a better position to acquire some skills of my own.

Thursday, March 2, 2023

Fantasy Comes Alive

In my post about issue #67 of White Dwarf, I noted that editor Ian Livingstone boasts about the gains the UK hobby industry had made by the mid-1980s. I also noted that there's quite a bit of truth in what he says. In evidence, there's this advertisement, which appears on the back cover of the issue.

The history of licensed Dungeons & Dragons miniatures is a vast topic in and of itself and one someone with more knowledge than myself really ought to write. Nevertheless, I think the brief eighteen-month period, starting in 1985, when Games Workshop's subsidiary, Citadel Miniatures, held the official D&D miniatures license is an episode well worth examining. 

Citadel acquired the licensed immediately after the disastrous two-year period during which TSR made a go at making its own minis. I owned a couple of the TSR boxed sets – one for AD&D and another for Star Frontiers – and can attest to their poor quality. Perhaps they were better received elsewhere, but, among my circle of friends, I think I was the only one who ever bought them and, after a few desultory attempts to paint some of them, they went back in my closet, never to be looked at, let alone used. 

It's a testament to the rising power of Games Workshop – and Warhammer Fantasy Battle – that TSR would turn to Citadel to manufacture its miniatures in the aftermath of their own failure in the minis market. From what I gather, these figures were quite good and were notable for, among other things, introducing three-stage player character sculpts, one each for the low, mid, and high levels. Unfortunately, I don't think I ever saw them outside of advertisements; the brief lifespan of the line probably didn't help.

If you owned or made use of the Citadel D&D miniatures, I'd love to read about your memories and impressions of them,

Tuesday, February 28, 2023

White Dwarf: Issue #67

Issue #67 of White Dwarf (July 1985) is one I remember very well, largely for a single article with which I became quite enamored after having read it at the time (more on that soon). Featuring a cover by Mark Bromley, this issue is also fixed in my memory because it was the last issue I received by subscription. I still continued to read the magazine for some time after this, but I never again had a subscription to it. Precisely why I ended my subscription I can't recall; it may have been simple laziness on my part. 

Ian Livingstone's editorial notes that, "after nearly ten years of running a poor second to the USA in the creation of fantasy games ... Britain is quickly catching up." Though intended as a boast – and a bit of self-promotional for Games Workshop's products – there's a great deal of truth in this. By the mid-1980s, the industry leader, TSR, felt like a spent force, even to a fanboy such as I. No other American company ever achieved the same level of success or reach until the '90s, leaving an opening for a new top dog. Warhammer, still on the rise at the time, would soon become the juggernaut it remains today. 

The issue's articles begin with the cleverly named "Haunters of the Dark" by Graeme Davis. Over the course of three densely-packed pages, Davis offers up rules and ideas for handling ghosts in Call of Cthulhu. This is the article that made the issue for me in my youth, as I was much impressed not only with the content of the article itself but the possibilities it opened up. In my teen years, CoC was my go-to game for horror. While the game provided some support for non-Mythos adversaries, that was never the focus of the game. This article was a step toward correcting that and I adored it. 

"Open Box" opens with a very fair but largely negative review of Pacesetter's Star Ace (5 out of 10), a science fiction game whose mix of ideas never managed to gel. Also reviewed is Monster Coliseum for the Avalon Hill edition of RuneQuest, which fares only slightly better (6 out of 10). Finally, there are reviews for three Dragonlance modules: Dragons of Flame (7 out of 10), Dragons of Hope (8 out of 10), and Dragons of Desolation (9 out of 10). In retrospect, it's quite fascinating to be reminded of just how well received Dragonlance was at the time. While the reviews here are not wholly without criticisms, the overall tone is positive. Though I remain convinced that, on balance, Dragonlance was a net negative for the development of D&D, there really was a hunger at the time for what the Hickman Revolution was offering.

Dave Langford's "Critical Mass" laments the pace at which fantasy and science fiction books are being published – and his own inability to keep pace with reviewing them. Consequently, he decides not even to try, focusing instead on longer reviews of fewer books than one lots of rapid fire bullet point reviews of everything that comes across his desk. Even so, Langford still manages to review slightly more than a half-dozen books in this month's column, which is nothing to sneeze at. The standout is his review of Brian Aldiss's Helliconia Summer, the final book in what Langford calls "an impressive trilogy." I couldn't agree more.

"Loam Wolves" by Barry Atkins is a fun little article that introduces "barbarian" magic to replace standard battle magic in RuneQuest. As its title suggests, the magic takes the form of runes drawn with moist earth upon the body of a barbarian, imbuing him with certain powers for a duration of time. While not mind-blowing by any means, it's a solid, flavorful article of the sort I generally like. "Peking Duck" by Phil Masters is a superhero brawl set in and around a Chinese restaurant, the Fo Yen Wok. Statted for both Champions and Golden Heroes, the article is also notable for the appearance of yet more terrible graphic design choices by the White Dwarf staff. Behold!

"Worldly Wiles" by Anna Price discusses "social customs in Traveller." It's a fairly innocuous examination of how to flesh out the societies and cultures of new worlds by reference to history and science fiction literature – nothing special. "A Murder at Flaxton" by Michael Heaton, meanwhile, is much more interesting. It's a low-level AD&D scenario set in a seaside town beset by smugglers and slavers, filled with lots of hidden secrets and memorable NPCs. Though the situation presented in the scenario is far from innovative, Heaton handles it well. I think it could serve as an enjoyable kick-off of a new campaign.

"Parlour Game" by Stephen Dudley is a terrific article on a topic I loathe: spiders. The article provides lots of information about the hunting practices of spiders, as well as their use of webs to achieve similar goals. Obviously, not every referee will care about this sort of thing, but, in an adventure that heavily features eight-legged baddies, the additional detail might well be useful. "The Vivimancer" by Steve Palmer introduces a strange new "monster," a bodhisattva-like being returned to the land of the living after death to aid "goodly characters in their struggle against evil." The vivimancer is a powerful healer and foe of undead, demons, and devils. As presented, I suppose it'd be useful as an ally to the PCs rather than as a front-line combatant, which I don't mind (too much).

"The Magic Frame" by Joe Dever and Gary Chalk discusses the ins and outs of photographing miniatures. Specifically, the article talks about the best kinds of cameras and equipment for doing so, which is a topic I'd never really considered before. "Traveling Light" describes a collection of special magical and mundane backpacks, like messenger packs, which teleport items from one backpack to another to which it is connected. I appreciate minor magical items of this sort. The issue also includes further installments of "Thrud the Barbarian," "Gobbledigook," and "The Travellers," as usual. The last one is noteworthy this month, because it not only concludes a long-running storyline, it also does so by recourse to a random dice roll à la 76 Patrons.

As I said at the beginning of this post, this is an issue I remember well. The issues that follow are hazier in my memory, so it will be fascinating to re-read them. I wonder how much of their content will seem genuinely new to me and how much I'll begin to recall once I've had the chance to peruse them again. 

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.