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The Space Gamer 028

The Space Gamer 028

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100% found this document useful (2 votes)
574 views36 pages

The Space Gamer 028

The Space Gamer 028

Uploaded by

Andrew Fulton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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LAs ley lam $2.00 TASK FORCE GAMES REPORT GAME SURVEY RESULTS $-F AND FANTASY GAME COMPANIES : WRITING FOR THE SPACE GAMER TAKE ntasy Trip ™ ..and go with the best! MicroQuests* Death || Grail Test || Onest 2 Death Test an The Labyrinth Game Hlaster’s Module For the Experienced Advanced Aduanced Wisard Hlelee [= FET ry Atlelee BASIC COMBAT Wisard | / 4 / SDVENTURES BASIC MAGIC J CRATE YOUR Tollenkar's aa fair nee Metagaming Fetes THE SPACE CAMER NUMBER 28 — MAY - JUNE, 1980 Articles 1979 GAME SURVEY RESULTS What our readers read, and what they think about it OVERMEN DO IT BETTER * by Forest Johnson A new race for THE FANTASY TRIP. : A GUIDE TO THE SF AND FANTASY GAME PUBLISHERS The editot of TSG resiews the various companies inthe hobby COMPANY REPORT: TASK FORCE GAMES * by Steve Cole A new game firm, seen through the eyes of one of its founders. GAME DESIGN: Theory and Practice * by Schuessler and Jackson ‘Second ina series: Some historical background. WRITERS’ AND ARTISTS’ GUIDES Information for conaributors — what weil print, and why Fiction DISTRACTION TACTIC * by Austin Bay ‘The war was a stalemate — until the Colonel took some strange advice. Computer Gaming DEUS EX MACHINA * by Bruce Webster ‘More on computerizing hex-maps. Reviews DEMONS * by Tony Zamparutti CAPSULE REVIEWS ‘Arena of Kazan; Ares: Dungeon ofthe Bear; FOES; Goblin Lake; IO Mag Rea OneWorld Annitor Sigma Ora Secor Soltae: Space tts Staraste Sard for fs Sword of Hope ‘Sworquat Temple of Ra, Accused by Set; Tne Trek The Tower of Cnn: Tove and sepblemenis Decent ig Guard 1001 Charo fers Animal Gncounters, Ph Spard Marches, Clazens of he Ipertum, The Kimani) Uncle Ups Underround Doom, Valkenburg Caste: Maroc The Journal of World War IT Wargaming; Panzer Pranks; Streets of Stalingrad Departments GAME MASTER WHERE WE'RE GOING -METAGAMING REPORT. . NEWS & PLUGS. CALENDAR No 2 READER ADS LETTERS... : ART IN THIS ISSUE: 18 24 Robert P. Barger: 14. Virginia Campbell: 24. Winchell Chung: 18. Dianne Gal- anti: 26. Paul Jaquays: 2, 32. Denis Loubet: cover, 4, 5, 8, 10, 11, 13, 20, 31. Norv Maples: 25. George Pratt: 28. Publisher: Steve Jackson Editor: Forrest Johnson Art Director: Denis Loubet Contributing Editors C. Ben Ostrander Ronald Pohr Nick Schuessler Bruce F, Webster Business Manager: Elton Fewell Circulation Manager: Monica Stephens THE SPACE GAMER ASSN 01949977, USPS 434-250) is published monthly by The Space Gamer, 7207 Onion Crossing Dr, Austin, ‘TX T8744. Second css postage paid at Austin, ‘TX, POSTMASTER: Sond address changes to ‘The Space Gamer, P, 0. Box 18805, Austin, TX 78160. ‘All material copyrisht 1980. Ml right rights reserved, Printod in U.S.A. by Future Press, Austin ‘Subscription rates, effective $/15/80: US. Canada Other fordien Oneyear — § S24 an Twoyeas § sas 579 Lifedme $250 NIA Nia ‘Al prices ate In U.S. dollars; payment must bein US. dollars GAME MASTER ‘There have boon a number of questions bout the “missing Your friends” sul Melee? Wieerd ~ specifically *Why ie it HARDER to mis 9 frend as distance increase?” One simple fest, which [hope no one will actually ty, should convince you that this rue makes sense Put an apple om your head, and lta tend take ' missle weapon (ANY missile weapon) and ‘Shoot it off from five feet away- Now, are you willing to let him try Te at 30 fece? 30 yarde? Why not! “S} SWORDQUEST URRATUM: Steve Cole (Hask Force Games) writes to tell us about a lesethanstsvial rules ecor in. Swordquett Rule 6.42 contains a "not that shouldn't be tore. Most players | have talked with have Figured it out, since the sentence is not gram raticlly corect withthe not, and the Capien combat manual (quoted in the rules) contra Glicts it rather specifically.” $0: When playing Swordquest, i 3 withdrawal leaves you with & sucant spot in the Telshin, you may’ Til it From tn G.£.¥., does a D result on the CRT liminate a command post?” ~Stephon Bendey Treat ie as disabled, jus Tike an armor unit, Tas wil keep a mobile CP ftom moving for & turn, But vill have no effect on other CPs Thank vou for noting this omission. 1 will 17) tahave ft correcta tn the next edton. os GAME MASTER existe 10 antwor questions on jour favorite games. I} You have @ rules (question or ploy problem send It in Questions { be anrwered will be choton on the bass of ‘eneral interest, They’ wil frst be refered t0 ‘he game publisher or desger Ino response Is received, CAME MASTER will offer It oun Interretation of the rule. Sorry -no Individual ‘replies are possible Where We’re Going We're now monthly. This issue was mailed around May 10, The next one (No. 29) will be dated July, and will ‘be mailed about June 10. And so on. ‘The number of pages will not decrease; if wwe get more ads, there'll be more pages. ‘And I don’t intend to let quality drop, either, Now the bad news. As I wamed last issue, subscription prices have gone up. Same old villain — inflation. The only thing I know to do fs to charge what it costs to put out a good magazine, and then give you what you paid for If you look at the subscription blank (@. 3) you'll aso notice that, forthe frst time, TSG is accepting overseas subscrip- tions. You'll also notice that there's a terrible surcharge. Explanation: When Metagaming owned TSG, overseas subs simply weren't accepted because of the ‘tremendous cost and hassle involved. I think that if somebody in (for instance) Great Britain wants TSG badly enough, they ought to be able to get it. But it costs... Sorty about that Retail and Distribution Info We have given Kalmbach Publishing, Ine., the exclusive right to distribute TSG. to craft and hobby shops in the US. and Canada, They are also willing to distrib- tute TSG to overseas accounts (one way to lick the subscription surcharge if you liye overseas: get your shop to carry TSG!) Craft and hobby stores wishing to sell TSG should contact Kalmbach at 1027 N. 7th St., Milwaukee, WI $3233; 414.272.2000. Bookstores, newsstands, etc., may deal with Kalmbach or order directly from ‘TSG; write us for details. We'd like to see ‘TSG available in more places. A Note On f+885{t# Zip Codes Subscribers: Please check your address Jabel and make sure that all of it — ESPECIALLY the zip code — is correct. If it's wrong, please send us the correct information. After this issue, we cannot bbe responsible if your TSG doesn’t reach ‘you because the label is wrong, The post office will reject, return, or destroy second-class mall at the drop of a regula tion book. ‘And 4 note on address changes: If you move, TELL US. If you move toa new address the post office will destroy all second-class mail sent to the old address, UNLESS you agree to pay forwarding postage. Sometimes even then .. . They throw away your magazine, retum the cover to us, and charge us 25 cents. If your magazine is lost and it’s our fault (or if it just vanishes) we'll replace it. But we WON'T send you a free copy if you lose yours because you didn't tell usabout an address change. Wrappers Pm working on some kind of wrapper to protect TSG in the mails. As of this variting, I don’t know what, if anything, will come of it — but if can get a decont bid on a good protective cover, I'l start using one. That pretty well wraps up my part of this page. Tl tum you over now to the new TSG editor ~ Forrest Johnson. ve known Forrest for a long time. He has an extensive background in both publication and wargaming. He also writes. Very well. He's going to do a good job. Tm turning over day-to-day TSG oper- ations to Forrest, effective already. Fl still Keep in constant touch with things; expect Til see every word several times before it gets to press. But there's no way that @ good monthly magazine can be a one-man operation. I've hited the: best help T could — and the rest of the page is his. ~Steve Jackson Next Issue Results of last month’s contest. If your subscription label says “28,” this is your last issue, If it says “29” or 30," your subscription is about to expire. See p. 3. New Editorial Policy: No More Mickey Mouse Tm sorry, Mickey, but you've got to go. Yes, [know you helped us gt started back is 1975, when TSG was just another worm crawling around in Howard Thompson's brain, Yes, I know you've kept us going many a time when copy was short. But no more We've ourgrown you, Mickey. We have better waters, better arlists, and a better idea of what the readers want. We can't aiford to keep you on the payroll People want better articles and more reviews. They'll get them, even if T have to write every singe one myselt. They want good art and fiction, or no art and fiction at all. Right! We've set a nw standard with this issue, a standard I hhope to maintain... and raise We have @ good issue this month, Mickey, and you didn’t eoniribuie any- ‘hing, You just don’t fitin anymore. No, you can't hang around the mail room.’ You've caused us enough trouble Jn thot department already. When I came onboard in April, we had unacknowledg- ed submissions years old siting in the files. Most ofthat mess cleared up now, and it won't happen again while I'm editor Tm going to try something new — treating contsibutors like human beings. Tim going to acknowledge all submis: sions, and when I reject something, TIL re a reason. No more pitiful letters: "What happened to that artwork I sent you four years ago?” ‘TSG will be a better magazine — for the readers, for the artists, for the writers, and, hopefully, for me, Now, about my salary, Steve... Forrest Johnson “The Fantasy Trip.” We didn't have room for it this issue — so sorry! Designer article and errata for “In The Labyrinth,” “Advanced Melee,” “Advanced Wizard,” and “Tollenkar's Lair.” Computer kung fu, anyone? Fiction by Lawrence Watt-Evans. And reviews of ALL the fantasy and science fiction game magazines. NOW WERE MONTHLY! 3 CLIMB ABOARD THE ———$ for a mission that covers: ALL THE PUBLISHERS! TSG is now the only magazine of its kind unaffiliated with any game publisher. TSG covers the entire sf/fantasy game hobby without bias. ALL THE GAMES! TSG will review EVERY game, game sup- plement, or gaming product it receives . . . and as many historical and modern games as possible! No other maga- zine even tries to do this. We’re committed to it. ALL THE NEWS! Conventions, upcoming products, tourna- ments, personalities, and, yes, computer games — every- thing you want to know about the wargaming hobby. plus — Designer’s articles. Variant games. Play reports. Fact articles. Art and graphics. Letters. Cartoons. And fiction. Alsat aes cht mromtemmi | gaswuy gut a vlad > EMGIOSeUL 3, MY. "AC Ar gas See Ne eee check for Gity wos = eState Zip O $21 (one year-12 issues) 0 Check here if this isa subscription $39 (two years-24 issues) renewal. O $250 (lifetime subscription) Canadian subscribers please add $3 per year. Other foreign subscribers please add $20 per year. We are sorry about these surcharges — but thanks to the Postal Service, we have to charge that much or refuse foreign subscriptions entirely! A note on lifetime subscriptions: It’s just what it sounds like. In exchange for one $250 payment, you get The Space Gamer as long as it and you are both operational. We hope that will be a LONG time. ions start with the next issue published. All subscri The Space Gamer / Box 18805-T / Austin, TX 78760 Metagaming Report Metagaming has finally completed all evessary steps t0. secure registration of ““microgame” as a trademark, Once registered, a mark must be defended. It may be lost if others come to use it as fa generic term for small, cheap, fast- playing games. If they aren’t writing about Microgames published by Meta- ‘gaming they are talking about some- thing “else. Metagaming will actively police publications to insure we retain exclusive use. If you hear some rumbles about trademark hassles and Metagam. ing, this will probably be the cause Working for Metagaming, Metagaming has broadened its publi cations program and reorganized the effort. Now, itis easier for those notin Austin to perform publication-elated tasks. Aside from game design, two tasks can be performed by mail. The first is play-test/evaluation, This) con sists of developing a critique and written commentary about a game design. The goal of the written evaluation is to screen out games that aren't suitable for ‘publication and provide those designers with a basis for revision Tho second task is final play-tost/ ‘editing. This is for games that have been accepted for publication. The goal is for the editor to play-test the game again and develop a final rules draft, core. sponding with the designer as needed. This is «harder task and pays more than the more linited evaluations If you have a desire to participate in this kind of work then send us a sample of what you can do. One way is to take one of our already-published games and do an evaluation of it. Or, for editing, take one of our games and editforganize one of its sections the way you feel it should have been done originally. This is way to put dissatisfaction with a sume into writing productively. ‘Tournament Prizes, Last year Metagaming had wanted to sponsor some tournaments but the pro: ject got lost in other hassles. This year ‘we already have over $2,000 committed to cash prizes at Origins, Nancon and Pacificon We've always felt that the poor ‘gamer got the short end of the stick in our hobby. The publisher is known, the designer is known, the games’ are known, and conventions are known. But who is the best in the country in a certain game? Who plays the best Ogre ot Stellar Conquest or whatever? Metagaming thinks that the gamer should be the hero of gaming. Until 2 gamer is better known than anyone else jn gaming our hobby isn't doing things Tight. Cash prizes for tournament play is cone way t0 focus attention on gamers and the play of games as the hub of our hobby. This _is one reason. Metagaming doesn’t feel that game covers should be cluttered with the names of designers, developers, and whatnot like movie credits, That encourages the “author” caultism that plagues and hinders science fiction fandom, There is more to gaming than adulation for the producers. The gamer is the guy who pays the bill aud plays the games. He or she should be the fone to get the credit and attention, ‘The day will come when more people in gaming know the leading gamer than know the president of a company or @ designer. That is a day we should all be willing to work toward. That is the day our hobby will have grown up and done something more for our customers than count the dollars. Next for Fantasy Trip TFT is developing as e comprehen: sive series of products The goal isa con. tinuing mixture of materials that enhance player enjoyment at # low price. Metagaming. is accepting design submissions in the following areas: MICROQUESTS — These are pro- grammed solitaire adventures similar in concept to DEATH TEST. They should all be solitaire-playable, yet usable by Game Masters as ready-made mini Inbyrinths. Microquests. should be no more than 9,000 words long and use no more than one map. They may depend on the Melee and Wizard rules, maps and play counters; these should serve as the basis for most areas. Labyrinth areas depending on material in Advanced Melee, Advanced Wizard, ot TET:ITL should be so. identified. Microquests may be sot underground, outdoors, in a building, on an island, or anywhere else that fis into the TFT framework. ADVENTURE SUPPLEMENTS — ‘Theso are supplementary materials or stocked adventure areas like Tollenkar’s Lair. The purpose of an adventure supplement is to provide a GM with ‘material he can use. in his campaign. Stocked labyrinths are oné type of sup- plement. Another type could be a de- scription of a historical period with charts, details and values necessary for conducting a campaign with TFT rules in that time period. Or supplement could deseribe @ mythical of fantasy world of your creation CONSTRAINTS: Adventure Supple- ‘ments will be published in 84x11 book form, Nothing should be included that can't go onto the pages of a booklet. Microquests will have components of the standard 4x7 size. A map could be 4 or 6 panels that size. A 4x7 sheet of counters could also be included. An important point: CHANGE NO RULES that are already established in TFT, and be careful about creating new rules that don’t fit well into the system. [No new character actions or options should be added. You may develop new races, monsters, artifacts, treasures, social structures, economies, traps, tal cents, spells and’ such as long as they aren't over powerful or inconsistent with TFT. ‘Those making submissions to Meta gaming must do so on the proper sub- mission forms, These may be obtained on request by mail from Metagaming. A selfaddressed, stamped envelope will speed our response. Submissions not accompanied by a form cannot be considered due to policy and. time constraints Important Notice Metagaming and The Space Gamer ae no longer connected in any way. IF you have a change of address or com- plaint about one or the other, it MUST {0 10 the proper address. If you have a ‘magazine question send it to TSG. If you have a question about Metageming ervice or products then write to the Motagaming address. = Howard Thompson Featured Review DEMONS DEMONS, the first in anew SPI series of fantasy mini-games, is an interesting litle game set in medieval Armenia. Ar menia? Well, there sooms to be treasure there. So, in 1091, all these magicians tromp into the Armenian countryside Searching for riches and fame. Each of up to four players controls one magician, while various and sundry Armenian armies (controlled by no one but the rules) try 10 capture these intruding sorcerors, The main talent of « magician is his or her ability to conjure and control demons who have various powers and abilities. The physical quality of the game is ‘up to SPV's high standards, It bas a color coversheet with a rather good painting ‘of a demon with eat-like yellow eyes. The imap is somewhat small, taking half of an 11” x 17” sheet (the rest is reserved for splays and grids). The map contains the traditional woods, mountain, town, river, and open terrain types, along with forts and the occasional abbey. No surprises here. I don’t know if the map is realy 2 faithful representation of 11th-century Armenia, which might or might not have contained such romantic towns as Otlag and Mgub, as well as a Greater and a Lessure Pasture “The rulebook is 12 pages long, with about 7500 words of rules. It is easy to read and understand, with major points fn boldface type and the rules divided into sixteen major sections. Charts and tables aro on two separate sheets for exsy reference. ‘The counters are well-produced, in several different colors. The majority are demon counters of various types, each with the faint outline of the demon’s symbol printed on it. The symbols are hurd o see, but add an interesting effect. Also available by mail (ree) is a small sheet listing the different incantations used to summon a demon. It isn’t used in the game, but adds a nice bit of “histori- cal” background. A losing player can always give up and start chanting: “I invoke and move thee, O thou Spirit, and being exalted above ye in the power of the Most High . . . * No results guaran- wed. DEMONS moves fairly quickly, al+ though it is shot through with dice rolling and other random events. Each tum starts with the movement and comibat of “mortal” units, These are the various local armies that try to stop the plague of magicians infesting their native ‘Armenia. The mortal units are not com- trolled by the players, but instead move automatically in the direction of a magician, if one is close. Once adjacent to a magician, they must first discover him; if successful, they may attack him, hoping for a capture. All these actions are controlled chiefly by the roll of the dice, The goal of each player's magician is to avoid these mortal units and find ‘treasure Magicians have only two real abilities: ‘movement and conjuration of demons. Everything else, from combat to the find ing of treasure, they must do via the demons that they have conjured. Of course, conjuration is no sure thing. Before the gime, each magician chooses cone of six types of shields (from gold to tin), thus determining his relative conjur- ing ability. There are also six types of demons, from dukes to kings. To conjure demons, @ player must roll a die and consult the old Conjuration Table to find ‘out how many of the spirits have been brought forth. Unfortunately, some demons are Unfriendly and can only be controlled by the Ring of Solomon, but ‘that’s another story. 5 After conjuring a demon, a magictan can use that demon’s powers. These ean range from “Couse Stonns” to “Procure Tove,” a fearsome ability. One ubiqui- tous and necessary power is “Discover Treasure,” whose use is_almost_ self explanatory. Demons can also engage in combat with mortal untis. Random dieolls and other clements of luck permeate the magical side of the game, Conjured demons are picked randomly, a8 is the treasure that can be discovered. Before the wizard ean control a treasure, another die rll fs needed. The abundance of luck i not a fatal lew in DEMONS, and after atime seems more of a necessary evil. Play can be very enjoy able as wizards battle mortal units and each other for control of treasure. The game continues until all wizards have left the mapboard or died. Death comes to a smage either from the backtiring of demon conjucations, or by torture at the hands of a mortal init. Winning is based on the amount of treasure retrieved, adjusted for the cost ofthe player's shield DEMONS can also be played solitaire. Solitaire play lacks one important aspect of the game — fighting between the players for treasure — but itis still fun, and is an important asset of the game if ‘you can’t find any opponents. The short rules do have an unfortunate problem in that they leave several areas hazy and unexplained. For example, the exact effects of some of the Demon Powers are not fully defined. The actions fof mortal units after the capture of a ‘magician could also be better descubed. Does a mortal unit still follow a wizard after he(she has been captured by another unit? However, these oversights are not 1ajor ones, and can easily be resolved by the players While DEMONS isn't 2 masterpiece of game design, itis an intoresting and inno ‘ative little same. The abundance of hick and tho glitches in the rules are problems, but not major ones. Play flows well, generally moves quickly, and can be exciting. IF you're looking for a slightly different small game, or just want to now the names of 73 diferent demons, this one might be for you. DEMONS Publisher: Simulations Publications, Inc. Designer: James Duanigan Published: 1979 Players: 1-4 Playing time: I-4 hours Components: 11” x 17” mapsheet, 12- page 824” x 516” rulebook, 100 die-cut ‘counters, 2 8/5"x 5” comisat tables. Price: $3.95 1979 GAME SURVEY RESULTS by Steve Jackson ‘The 1979 Game Survey questionnste ap- peared in the Jan-Feb 1980 issue of TSG. 596 replies Were reoeived. Inthe fist part of the survey readers were asked to rate game ‘companies, game magazines, and games on 2 scale of 1 to 9, with 9 being highest. Only games they had played were to be rated. Ta reader had not even heard ofa certain game (Gnagazine, publisher, ete), he was asked to put down an "X". ‘AS an experiment, a few “red hersings™ were included inthe survey. An imaginary fame company, the American Wareame Group, twas listed. A game allegedly by this company. Was also listed: Grattyinaly, absolutely no one sent in a rating of either of these imaginary entities — and) mort readers said they fd never heard of them, This tends to demonstats that games are not being rated by those who have not payed them, GAME'TYPE RATINGS: Microgames and small games in poner. . Fantasy Role-Playing Games, SF Space Suratosie Games SE Space Tactical Games. SF Ground Tactiat Games ‘SF Computer Games SF Role-Playing Games. Fantasy Tactical Games Fantasy Role-Playing Supplements SSF Board Games Fantasy Board Games « SF Ground Strategic Games Hiscociesl wargames. - Modern period wargames. SF Role Plying Supplements Extremely laze ("monster") games No sgnificens changes from lost yea COMPANIES Average rating om the 1-9 seal, The percene ‘tage following the rating epresents"X" results ‘People who never heard of the company. Metagaming 7.99 6.78) Game Designers Workshop | (5.08) Avalon Hil 6807) Bete e721) Task Force Games 6.6 (35.0%) Yaquinto. 6:5 (329%) Schiubel € Son. 64 486%) Operational Studies Group, 6.4 (42.9%) Chaosism 64 (86R) Taetieal Studies Rules (TSR) | |< °6.3.14.3%) udges Gila 62 015.7%) Misnier Company 6.0 (78.6%) Fantasy Games Uslimited 6.0.(025.7%) Flying Buffalo, Ine. 6.0 (a6) Batilelne. 5805.78) (Confit Intersction Asiociates || 15.7 (78.7%) Greaure Wargames Worshop «5.2 60%) Eon Products 5.1 (64.35) Phoenis Games 56 (53.6%) Conflict Games ‘56.05.08 Zooshi & Associates 5.5 (20.75) Grimoire Games. 4.7 (52.9%) Gametime Games. 212.1 1 4.6 0.7%) ‘Superior Simulations. «22. 74.5 (72.18) Excalbre é 43 179%) Dimension Si 31 443%) American Wargames Group 079.3%) The spree between Nghvreted and love rated companies here ts enough 10 be signif fant. Several of the newer compenies were unknown 10 a large percentage of respondents {including Task Force ond Yequinto, which were rated high by those familar with ter) Nobody rated the imaginary AWG. MAGAZINES Rated on the 1-9 seale. The Mast percentage sven is the number of respondents reading fhe ‘magszine regularly, The second “i the ‘number of respondents who nover heard of I ‘The Space Gamer 1.8 07.1%: 78) Journal ofthe Travliest Aid Society =.» iret Analog 6.7.66.2%; 718) Isase Asimor’s SF Magazine 6.7 (26.72; 7.1%) Strategy & Tactis 6.6 140.0% .78) Fire & Movement s(a62%:1835) Omni 6.3 (44.8%;.7%) Different Worlds 3 2n9%;414%) ‘The Dragon 62 (44.9%:219) ‘The General 6.1 01.6%) 4.3%) Galileo 59.1522; 2598) Moves 5.8 (1.9%; 8.68) White Dwart 2 S8d8ie 179%) Sorceror's Apprentice | | 5.5 (114%; 35.78) Locus. - 54.3.8, 32.9%) Wargaimer's Digest 47.6%; 23.6%) Starship 44.0.8%;614%) ‘American Wazgamer 44 (956 60.79) Wargame Des 424.85; 51.4%) In general, the morerhightyrated magazines were better read However, “Jounal of the Taneters' Aid Soctety,” though Known 0 very fous rates second only to TSG, Several mage Zines were regularly read By very few and unkown fo 9: reat many, And “American Warsamer.”” which I" thought wes another ‘madenup name, turns out to bea real magazine, ublished by the small (but geruinel) Americon Wargaming Associaton. My apologies. SF SPACE TACTICAL GAMES. Rated on tho 1-9 see. The percentage is the number of respondents who never heard of the ame Nebula 19 (SH) 7.0(62.1%) Starfire (TFG) 6.737.15) Startoct Batils (TFG). 6.6 (23.65) ‘WarpWar (MET). 64 (29%) Mayday. « 63.0648) Black Hote (MEN). 6.48) Holy War (MET) 6.03.68) Anninilator (MET) 5.8 (7.95%) ‘Asteroid Zero-Four (TFG). $8142.09) Star Quest (O86)... 35 (44.35) “$2 2148) Alpha Omega (BTL) Veetor 3 (SPD. 201865) Starsate (SPI). 154 (15.08) ‘Titan Strike (SPD 019.38) ‘The Yahsi (MET) 480.1%) Star Fighter (GTM). 4306148) ‘Alien Space (200) 42.64%) ‘Quazar EX) 223.218) Dizeot Contin Dimension Sie (DIM). 2.3 (30) ‘SF GROUND TACTICAL GAMES Onre (MET) GEV. (MET). Starship Troopers (Al) Tce War (MET). Snapshot (GDW) « Hor Spat (MED. Corberus (TFG) The Crescure That Ate Sheboygan (SPD. . 6.5 oa) Rivets (MET)... ses 62.019) Invasion of the Ait Eaters (MET): - 6.22.98) Olympica MET) [614s Chitin: OLED 5.907%) Star Soldier (SPD). 15.7 (13.68) UFO(AH).« “eoar98) Colony Delis (GU) 4.0 (22.9%) Atlantis EX) . ‘22 1.a@), SF SPACE STRATEGIC GAMES Steller Conquest (MET) 2705.75) Impeium (GDW).. « 7316.6) Goasfre aMET) 653.5%) Double Star(GDW) | 66212) Freedom in tho Galaxy (SPI) «5:9 09.3%) Outreach (SPI). 59.1435) Barderec: Mars ($Pi). 57032) Starforee (SPI) 36 (5.08) Starfall (YAO). « 5.6(45.79) Balter (GDW) 552198) Star Empltes TSR. Tseng Second Empize (DIM S963) Star Poe (TSR) Dasaxe8) SF GROUND STRATEGIC GAMES Bloodtrce Rebellion (DW)... «6.6 46.4%) Aer the Holocaust (SPD 63.19.35) Invasion: America (SPD 11.55 5.8 (718) Objective: Moscow (SPD. 4607.18) SF COMPUTER/PBM GAMES ‘Tribes of Crane (SCH +64 364%) Stareb (FB). 63.09.38) Empyrean Challenge (88) 636635 Pelic Quest (Cla. 115.65718) SF BOARD GAMES Dune (AH). 635.78) Cosmic Encounter (EON) 6.2 (20.0%) Strange New World (GTM). | “$.8 (42.1%) ‘Time War (YAQ) 5.6 (45.75) Second Empire (DIM) 5.0 (53.19) Darkover (EON). 4.8 (49.35) FANTASY TACTICAL GAMES ‘TPT: Meloe (MED) 30u.4e ‘TET: Wizard OMET) 716.45) Sticks & Stones (MET) 560.65) Stomp (CSM) 5.4 (20.0%) OneWorld (MET. 530.9%) Salts’ Revenge (TSR). 4.75.7) War of Wizards (TSR) 4.4 (23.6%) Ciadel GU. 433793) FANTASY BOARD GAMES Nomad Gods (CSM)... --7.0030.78) ‘White Bear, Red Moon (CSM). “6.8 (14.35) ‘The Dragonlord (FGU) «++ -6.8 642.99) Divine Right (TSR) 6.6 (25.0%) ‘The Ring Trilogy (SP) 642.9%) Lords & Wizards GU) 6.4 (40.75) Beast Lord (YAQ) 163.05.78) Wirard’s Quest (AH) 6.0 (12.1%) Lords of the Middle Sea (CSM) + | 15.9 30.08) Dungeon! (TSR) 5.85.08) Spelimaker (GTM) 13.8798) Swords & Sorcery (SPD 156649) Magic Realm (AID) $1 0148) Sorooror (SPL). «| 5.0(12.9%) Battle of Five Armies (TSB). | 14.9.25.08) Lankhmar (TSR). 2. 1s 8 O21) irc (CSN. 47.09.35) Cyborg (EX)| 37.0648) Quest (GTM) 377.19) Warlocks & Warriors (TSR) |. 3.5 14.35) Enchanted Land (AWG) 0465.75) Eirush really Tow ravings Hore to tndleare that either jj fantasy fons are pretty picky, oF {2} a number of atonprs at exploitation have Produced uly bad gomes. MayBe both. SF ROLEPLAYING GAMES ‘Travelles (GDW). 6.95.75 Gamma World (TSR) 5.8 (10.7%) Metamorphosis Alpha (TSH) . 13.5129) Jolin Carter of Mars SPD)... 15.5 (12.95) Starthips & Spacemen (FGU) | | 14.8. 27.9%) Storfaring (FBD. wer 8.65) Superhero 44 (ZOC) 4:3 (35.79) Flath Gordon (FGU) 20Gr18) Traveller” leads the pack — after thet, we hase a few whioh are ated mediocre, nda few more that no one seems t0 care for at al This 1s the only gamesype where one game shows such a clear dominance SF ROLE-PLAYING SUPPLEMENTS Moreonary (GDW). 7.22008) High Guard (GDW) + 169.049) ‘The Spinward Mazches (GDW) =| "6.7 (43.65) ‘The Kinunit (GDW). 52. 6.4 035.7%) Spacefarers Guide to Planets, Sector 2 PHN) 6.14564) Gitizens ofthe Imperium (GDW) . 6.1 (37.18) ‘Animal Encounters (GDW) 5.8 (29.35) Spacefarer’s Gulde to Planeis, Sector 1 (PHN) 5.4 (55.79) Spacefarer’s Guide to Alien Races (PHN) 5.4 (5648) Spacefarer’s Guide t Alien Planets (PHN) 491580) FANTASY ROLE-PLAYING GAMES RuneQuest (CSM), 6.9.15.78) ‘Dungeons & Dragons “advanced (TSR). 6.5 ms Chivalry & Sorcery GU) 6.3 (23.65) “Empire of the Pett Throne (TSR) -6.1 (10.7%) DAD-old (TSR). 6o@is) Tunnels & Troll (i) 5800.35) Bunnies & Burrows (FGU) 5.0.(19.38) FANTASY ROLE-PLAYING SUPPLEMENTS Soake Pipe Hollow (CSM)... . . .7.7.(50.7%) Seurians (FGU), 14 S718) (Cults of Prax (CSM 173.6145) Death Test (MET) Siem Apple Lane (CSM) 7.0 (50%) Gy of Terre FBI). 7.0 (50.0%) DAD Monster Manual (TSR)... . 69 (2.1%) Swords & Soreerors (GU) =. | 6.9 (37.1%) Descent into the Depths of the Earth (TSR) 6.6 (45.79 City-State of the Invincible Overlord GG) 66 (30.3%) Steading ofthe Hill Giant Chief (TSR). «6.5 (35.08) Soreerar’ Solaire (EBD)... « 6.5 (49.38) Balastor's Baracks (CSM) 64 (34.3%) Trolls & Trollkin (CSM) «<< 5 .6.3(45.0%) C&S Sourcebook (FGU) S62a14% Tm Search of the Unknown (TSR). .6.2 (45.72) Deathtrap Fauslizer Dungeon (PBI)6.2 (38.6%) Scorpion Men & Broos (CSM)... «6.1 (57.9) Welcome to Skull Tower (Grineire Games) 5914140) ‘The Runes of Doom (GR)... - 5.8(47.1%) ‘Arduin Grimoire (GRM) 5.7 (39.33) ‘The Mines of Keridav (PADD. « «5.6 (65.0%) The Lost Abbey of Calshonsicy (PHN). «SA (ss. All the World's Monstors 1 (CSM). .$.3 (33.6) Buffalo Castle (FBD » $3 (35.08) All the World's Monsters (CSM) .5.2.33.6%) Nowhere noor 2 complete listing, but ine leative. At a rule the Detterliked & same it, the bercertiked its supplements are. Salt Dublisers donot secm 10 get good ratings When they publish material erying 10 “ash Os" ‘on system originated by other companies, ‘SPACE GAMER READER QUESTIONS. ‘The second part of the burvey dealt with ur readers.» what they want to see in TSG, feneral information about their interests, tnd demographic data. Monthly publication: 63.6% were in favor of TSG going monthly. 15.2% opposed month- ly publication. 21.2% didn't cae, Most of those who opposed monthly publication cited feavons such ay “I doubt you can keep up the wally" rather han actual distke of monthly magazines. ‘CONTENTS. Rated on the 1-9 scale. The exact question “Rate the folowing KINDS OF MATERIAL as contents for TSG. Give something 2 9 iF you Tove It and think i's vitally important. Give its Sif you don't lke or dsike it and a Lif you NEVER wont to see it in TSG. Intermediate ‘umibers mean intrmiediate opinions.” Annual game survey. « aus Complete game adventurc/scenarios | + <7.70 Game reviews in genera 768 Game vaziant atcles 185 News & Pluss a2 ‘News about Metagaming 738 Artwork 4 Strategy Rin rset games « a7 Short reviews of games. 7.09 ‘Letters tothe Editor 700 Designers articles on their now games » + - 6.84 [News about gaming companiss 681 Color artwork 1676 News about tournaments 64. 637 ‘Advertising eal ong rerews of ames 627 Halter vss ss S635 Game-lated fiction 621 Humorous articles... leis Complete games in some issues 64 Historleal fact articles related to PRP gaming 3.92 Cartoons 587 Science lotion. + a Science fact articles related fo SF gaming «5.80, Heroicfanisy fiction Articles on computer gaming ‘Articles on how to desien eames Convention news Reviews of now miniature figures Contests (Computer programs for games. “Avieles on ministre gaming Interviews with deslners and publishers. 3.37 Convention reports 537 Fantasy book reviews, 518 SF book reviews 5.08 “Accounts of game seasons 500 Fantasy movie eviews 496 Articles on miniatures constrution/paindng 47 Eldon Tanai. an SP movie reviews a6 Continuing comic sips 44 Science fact articles in general 44 Artiles om wargames other thin fantasy /st 388 Historical Snet atiles on specific bates. . 3.63 SF fandom caverace ~ oer SAO. [Articles on bord games (Stratego, Risk ec.) 3.06 ‘SF movie fandom coverage £230 Miltary history book reviews 1.86 Obviously, these results will hase a strong effet om what We print. There were a few sur rises dvertzing i more popular than Wwe fexpected. Complete games end cartoons rated Tower thon we thoushe dey might. The rating for computers was driven down becaise tome ‘people are tovlly uninterested in them. LIKES AND DISLIKES Readers were asked t0 fll ih their own ‘most want to see" and “most do not wast 10 seo" types of materia ‘Tine “most want t0 sec" ed the “Contents” answers: the most common reply was “more sfffantasy.” Readers pet hates were more varied: jypical replies were anything not sfffantasy.” "psychology art cles," “histolel Junk." Many feaders mention- ‘ef fletion and humor, but the surest seared to be on the QUALITY of the fiction and humor ~ readers felt that past offerings in TSG had ‘been very poor examples. The most common fear was that TSG would tum into “another S&T," with a preponderance of historical antices, Don't wory. We won't DEMOGRAPHIC DATA 87.9% of the respondems subscribe 10 TSG. (On the average, these readers have subseribed fos two years each Average age" 20. ‘Average income: $13,000. (Many make more — birt many are students, with Title or no private income) ‘Average number of readers pee copy’, 26. Yous of formal education: 0-8 — 3.3%. 9.42 -345%, 1314 - 1808. 15-16 - 221 17+-22.%. ae ae DISTRACTION TACTIC ‘The holocube flickered with the gray patterns of nospace. Ed Dejonneste bit his lip impatiently A rocky planetoid formed within the vision cube. Then, like metal knives, three Demulian cruisers sliced the screen, In. stantly two hid behind shimmering violet shields while the thied, in the crazy rain- bow of counter-weapon and counter- counter-Weapon fire, filled the cube with ‘an awesome glare. In the violet, orange, and red blaze the Star Force cruiser and ‘the Demulians hid, each trying to guess, within a hundred klicks or so, where the enemy had gone. ‘The rainbow faded, grew, gave one final limp pulse, then disappeared, leav- ing the pocked ‘planetorid suspended in the vision cube. The Demulians had run. Duke pushed 2 button and the holo: tape rewound. Scratching underneath his arm, Ed gestured toward the cube. “Yep, Duke — same song, second verse. Months of meticulous staff planning over 11,000 cups of bad coffee, billions of dollars worth of technology, and all you get is another Mexican standoff. Do you log that as a skirmish or as a waste of time?” Duke Hansen didn't reply. His pencil snapped between his fingers. Disgusted, he threw one end across the room. The by Austin Bay stub bounced off the wall and hit Holst tmulched pot. Hollis the Giant Philoden- don rocked in the humidifiers’ pleasant breeze, unfazed, undistracted. Ea Dejonnetie remained philosophical. “You can't make bricks without straw Cursed be he that tres.” He kicked his cowboy boots up onto the Chie? of Staff's desk. “Tried to tell you that, ol” buddy, even back on Cyrus X. You ean only go so far with mass probes and grav-focal bombs. Too expensive anyway.” “They're necessary, you pseudo-ow- jockey!" the dese’s owner shot back. AS a Fleet Colonel, Duke combined the proper rude vocabulary with a Latinate patina of education, His favorite verbal contraption ‘was “Bitchin” modicum of sense.” Ed pulled a licorice stick from his empty communicator pocket, hanging it from the edge of his mouth. It looked like a dark Mexican cigarillo. “Like all power-mongers, your bosses and even ‘your highness have neglected the simple.” “Simple is relative term." “So is space,” Ed winked, “which is why I understand it. Look, Duker. You can go with an expensive array of neutronium penetrators and focused grav waves at three million new dollars 4 zap. You can build a ship crammed with optic weaponry, you can . “We can and do,” Duke interrupted. “Get to the point." He pinned his eyes oon Dejonnette's face, Ed was too valus- bie to shrug off — if he hadn't been so armed abrasive, he'd still be in the service. High ranked, 100, Damn shame. “Do you want a job?” Ed blushed. Maybe that’s what want, he thought, something where T won't feel so danmed irrelevant. “Sust Tet me finish. You've got megatons of expensive hardware designed for planet- sized genocide and star fleet combat, but can you realy we it? Perception, Duker, tit’s what politics and war are all about. What your enemy thinks is hhappening to him is often more import- ant than what realy is, We can seare the Demulians right out of space, and do it so cheap no congress bitch.” “Even a phony Texan can’t ftighton 4 Demulian gravity wave.” “And. they can’t ftighten ows.” “Get to the point, Ed. What do you want? Docs this idea of yours have to do with small-unit light weaponry or something equally suicidal?” “Not necessarily.” “Then you're talking junk.” A. smile broke across Dejonnette’s face. “You know, pard, in a way Lam.” “We already ‘have small units of hyperactive jocks ready to die on a moment's notice. They're called Ran- a "Yeah, and they're armed like dino- saurs with electronic weapomy.” Bd stopped as the command module ‘trembled slightly, “There goes another patrol cruiser, probably the Hephaestus. ‘Yep, another expensive mistake.” “Mistake? That's a damned fine ship!” Duke broke another pencil and hurled the remnants at the philoden- don. Holis never flinched. “Most pestered plant within: five thousand light-years,” Bd said. “Yeah, Duke, another mistake. So many coun- ‘er-counter-counter-veapons and anti- antis that nothing works. We're heading toward the catastrophe of the 20th cen- ‘tury navies.” Bd let the reference hang for a second. “Does that sink in?” Duke threw a magnecord spindle at Hollis, but missed. Ed continued. “If you recall, o” buddy, when World War IIL broke in the Mediterranean, there was so much ECM and ECCM that no- thing worked. Nothing except eyeballed ftuns throwing dead lead. Missiles flop- ped, ten million phony targets popped ‘onto screens, sensors heard whistles and sereeches. Heat sensors were confused, and storms blocked satellite coverage ‘There were a couple of scores — and a Jot of confusion. Beam riders and even ‘wire-guides went “poof.” “Remember what won the whole show? One ancient US. heavy cn Fresh out of mothballs, with prehistoric S.inch guns. Sailed blindly into a squall, broke out the other side, and sank 14 ‘Sov ships. Impossible, they all said. I happened. Sure, they’ sank her, too ~ but the Sov electronic wall was breach- ed. Every rocket and laser-guided bomb the US had went into that hole. That stopped the war. Not one nuke flew.” “T think I just might be able to swing you a teaching position at the War College on Gamma Gamm One,” said Duke. He pushed a bution and his chair molded about his body, turning him slowly away. The circular massager went to work on his forehead. “O.K., Bd,” he went on quietly. “Where does this lead us? So space is a sea, Unless you hide behind a planet or star, warp for energy fields are your only passive defense. You can block light with light ‘or mass with mass, but that takes big ships and huge energy tanks. What are you going to do? Be a starship trooper? Be 2 thousand Ahabs on Moby Dick’s back? Launch a miniocket at a hun- dred meters and blow yourself and the Demulisns to hell together? You'll never ‘get that close. Ships kill ships across 25 milion klicks.” “Ships fight at 25 million kticks, sure. If they can close in real space-time. How often is that? What really happens? AA fleet leaves warp in battle array. They launched sensors and none returned, 90 they suspect the worst, They warp in and sure enough, they're a million licks from the enemy? Mutual destruc ion? Not likely. Stand-off. One side advances, one retreats. Can't negotiate with the bastards — can’t even see them, because you're countering all freqs. Then it’s over. Warp-out. Somebody ducks and runs.” “Now, you know damned well it’s not always like that.” ‘No, just 84.5% of the time. Tack on another 15 points when neither side uses advance sensors, no one reacts, end ‘the warpsin ship warps out one sec after he gets there. Only five times out of a thousand do you engage! All you can do 's publicize hell out of those piddling few. Telenews ig where politicians ght, not combat soldiers. And your solution is worse. You fire mass probes, hhoping to snake one in and chip a system defense. Of course, your target is planet-sized. Or larger. Thirty million sentients die. It’s not necessary!” The Fantasy Crip is iling monster, finding tesire. rang danger, joining Yves. conjuring magi, and exploring the unkown the romance and mystery: fe should be ‘THE FANTASY TRIP frees your inainaton for an evening uf fun and adver ture, Its the rleplaying game forthe O'S the ate you've waited for Rules are well tracted, lial related, and east leary esigned 35. series f inexpensive, regularly published rules rues, THE FANTASY TRIP Sill stay exciting foe years This the em standurd i role plving. the next eneration nthe elution of the enre SE INTHE LABYRINTH she ft Game Masters podule. Ills you create verlds en guldechrates om arenteresslcaed tre Reso Talent andeop thle ply ay You vil need Mirume Nov) THE FANTASY. TRIP MELEE and Micratame No 6. THE FANTASY TRIP. WIZARD. or thee plinded modes THE FANTASY TRIP. ADVANCED MELEE and THE FAN TASY TRIP: ADVANCED WIZARD for playing magic and combat 0S" wzrw02 3 _ ADVANCED MELEE e,pands MELEE’ bask combatsssten New material at_water combat. ential his mounts and some new ‘ms includes aiming, aerial co ‘options. If you want more reality and rules for new situations. this is fo a ADVANCED WIZARD expands WIZARD'S basic magic stem into @ com plete guide to adventure magic. New material include a series of higher 1Q spells, alchemy. and magic items. This greatly expanded module is just the thing for masters of the wirardly arts stys oz b004 TOLLENKAR'S LAIR is ecady-torplay labyrinth. Game Master’ are pro vided with maps. mapping notes, background, and instructions necessary for 3 Series of adventures. IN THE LABYRINTH and a combat and magic module are necessary for play S295 our Allow three to six wooks for delivery USA and Canada nly. Sond check oF mere’ Metagaming “Balance of terror, Ed. That's why no one fires one. But everybody's ready. We can’t sneak one in on the Demutisns, or they on us.” “So it’s 2 stalemate. Like Barth — WWI." Duke’s forehead wrinkled at the historical reference. “No one ad- vances, no one retreats, no one takes too many casualties. But they add up.” “OK, Ed, what do you want me to do?” He got up and walked over to the big plant, picking up the pencil frag- ments he had aimed at it. “I always recover my ammunition.” Ed smiled. “Good idea..Then no one Knows what you might be throwing.” “What are you throwing, Ed? Give.” Suddenly Ed was serious. “I want the old Atlantis, Duke, want two months and two million new dollars. You tell Fleet if they give me that, Til give them a peace treaty and a fat slice of the Pee Foe Re Edward D. Dejonnette, Licutenant- Colonel (Fetized, semi-forcibly), former- ly of Star Force Combined Command's ‘Special Operations Section, scanned his ‘war board. The displays bore very little relationship to the ship's original gear — but then, the heavy transport Atlantis hhad never been meant for battle. He had cchanged that. In a manner of speaking... The old ship quivered as her sensors dropped from nospace to real. space time, They should. retum shortly. No one really understood how 3D craft (and people) could beat light and cross dimensions. It was sort of like language, Ed mused. Sentient speech just happened. Linguists could spend ‘years looking for a base structure, but ‘every new sentient race simply added more unexplanations. You got the tools, someone hit on the right comb! nation of flint, bone, angle, and speed of strike, and presto, out comes a man: ned arrowhead ripping through a warp in realspace. But screw the specificity, Ed thought. Science is an art. Which is why Le stepped on so many toes, He returned his attention to the war board, Of tie three sensors the Atlantis had launched, only one returned. Apparent- ly a Demulian had thought it worth his while to have a little target practice. Officers differed on the correct tac: tic. Sensors sometimes failed to warp out properly. Or they did warp out, but caught a different bend and missed the mother ship. If they didn’t return, you either aborted the mission, sent in mare sensors, or wont in blind with all fields out ~ blowing the chance for a quick Kill. You hung your life out if you were alone and more than one ship was wait: ing for you. If at least one sensor got back, though, you knew what you were up against. Ed checked the surviving sensor's report. He cursed. It had been burned just as it got out, The information cells were damaged. There was at least one Demulian cruiser. Another image was imperizctly recorded. He prayed there weie no more than two. Some commanders would have gone in blind, weapons free and blazing. They either killed or were killed, by running into a star, planet, ora starship, enemy, friendly, or neutral, take your pick. One smart guy had tried to turn sensors into torpedoes. They couldn't be directed from no-space, though, $0 all you had FOES is an encyclopedis of Runeduesr intligent monster statics, 1200 incividual statistics in all initially generated by computer and then ‘extensively nandichecked, revised, and quipped by the author, Davie Forthotfer, They are accurate and stunningly individual, Studying tase stats I ike visting the greatest RureQuast reroe in the ‘through his notabeoks of PCr and NPCs-the product of jr class of intelligent creature (Aldryar ‘thought. Every Dragonewt, et) is represented, and 37 separate subtypes ‘of individual statitics, graded, annotated, with is, and frequent humorous touches. 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And robot ships weren't much better, especially if you programmed them to accept surrender. ‘And by every universal agreement ever drafted, every war-machine built had to bbe programmed to accept. surrender from aay sentiont ‘That was the only treaty that had never been violated through the galaxy. Sentients could waste sentients, and sentlents directing machines could waste sentients — but undirected machines couldn't. So when robot ships were constructed with all the necessary pro- gramming, their effectiveness went to zero, The ship under attack sends a subspace signal to the robot, to say he wants to surrender. The robot stops his attack, and the manned ship bugs out. The final blow to the robot ship had come when a telenewscaster had de- scribed a theoretical way 10 make robot ship think an enemy robot ship was manned. It worked. The attacker, thinking its foe was manned and sur. rendering, would cease fire. The enemy, knowing its attacker was only a robot, ‘would then blow it to bits. From then on it was a circle no one wanted to be on. And no one was. So — back to the sensors. A Demul fan could pop an incoming sensor and then warp out. Standard tactic, You ‘warp in — no contact. You do the same to him when he pops back to try to surprise you. And $0 on. Dejonnette said his farewells to the war board and walked aft, thinking. So the returning sensor showed two Demul jan cruisers waiting off Texas, a Free Zone red giant with no planets. Good. They wanted a fight. One would force: field and the other would shoot, hoping for one or two good licks. Tough match Ed thought. This fist triumph could zum into one very final defeat He entered Atlantis’ number two hold. Two scoutboats — one already occupied — occupied the little space not crowded with her “cargo.” From the pilot’s seat of the other scoutboat, Lieutenant Roebuck threw an ironic salute as Ed climbed into his own craft “Prepare for programmed count- down,” Ed spoke to Roebuck and the ships’ computers. “Begin — now.” Ten. The bay doors opened with surprising suddenness. Nine. Eight His own ship shot out and away. Seven. Six. He curved to take up station behind Atlansis, Five. The display showed Roebuck following, above and to port. Four. Three. The image of his lone sensor winked out, gone into realspace — one more variable for the Demulians to consider. Two. One. Zoro. In a brief second the Atlantis and her two small outriders burst into real spacetime. The beautiful shock of helium red and hard white stars startled the eyes. Aitlantis drove for the center of the Demulian Kill zone, firing one mesk beam into a Demulian’ forcefield. Seconds, that’s all I need, thought Dejonnette. Seconds, and I! win a war for one percent of the price in material ‘and lives. Just brains, ol buddy. Brains, sts, and flying junk He knew what would be racing through the Demulian nerve cavities. No force field, weak beam, three sensors ‘til out, The human ship has a power problem. Attack without delay. Ed slammed his pseudo-sensor “up”, rela- tive to the doomed Arlantis. Rocbuck went “down.” One Demulian gout of energy rent Atlantis! midsec- ton. Nice shot, insect head, Ed nodded. Now let your power bulld while number ‘wo shoots. Ed set an are for Dermulian 2's vicini ty, hoping Roebuck was still around for Number 1. D2 fired a beam that cracked Atlantis in half. Thousands of metal lobes began to pour from her bay streaming into limitless space. Come on, Ed thought, yeah, it’s@ transport, shake that bait. Both D1 and D2 lowered their sereens and fired, not at the strangely jinking little sensors, but at the wound ed giant in front of them, And Dejonnette, in his “sensor” craft, took his one shot at the Deru ian, The blue photon wave sank into the Demulian’s side. The eruiser began 10 ‘bend and implode. One faint tentacle of phasing light crossed Dejonnette’ bow and then faded. Juse as well, Bd thought. No screens here. No. crew no nothing. Just one beam, and one hell of a big battery. Even s0, the megabev pulse ltd neatly drained his ship. He used what he had left to drift toward the stricken Demulian. Within a few seconds, he was back within 25 klicks — spitting distance. He vacuumed the command capsule, grab- bed the manpack Atomrok, and put his suit in internal mode. Unreeling on a Jong tether toward the dying enemy, Ed fired the Atomrok at the Demulian’s 12 rive section. What a way to finish her off, he thought. But better this than waiting for that battery to recover. This is like the guerrillas‘ machine-gunning the train after they blow the tracks, The Atomrok saw its target. The multiple warheads split, spread, and struck, demolishing the delicate aft section. The Demulian was finished. “Took you long enough, ol buddy.” Roebuck’s mimicry cut static across his mind. “Any survivors?” Saar Ed could imagine Roebuck's nod. “Likewise. No time to eject. Or to surrender.” ‘Three smashed ships orbited the red sun. Atlantis spread a ring of rainbow gas, metal spheres, and metal shards, coloring with the spectrum of the star. “Okay, Roebuck,” Ed said, reeling him- self back to his litle craft. “Let’s round ‘om up.” He released the magnetic net; it spread in enormous soft billows. The idea of policing space with a giant spider web after defeating splderslike beings somehow disturbed him. With Roebuck moving in to pick up the opposite side of the ten-klick net, they begain to collect the trailing debris from the A- lantis. In 1200 earth seconds they had bundled transport, net, and fragments into a single ball and boosted it toward ‘the red sun: DARK NEBULA ‘A game of ‘intereolar $5.95 ‘words DEMON/ORC DICE $1.50/peir eve inch white dice with large, easily read ‘ed imeri In pce of the camber ete head 'of ferocious, helmeted Orc, wi Tike sn ovll demon wihen turned psi THE AWFUL GREEN VUINGS fo. Manipulcos Starships and troops in an effort to control ‘denying thom” tothe. enemy. Includes 8 astromorpic maps and 120 counters When their patrol arrived the Demul- jan scouts would find two floating cruiser wrecks and one dead human What would they conclude? No memory cireults would survive in the smashed cruisers. With no hard informa- tion other than the wrecks themselves, the enemy would have to decide that four or five big human cruisers were loose in the Free Zone and had jumped their ships. One occasion, just luck. Two times? Still Tuck. But the third and fourth and fifth? Nobody’s that lucky in space combat. Demulians weren't stupid. They'd negotiate, just to dis- cover the “new weapons.” ‘A small object warped in off the 2- prime axis. That would be Fleet, for sure. In four esees the sensor warped out. Four more esecs, and Omutibus V warped in. “We're finished, Duker.”” Duke's voice cut through the static. “That's one hell of a way to clean up a junkyard .. any problems?" “None. We're like a couple of lazy turkey buzzards lookin’ whichaway. They bought it in a bag.” Dejonnette slipped his craft into the belly: hangar of Omnibus ¥. Ten minutes later he entered the starship’s main corridor and tubed to Level Six. Duke was waiting in his office, along with Hollis the Giant Philodendron. ar GLOWIN-THE-DARK STAR FLEET SHI cruigers "$2.50 en Brescnoughts $ 3,00 etch CLEAR ICLOAKED) SHIPS. Grulsarsg 2.25 each Dreocnouants $2.78 each Ed. set his cowboy hat ‘on one of Hollis’ eaves. Duke didn't attempt to mask his smiles as a slight shudder indicated Omoubus V had warped out “Well, ol” buddy. Now we let ‘em find those split eggs and let ‘em ponder fon who did it and how. Then we do it again, send out a few more Adanteans with outeides like me and Roebuck ..” Duke harrumphed, beginning to 12- cover his testy Chief of Staff porsona He eyed Ed. “Do you realy expect (0 pull this off again?” Ed leaned further back, recalling hhow quickly the Demulizns had drop- pod their fields to attack the crippled {ransport. “Duke, we've been buddies a Jong time. [ even gave you that mon- strous plant.” He pointed at the philo- dendron. “You like Hollis, don't you?” Duke nodded. “Sure, Who else in all space has got a mobile two-meter philo- dendron?” He chucked a pencil stub at Hollis in a loving high lob. Ed stared the most serious stare he could muster. “You remember how you used 0 throw pencils at me and every- one else on your staif whenever you got angry?” ‘Duke's stone face fell as Ed erupted into a long laugh. “Like I told you, of? buddy. You've got to create a distac- tion.” ‘Another pencil slammed into Hollis defensclss fronds. INFINITY $6.95 ‘A. comprehensive combat system for all role laying, gamor~for all periods) stone. age Space ge, including fantay FANTASY ADVENTURE CHARACTER SHEETS $3.50 24 character data shoots—coneis, vinchsttared fata spacee 3 ving binder holes for storag, put Yor charccter portraits with © sample por: fait emds, INTRUDER $3.95 Aboard deep-space station Promethous, some: thing loose—and I's hunting You! Ziplockes sg2me for any numberof playor Fantany_ roleplay FROMOUTER SPACE THE AWFUL GREEN THINGS FROM OUTER SPACE $8.00 ulek arising Gave for 2 Bayer takes us to fhe-enee of tho gueny on te crew of the ‘Enum irom to an hroie adventures S72 books in ponket. Japan, Tho OCCHI [ASK FOR OUR LIST OF COMPUTER GAMES 91958 PASS ROAD, BOX 2 FOR THE TSA 60, PET AND APPLE Il GULFPORT. ms. ‘sa601 PHONE: (60896-8500 13 OVERMEN Do It Better ‘There is one problem with the Fantasy Trip solo adventures, like Death Test and Death Test If. Characters of less than 36 points are unlikely to survive, One solu tion is to include a couple of gargoyles or reptile men (from Jn The Labyrinth) in the party. But some people will become impatient with characters whose IQ never exceeds 10 or who Tissssp all the time. In his novel The Lure of the Basilisk, Lawrence Watt-Evans has invented a species called overman, According to the book, overmen were first created hun- dreds of years ago from human stock by the wizard Llarimuir the Great. Apart from a wer or two, they have been doing fine since then. ‘An overman (or overwoman) stands cover two meters tall. He starts his career with ST 10, DX 10, 1Q 10, and 10 points to distribute, His leathery skin stops two hits — and, of course, he can wear armor. His basic MA is 12. In any armor, his MA remains 2 higher than that of @ human of the same ST wearing the same armor. Great, huh? If you don't mind associ ating with a noseles, lipless, black-furred creature with a skulllike face and baleful red eyes. Overmen get a -1 reaction from every other humanoid species except humans. Because of long-standing racial ceonilict, they get -2 from humans. Most people ‘don’t bother being polite to ‘overmen, Some flee, Some throw stones. Overmen do not really exit their reputation. They are generally honest, diligent and considerate, But PROUD. Overmen are greater than other people, but they think they are at least twice as ood as that Overmen do not go back on their word, If they can reasonably avoid it. If fan overman says “Botray me and I will track you down and kill you,” he will try to do it, even if it takes weeks. But keep- ing their word is only a matter of pride with them, They are neither as devious ‘nor as inflexible as goblins. ‘An overman in your party can be ‘worth two or three humans. But he also causes two or three times as many hassles. He will want to be leader, of at least to burden the leader with all soris of advice And he may sometimes forget that the rest of the party is not as hardy as he. Overmen do not think highly of other races, especially humans (-l reaction to humans). However, a bad reaction is like- ly to take the form of a contemptuous snub, rather than an attack. ‘Overmen can be heroes or wizards, but they prefer the former, more glorious role. They live twice as long as humans, but need twice as many experience points to increase their attributes, Overmen do not make good bards, being notoriously unmusical. Since they mate only in season, Sex Appetl is of little use with them. Some naturalists say overmen could breed with humans and kindred races, but the exper ment has not been tried. All agree the progeny would be grotesque and most probably stele ‘Overmen must always roll two extra dice to get any Kind of humanoid follow: cr outside their own species. They must also roll one extra die when looking for a job that does not involve fighting, Over ‘man Warriors are always in demand. EMPYREAN CHALLENGE EMPYREAN. is defined as “the highest heavens". Control of a star eluster comprising 100 solar systems and 500 planets ts the goal of this 150-player hidden. ‘movement strategie science fiction game. For free details, send SASE to SUPERIOR SIMULATIONS, 524 Franklin Park Circle, Dept. SG1, Boise, ID 83709. 14 a guide to the SCIENCE FICTION AND FANTASY GAME PUBLISHERS by Forrest Johnson ‘This is the first TSG annual review of science fiction and fantasy game publishers. Information is based on questionnaires sent to companies, pub- lished information, and my own experi- fence. Questionnaire replies have been ‘quoted where appropriate. This month’s article deals with the boardgame and role-playing game com- panies. Game magazines will be covered next month; computer games and minia- ture companies will be dealt with in later Issues. Questionnaires were sent.to all game companies of wiiich we had knowledge. Unfortunately, some did not reply — ‘but those that did are covered below. THE AVALON HILL COMPANY. 4517 Harford Ra, Bakimore, MD 21214; 301-254- ‘5300. "Founded. 1953,” Owners: Nationwide Diversified, Ins. Chiot designee: Donald Green Wood. Buys outside designs. Sells by mal: catalog 50 cons ‘The history of cvlion wargaming began in 1953, in the garage of Charles 8. Roberts. For five year it wos a parétime business, producing just one game — Taerir In 1988, Roberts Tounded Avalon Hl and over the next five years produced Geutyburg. Taeties 11, D-Day. Waterloo, Stalingrad, and 13. other games, many. stl In print. In 1963. the company experinced financial collapse and became the property ofits creditors. Roberts, then in his thirties, moved on to other thins In 1964, the new overs founded The General, a agavine devoted to AH products ‘There followed Arka Corps. Midway. Batle of the Bulge, Bitskricg, Guadaleanal, and other ‘mumes. In 1970, AB acquired the rights 10 PonzorBlite fiom 4 new company, SPL. This game rode the bestseller Uist for years, More tecently, AH has gotten heavily into fantasy and sf, with such games as Starship Troopers, Dune, and Magic Realm. It has also acquized the clasie betay-thy-neishbor game, Diplo- macy. [AH announces only a few new tiles ay and Keeps many obsolete gamer in ite ctalos along with many. adult games Uke Football Siraregy, bridge, chess, and Go. For this com- pany, Wargames are litie more than profitable Sele. AH game’ are sold chief thiough retales; each costs around $13. They ae all boxed and have very high component quality. “The company's consarvadem js balanced bY history of buying innovative “outside” designs. Avalon Hill wil continue to be an Industry sian for many veass. SIMULATIONS PUBLICATIONS, INC. 257 Park Ave. South, NY, NY 10010; 212673- 4103. Founded 1970, Owners: James F. Dunn 4a, Redmond F. Simonsen. Designers inslade Joe Balkoskl, John Butterfield, Enc Goldbers, Brad Hessel, David Ritchie, Rich Berg, David Isby, Tom Hudson. Buys ouside desins; con- tact Brad Hesse. Sells by mail catalog fee, In 1970, Dunnigan and Simonsen took over the falling game masuzine Srazegy and Tactics. Over the next en years, they pbished an aver age of about 20 games a year. In 1972, they founded “MOVES Magazine. In 1973," theit ‘umes Red Str/White Star and Sniper challens fd Panzorblt 4¢ the top ofthe charts In 1974, ‘WWI fanatics snapped up the mammoth Wart the East (followed by the even-more-mammath War in the West and War in the Pucfe). In 1976, SPI created Fire Fight 363 tactval rn ing sid for the US. Army. Ih the tst few years SPL has devoted con- siderable Interest to the fantary/t field, with Such games es War of the Ring, Swords & Sor cory, The Creature thet Ate Sheboyaan (which had been rejected by Metagaming), and Demons. This year aw the fst issue of Ares. ‘SPI has gone fom $40,000 in sis in 1970 to about $2,000,000 now. It has done a game fon almost every likely subject Prices range from $4 to $50, depending om size and pack: sing. Unfortunately, SPI is dominated by the “simulation” mentality, which shows up even in their SPAP games The compans"s devotion 10 miltaryftstorieal gaming has resulted In ‘many exeellont simulations that are medioero as games. Consequently, SPI's sales have reached fn apparent plateat, barely keeping up With inflation. Sti it has considerable resources ~ a lange staf, an excellent research library, a loyal following and a reputation for integrity Gaye in this business). For many, SPI remains THE amme company ‘TSR HOBBIES, INC., POB 756, Lake Gen- ova, WE $3417; 414-248°3838, Founded 1974, Owners: “Closed comporation." Designer: Many". (Ranking high. both among. TSR's owners and designers would be E. Gary Gyaax.) Buys outside designs Sells by mil cattoy fre. "TSR. originally Tactical Stodies Rules) started in 1978 with Dungeons & Drogons and Some miniatures roles inherited fom Guidon Games. In 1975 The Strategic Review appeared, with E. Gary Gygax 28 editor Dungeon! and Empire of the Petel Throne were pubised the same year. In 1976, SR was replaced with The Dragon and Little Wars (w historical gaming ‘magazine, now defunct). Also in 1976, D&D co-designer Dave Ameson lef the companyshe has since been. fighting with TSR over ‘his royalties. Recent TSR. games include Gamma World, Divine Right and The Avsful Green Things from Outer Space ‘TSR publishes « number of games besides the immensely-popular DAD. Prices ange from $5 40 $15. Quality varies AA lot of people have ‘tied their hand at fantasy cole playing gains, but none have come close to succeeding like TSR. Principally thanks fo D&D, TSR has become’ a business on the same seale as SPL One might wonder why, The ‘ginal DAD wes amatevieh,sloppily edited dnd incoherent. But the demand Was there, and DAD was the only thing on the market. TSR sill prints the “Original D&D," along. with "and “Advanced” — three mutually contradictory sets of rules for the same game. So many D&D rules have been published, itis loubttal that any wo dungeon-masters use exactly dhe sume st. But, despite all the cont: Sion, D&D isso wel established that no challen- ager ko to surpass tin the nea future GAME DESIGNERS’ WORKSHOP, 203 North St, Normal TL 61761; 309-452'3632, Founded 1973. Owners: P. R. Banner. MW. Mille, F, A. Chadwick, W. A. Stone. Design: cers: Frank Chadwick, Mayo Miller. Buys out ‘ide dosins Slls by mall; entalog free. GDW made a quick hit in 1973 with Drang ‘Nech Ossen, is expansion Unenticheder, and the classe SF game Triplanetary. Before long it acquired the Confict Games Compan includ ing the popular Bar Len. In 1976 the’ Europa Nenslerier appeared, becoming The Grenadier maguzine in 1978. 1977 had been a redletter year for GDW, seeing two Miler games pub- lished: Imperiuin and Traveller.The Journal of the Travelers Aid Society published ts fist Issue in 1979, “Though GDW cares a large historical game line ft is Becoming more and more an SF game company, Recent tiles include Belter, Blood: Hee Rebellion, Dark Nebula and Double Str. “GDW hae alvay’s boasted high component ‘quality, Prices range from $4 for the booklet En Garde to 829.95 for the boxed Operation ‘Grusaer same. {GDW ‘has produced some disappointments (does anyone remember Eogles?) but it remalns fone of the most promising companies in the fel METAGAMING, POB 15346, Austin, TX 7761, Founded 1974. Owner: Howard ‘Thompson, No inhouse designers. Buys outside esign. Sells by mil; catalog fee in 1974, Howned Thompson got tired of looking for’ someone to buy his game Stellar Conduest, and decided to publish it humsell Tevwas a Succesa In 197S, he published the first issue of The Space Gamer, In 1977 the first Nmiccogames” (Oare, Melee. and others) appeared. In 1980, the lonpawaited RPG, TFT: In The Labyrinth, appeared. and The Space Ganier (whieh bad, not been profitable) was fold to OpredMelee/The Fantasy Trip designer Steve Jackson Metagaming. now has a considerable line of SFA games, and fs starting to offer historical Swengames a5 wll, Ploos very from $2.98 for a Inlorogame to. $15.95 for the boxed game Godse. Quality vanes. Metagaming’s The Fansasy Trip is one of the est role-playing systems on the market, though very slopplly_ presented, lacking. an jes and even a complete contents page. The ‘micropime” ken was brilliant in its time, but row other companies are producing. small ames, and Metagaming is having a hard time ‘maintaining quality ints ov Tne. FLYING BUFFALO INC. POB 1467, Scottsdale, AZ 85252: 602-966-4727. Founded 1920, Owner: Richard F. Loomis. Designers include Loomis, Mike. Stackpole, Ken St Andre, Liz Danforth, and Ugly John Carver. fniys outside designs, Sells by mall catalog, avaliable. Toomls started running the PEM game uclear Deronitlon while in the Army. Teas lio wile inthe Army that he fist met Steve MacGregor, who was Interested in computer moderated’ games. In 1972, the pair went to Loomis home town and started a series of PBM tomes, including the tiee-tntated. StarWeb (356). In 1975, PBN began to distribute Ken Su. Andie’ RPG, Tunnels & Trolls. A subse: tient sting of solodungeon booklets (an EBL Innovation) have. helped to populasie the sue. Flying Buffalo Quarterly was founded in 1972, Sorerort Apprentice i 1978. FBI prices range from 82 forthe solo dune soon Gobtin Lake 10.89 for the card game ‘Muctear Har. Quality varies. Sloppy production vas once an PBI hallmark, but is newer games Ie of unsmpassed plysicl guality Thoms ans "We arent afraid to compare our FRP game to ANY other TRP game on the fnarket™ However, in its five years, TAT has jer approached D&D in popularity, peshaps because is combat system is entirely too sie PLAY WARGAMES NOW AGAINST YOUR HOME COMPUTER! Automated Simulations offers you original strategy ‘games that provide @ real solution to the problem of finding an opponent—your opponent Is included in the game, Fight A Challenging Computer Opponent ‘© Choose From 3 Levels Of Dificulty © Enjoy 10 Playtested Scenarios 15 plistic for meaningful play. The solo dungeons fre fun, but the game itself is no competition for other systoms. FBI has always had cash-Tow problems, and by its own admision Is chronically in the red. Now that other companies are moving into the Computermoderatodsame and. solo-dungeon fields (Fre traditional stone points) the Buffalo may have to work even harder to CHAOSIUM, INC., POB 6302, Albany. CA 94706, Founded 1978, Overs: Greg and Cam ‘Stafford, Tadashi Fhara, Lynn Wil. Designer: Stafford and Willis. Buys outside designs. Sells by malls etaog fee Stafford. won favorable comment for is first game, White Beer & Red Moon, in 1975. Nomed Gods and All the World's Monsiers, Vol. 1 appeared in 1977. Rumequest, an ERP, followed in 1978. The fist Issue of Different Wort was mailed in 1979. “The Chaos sols bag games and books lets, Their cary attempts were a Tittle clumsy, but editorial quality has improved, Press range from 82 for a Runequest supplement 10 $12.50 forthe same Hie! Chaosium inchouse games tend to center on the highly. detailed faniasy world Glorantha. ‘The RQ system isa litle too involved for some players, bu the Chaosium is unequaled nthe {reation of game mythos. ‘YAQUINTO PUBLICATIONS, POB 24767, Dallas, TX 752283 214-330-7761. Founded 1979, Owner: Yaquinto Publishing Co. Desi crs Steve Peek, Craig Taylor, Mike: Matheny Buys outdo desisns. Slls by mail. Catalog free History Underpaid Heritaze employee DUIS DIB oss conrane the human forces in crushing the alien Klaatu invaders. ‘© Command Up To 9 Spacecratt © Use Three Different Weapon Systems © Create Your Own Scenario Without Programming Invasion Orion includes Program Cassette, Battle Manual, and Ship Control Pad. [end for Invasion Orion and information about our other computer wargames. On cassette for just $19.95 : From: AUTOMATED SIMULATIONS Dept. PO. Box 4232, Mountain View, CA 94040 Specify: TRS-80(16K), APPLE Il 32K, or PET 16K DESIGNED FOR SOLITAIRE PLAY ! 16 ‘moots sich fathorindaw wich printing pros. New game company born. In its short history, Yaquinto has produced a sash of games. SP&P titles include Marine 2002, Beatlord, Time War: military historical ‘mmes include "68," Panzer and CV. Yaquinto sells hih-quality boxed games, Prices range from 86 for The Sword ond the Flame miniatures rulebook t0 $18.00 for The Great Redawte. Tn one year, Yaquinto has captured more sales than some companies that have been ‘round reveral times at long. It is probably too arly to say how well will ride this moter. EXCALIBRE GAMES, INC., POR 29171, Minneapolis, MN $5430; 612-561-0403. Founded 1975. Owners: R. J. Hlamicks, Dennis P. O'Leary, Designers: O'Leary, Michael ‘Troan, Hlavnicka, Buys outside desians Sells by Still in stock are: (Moties in Melk Meloe: No. 25. Stellar Conquest istue ‘and variant scenarios. Also Tee War, and “Everyday forces into Rivets. they don’t have them any more. . TSG BACK ISSUES Back issues of THE SPACE GAMER are available at $1.50 each, No. 15, Wizard and Olympica designer intros: Roboties in Traveller; Floating Hulks; Ogre Update; Ores and ‘Their Weapons; computer gaming, ‘No. 16. WarpWar article; Classis Simulated in Melee; Alpha Omega; Demons! 977 game survey results — and @ LOT of reviews. No. 17. GEV designer’s intro; strategy for Chitin: I; variants for Imperium, Melee, and a combination Ogre/Rivets variant; WarpWar fiction. No, 18, IeeWar designer's intro; variant scenarios for Invasion: America and War of the Ring; additional equipment for Traveller; mounted Melee; “Referee, Declare Thyself!” (role-playing GM technique). No. 19. POND WAR; variant units and seenarios for GEV: combining Imper- ium and WarpWar; Battlefleet Mors variant; reviews of Swords & Sorcery, Runequest, and Raumkrieg; MicroGame design artile. No. 20. Olympica tactics: Psionics in Traveller; TARTARS & MARTYRS; Reality in Melee; designer's optional rules for Too Ward on Starshibs & Spacemen; “Rip-Off Blues” (wargaming’s Frauds). No, 21. Interview with Dave Arneson; running a Microgame toumament; tactics for Ogre and GEV: spaceship miniatures; Black Hole variant rules; putting the Deryni into Melee; more reviews. No. 22. Ice War tactics; Black Hole’ physics; PARTY BRAWL; 1978 SF/ fantasy game survey results; Fantasy Trip short story No. 23. Invasion Of The Air Eaters designer's article; Ogre meets Ice War: Sticks & Stones expansion; Vikings and Valde in The Fantasy Trip No. 24. Black Hole designer’ intro; “The Psychology of Wargaming”; Naval fhe Four-Howitzer Defense. in Ogre": variants for Chitin: 1, ‘The Creature That Ate Sheboygan, and John Carter of Mars. designer’ article, tournament tactics, strategy in Rivets, benefit-cost analysis for The Fantasy Trip.” No. 26. Oneworld designer's intro; Tactics in G. Computers in Wargaming; Lifesized Melee; and a variant that puts human Send $1.50 per copy, plus 50 cents per order for postage, to The Space Gamer, Box 18805, Austin, TX 78760. Please include second choices if you can. DON'T order these from Metagaming; AES SST IS tee eens rail; catalog available, Over te years, Excalibre has turned out some forgettable gamos Tike Quazar and Aiton is. However, ther generous royalties have at tracted Dave Arneson to freelance Adventures in Fantasy for them. Prices range ftom 53.49 for Atlantis (bag) to $25.00 for Adventure in Fantasy (tse books, ‘ice, boxed), HERITAGE USA, INC., 9840 Monroe Dr. No. 116, Dallas, TX 75230, Founded 1973. Owners: RJ. Stockman and Duke Seified. Designer: Allied Hendrick. Buys outside esiant. Sls by mail; catalog avalable. Asking about company history, we received the honest if unhelpful reply “Few of us really know. Heritage sells some SFAF games like Star {fighter and Spelimaker (each $11.98), but ie ‘etter know for its ine of miniatures ers article 3 Variations on Wizard; ZOCCHT DISTRIBUTORS, 019368 Pass Ré,, Gulfport, MS 39501;" 601-896-8600. Founded 1973. Owner: Lou Zocchi. Designers! Zocehi. Michael Seott Kurtick, Don Saxman ‘Buys outside designs. Sells by mal catalog $1 occhi started his career asa designer for Avalon Will In 1973, he published Allen Space fon his own, and inchuded tome ads from other companies. The response wis good, 50 he Printed up a catalog and went into business as ‘an independent distributor. Over the years. Zocchi as managed 10 lnstate, annoy and exasperato a number of people. FI eve monster in Couple of thir solo dungeons. However, be continues to distibute for almost every game company there i, and has earned a reputation for reliability. His catalog is unquestionably the ‘most complete single game source avaliable. IF you are looking for an obscure or outof- rine game, chock Zoechl ‘Zocchi Distributors also sll its own tine of Star Trek miniature ships, miniatures for ts ‘Superhero 2044 ame, polyhedra die, end a line of computer games. ‘ncidentally, Low bitterly complains sbout being harassed by novice sume designers, and ‘wishes all to know that he i opposed fo family games, sports games and. beerand-pretels games, and dos NOT sun 2. free. design consultation serie.) EON PRODUCTS, INC., 96 Stockton St, Dorenestes, MA 02124, Founded 1977. Owners and designers: Bill Eberle, Ned Horn, Jack Kitt edge, Peter Olotka, Buys outside. designs Sells ty mal. Flyers availabe Eon orginally. teed to peddle Cosmic Encounters to Parker Prothors — Which prodic- ed 2 prototype, then canceled the contract, Eon then shamed PB by producing the game Itself, scoring 2 considemble success. Four supplements followed, and in 1979 eame the board. game Derkover. AB's now Dune. wis designed for them by the Eon group. Both of Eon's games (hats right all wo of them) are boxed and of high quality. Commie Encounter costs $12 and St per supplement Darkover uns 312. INTERNATIONAL GAMERS ASS'N, 5465 Auiantic Ave., Long Beach, CA 90805; 213- 4422-2369, Founded 1974, Owner and designer: ‘Rousaall F. Powell. Buys outside desins, Sls by rai, Flyers avallable “The Intertional Gamers Assocation UGA) ‘was orginally organized. to provide a competitional (se) system. for professional Strategy simulation gamers, The representation of independent game designers Was taken up as {secondary venture for the IGA although it now makes up approximately 65% of the GA's income.” ‘The IGA offers 2 system for setting up shaptors, holding. tournaments, and ranking playors. Tr prints 2 monthly Wargemers Tabloid ‘A number of games are solds probably the bestinown ie Dhe Arduin Grimoire by Davie Hargrave. Thore azo also some other D&D-iype playing aids, anda. couple of miscellaneous ames. Prices range from $3.50 for a play-aid package to $12 for tho family game Inter Iotional Airlines IGA also advertises x number fof PBA games ATTACK INTERNATIONAL WARGAM- ING ASSN, 314 Eduley Avo., Glonside, AP 19038; 215-887-3876. Founded 1975, Owner Centinal Limited, Designers: Had Tilton, Dave Gasciano, John Morrison, C. Mangene. Buys ‘outside desins. Sells by mall: extalog availble. ‘Founded in 1974 as an association of wargame clubs, Published fst game a8 ark in 1975. Games purchasod 1976 by clad: mem ‘ere Purchased in 1978 by Continl Limite. “Aciack Intertions (also doing business as the Dave Caseiana Company) publishes a atiety of obscure games. Perhaps the Dest Known ste Fomalhout TT, Rift Trooper, and The Wor of the Star Savers (memorable forthe troads onthe cover). Prices cange from 99 ents for the fantasy dungeon Quirp Quarp to S115 for the one with the broads on the over. There. i also a line of spaceship and fantasy miniatures CREATIVE WARGAMES —WORKSHIP, INC., 330 E. 6th St., Now IE, NY, NY 10003. Founded 1976. No owner roported. Designers! Jay, “Facciolo, Jon Reich. Buys outside ‘design, Sels by mal; catalog availabe ‘Creative Wargames Workship, Inc. started out producing rulls books for_ miniatures ‘Today we are expanding into boardgames. We ae most interested in developing games that Sil be. played more than once and are not tetely history txts In disguise.” “The only CWWL product we have heard of to date is The Eineald Tablet ($6.95) a fan fay miniatures rulebook: TTWINN-K INC, 208 31288, Indiamapois, IN 46231; 317-8394579. Founded 1964. Owner. Maurice E. Winn. Designer: Jefiey Dillow. Doce not buy outside designs or sll by mai TPwinr-k has for years produced ties and spark plugs for modsl cas, boats, and planes, In 1998, they. produced the D&D take-off igh Fensesy (00 be reviewed more fully in TSG 29), TASK FORCE GAMES, 405 S. Crocker ‘Amasilo, TX 79106; 806-3766229. Founded 1979. Owners: Allen D. Fldsidge, Stephen V. Cole, Standard Printing of Amarillo, Inc Designers: Cole, R. Vanee Buck, Perry Moore, B. Dennis Sustare. Buys outside designs. Does not sel by mall. Free etalon, “The concept of TFG was born in the summer of 1978, Init design of our first four pocket games began in late “78 and con- tinued und telr debut at Origins 79. Design fd to be 4 losoverhoad, wholesaleonly game ‘Company, initial response from wholesalers and the gaming public wes outstanding. Our Star Fleet Battles pocket game soon became a best feller and war expanded and rereleased a3 2 boxed game in November of “79, Our current Tine of & poeKet games and one boxed game will (double by Origine "80 with the lease of 6 new pocket games and 3 new boxed games” Most TFG pocket gamer a fantasy or sf ented, Component quality is good, com Sidering the priee ($3.95 - $4.95); game quality ares. Por more about TG, see page 20. SIMULATIONS CANADA, POR 221, Elms: dale, Nova Scotia, Canada BON IMO. Founded 1976. Owner, Newberg and C. J. Wona Designers Newberg. Buys outside designs. Sells by mall, Flyors available put out 3 games # year for our fits three years. Now putting out four, two in spring and feo in fall Maly historic games, Our fist hard-core SH game will be released in October 1980.” ‘Simulations Canada has published. such samen as Quebec Libre and Rakemny Kreyser, both $11.9. WEST END GAMES, POBS6, Cedarhurst. NY. 11516; 516-295-5855, Founded 1978 Owners: Helena Gail Rubinstcin, Daniel Scott Patter, Designers: Palter, RJ. Seiden, Al Nofi John Prados Buys oulside designs’ Sells by ral catalog aval “west End. stared as x deal that fell through: had been doing design and develop 7 ment as & sideline clewhere. One of the other people there wanted to do a venture with me nd we formed West End aga vehicle, The other party ost interest. Helena, one of my oldest End best fuiends, as looking for 4 venture to furn her hand at and came in. She baseally nade the company. All T do is design and development. ‘West End plans to publish Panzer Group Luna and Planet of Doom this year, both at S10, PEOPLES WAR GAMES, 3972 Gardenia Place, Oakland, CA 94605. Founded 1979 Owner and designer: Jack Radey, Buys outside ‘esigne. Sells by mai; catalog aallabe Peoples Wargames published Korsun Pocket in 1979. Odesse 44 Js planned Tor ate 1980. Tris not known whether any FASP games are planned, AFTERTHOUGHT: A Note On Submitting Game Designs ‘Most of these companies are willing (0 buy games from an ‘outside’ designer. That does NOT mean you should bundle up your notes and send them off. At best, youll annoy the company (and get rejected). AT worst, you (ould get sipped of. Te subject of Sling game designs warrants whole article. One day. we'l print It. In the Ineantime: If you have & desgn you want sell to a given company, write that company Sutlinine what you have 10 offer. eis polieks ate regarding outside designe ~ what they expect, and. what they pay. Most companies wil Want to se game In fan final form before they commit them feivesAnd. remember: Getting leasl advice before you" sien something Is not. always necessary — DULIC can rt Steve Jackson When was the last time you commanded a Warp Force? Maybe you would rather administer the Em- pire or be a diplomat to allen civiliza~ tions? To win at Warp Foace One you must be able to do all three! Warp Force One is a computer moderated correspondence game. The cost is only $2 per turn; turns will be mailed every two weeks. Rendezvous now with fifteen other players from all over the nation for an exciting game of Wane Force One! For arules booklet please send $1 to: Emprise Game Systems P.O. Box 2225 Houston, TX 77001 DEUS EX MACHINA by Bruce F. Webster * * COMPUTERIZING HEX-MAPS Before I dive into this month’s col- umn, ['d like to make 2 few comments. First, Pd like to thank all of you who have written so far — Pll try t0 respond Gither here or personally) soon. Steve and I need to know what you want to see here and how badly you want to see it That’s what determines how much T ean get in here each month. I've changed jobs since I started this column; anyone ‘wishing to write me may do so at Bruce F, Webster Lumar and Planetary Insticute 3303 NASA Road | Houston, TX 77038 Second, I'd like to define the thrust of this column for 1980. The two major themes will be an exploration of the se of computers in gaming, and the develop- ment of some specific techniques for putting wargames and role-playing games fon computers. I. will completely avoid Star Trek and Adventure/Quest type games; these are heavily written up in ‘many computer magazines, and the space here is 100 limited to use duplicat- ing what is done better elsewhere. Com- plete program listings will be rare (again because of space), though excerpts may be used to show certain techniques, Instead, I will try to use a “Forum” — a etter column — as a software exchange for selling or swapping programs. If enough of you are interested, I may even start some sort of software library, but you've got to write and really encourage me; I've got enough to do as itis Enata Finally, I'd like to apologize for the sloppiness’ of my last two columns. Both were written very hastily and could have used much rewriting, For example, there were two errors in last month's column that were both my fault, First, a table giving values for D2, D3, and D4 showed D4 equal to 1 for the (LL.RH) combination; it should be zero there and should be 1 for (LH.RL). Second, the first algorithm for distance for the MG style should have read “if SX*SY is greater than or equal to zero” and not Sif $X = SY". Be patient; this column will improve, Implementation After seeing last month's column in print, T decided not to go on to hex geometry but rather to follow up on actually implementing a hex-map on a computer. (If you are sorely disappoint- ed, write me and [lend you all my info on hex geometry). Basically, Pl give a step-by-step approach that should help clarify last month's column. Pb use the ‘map from Ogre as an example. ‘There are five stops in the following method, which assumes that you are sgoing to represent a hex-map in computer ‘memory using the MG style of numbering (ee last column) and using at Jesst one ‘memory location for each hex. They are: decide orientation, fil in map, determine information type, determine information format, and define data structure, You should go through this process early in your program design, since it will have 2 reat impact on how you write the rest of your progrem, Decide orientation. This asks. the question, “Which way is up?” For amap that is already numbered (such as the Ogre map), the question is already an. swered. However, if you are using an tn numbered map, you must decide which side of the map will be the top. The map must be positioned so there are vertical columns of hexes, at least until you are finished filing it in and have numbered it, You can then rotate it any way you lke Fill in map. You must now add suffi cient exes to make a rectangular map with N columns of M hexes each (unless, of couse, you are starting with such a rap). Onde you are done with this, you ‘must examine the upper leftmost. and upper rightmost hexes to soe if they are low or high compared to the topmost hex of the next column in, With the Ogre ‘map, both ate low, and so we have a left Jow © right low (or LL-RL) map. You can now use this information to look up the values for D2, D3, and Dé (see last issue) and calculate D1 using N [DI=INTCN/2) + I]. The upper left hex will be Olyy and the upper right will be yyO1 where yy = D1, You can then fill in the rest of your map on paper if you find it neces- sary to design your program; otherwise, the software should handle everything. ‘The relevant parameters for Ogre are: Map type: LLRL N=15 M=22 Di=8 D2=1 D3-0 Dé=-0 UL-0108_UR=0801 LL=2229 LR=2922 Total number of hexes: 330 Namber of hexes used: 322 ‘Number of hexes unused: 8 Determine information type. You must now decide what information you axe going to store in this computer map. For the Ogre map, we will want to store terrain information (craters and rough terrain hexsides) and unit information (who's in 2 given hex). If we wanted, we could also store useful information such as the distance from that hex to the command post. Now we get into thefun- damental tradeoff in information man- agement on @ computer: computational time vs, memory storage. The more information you explicitly store, the faster (usually) your progrem wall run; the less information you explicitly store (and thus require your progam to derive from other information), the slower it will run. You will run into this tradeoff again and again, and you alone can decide where the balance lies. You can store complete information on each unit within the hex-map array, or you can merely store an ID code which iets you Took up the unit type in another table, ‘which in turn can determine the charac- teristics of the unit. For our example, we will assume that memory size 1s more critical than speed and try to minimize fur use: we will merely store terrain type and a unit ID. ‘Devermine informacion format. The tradeoff mentioned above is very import- ant here. If memory is critical, you may want to “pack” several types of informa- tion into a single memory location. This, ‘of course, will moan additional computa- tion needed to store or retrieve a particu- lar piece of information. f memory isnot so critical, you might store just one type of information ia 2 given location, or even spread it out over several locations. Be careful, though — those words of memory ean add up awfully quickly. ‘Continuing to assume that memory is in short supply, we will pack both our terain information and our unit IDs into a single memory location for each hex (assuming each memory location is 2 16Dit word). This is not as hard as it seems. Since nothing can occupy & hex with @ crater, we can set all hex locations with craters equal to some arbitrary value (Gay 399), prohibit movement into these locations, and forget them. For the remaining hexes, we will divide up the 16- bit word into an ID-fild (the upper 10, bits) and a tezainfield (the lower 6 bits). The six terrain bits simply represent the 6 sides of a given hox, and a given bit is set equal to 1 if the corresponding side of that hex is rubble. Whenever # unit affected by rubble wants to move from fone hex to another, it must first cheek the appropriate bit to see if it can. The upper 10 bits are used as an index into nother table where unit type and status are maintained; there are a number of ‘ways this could be done, none of which Twill go into here. I wit? comment that unless you want to do a fot of computa- tion, al infantry units within a singe hex will probably have to be combined into a sitgle unit at the end of movement Since the Ogre can overrun other units, and may even end up sitting on top of them, its position must be maintained separately. This could be done by using a single bit out of the 10-bit unit ID field (ay, the tightmost bit) to represent the Opte’s presence and using the remain- {ng 9 bits for the defender, or you could store the Ogre’ location somewhere and just da a lookup into the map. As before it all depends on how you want to set up ‘your program. Define data structures. Now that you've decided winat information you ‘want to store in your map and what format it will be in, you can define the éata structure necessary to hold it all Our minimum size will be (based on our previous assumption of one word/hex) N°M words; if we need P words per hex for information, then our final size will bbe NMEP words. Note how quickly the size can grow; for the Ogre map, N=15 and M=22, so our minimum size is 15*22=330 words or 660 bytes of mem- ‘ory. If we had decided that we needed 5 words per hex to store all our informa- tion, we would need over 3K bytes of memory fust for the map! ‘The easiest structure to use would be a multi-dimensioned array, MAP(N.M) (or MAP(NM.P) if, multiple words/hex are needed), where the formulae for match- ing up 2 particular location MAP(0..0) with a given hex number were given last issue. I the language you are using allows only singly-dimensioned arrays, or you are doing a direct table lookup into memory, (@s in an_ assembly language program), you can translate MAP(asm) into MAPG) by the formula i=ntN*(orl) ori=m+N¢ [mel + M*(p-1)] if MAP(NMP). If you are working in PASCAL or sssombly language, you might try defin- ing a specific data structure for hex maps, with such features as pointers to adjacent hexes — but keep the space vs. time tradeoff in mind, For the Ogre map, we will use an Drag 19 array MAP(IS22). The program will need to initialize the terrain information in MAP. This could be done either auto- matically or interactively and could allow either an exact duplicate of the ‘game map or randomly generated terrain. Placement of the defender’s units will need to be done interactively, while placement of the Ogre cen be done either interactively or by calculation, depending fon whether or mot the computer is playing the Ozre, Parting Comments As you can now see, « lot of time and thought go into implementing a hex map. ‘This is not the only way to simulate a hex map; for example, for a laze, mostly empty map, such as the 3-D star map from Starforce, you would probably want to simply Keep track of the position of all important objects. But the method ‘you choose must be well worked out, because it will influence how you design the rest of your program. No predictions about next month's subject; it will depend largely on what feedback I get from you. Keep those cards and letters coming in and let me know how you lke the column, what you'd like mg, to do differently, end if you'd like it to be longer. Coming from SPI this June! & 1257 PakAvenueSouth, New York NL. 10010 20 COMPANY REPORT: TASK FORCE GAMES This is an experiment ~ an article about a game company, by one of the people who runs that company. We ‘thought it was interesting. If you lke it, et us know; we'll give other game com- Danies their nurs, =r Allen Eldridge and 1 had previously run J P Publications, which went out of business at the end of 1976. During those four years we had learned much about printing and more than a litde about designing, testing and publishing games. In the fall of 1978 we began seriously looking for a way to get back {into the game industry and finally decided to start a new company. Many carly pitfalls were avoided because of four earlier experience. We made some very basic decisions in those first days which have proven to be right. Since ‘these form the basis of our company philosophy, I will lst them. 1. No magazine. Even though Jagd. Panther/Battlefield hag: earned the respect of the industry, it was too much work for something that provided no tangible profit. While not having a maga- Zine has kept us from having a “voice” in the industry, we have managed to live without i. 2.No direct mait sales. This dee sion was a sleeper. We didn’t believe that © company could survive without direct mail, but wanted to avoid it because of the tremendous man-hour requirements. Our marketing expert (David Crump) pointed out to us that it could work, and that wholesalers wanted it that Way. It was a tough de- cision to make, and it slowed down the cash flow to the point that it hurt, but we survived and are stronger for it Task Force Games remains the only company that is specifically structured (Financially) for this type of business, tnd the only company to publicly re rnounce direct mail sales. This has, interestingly, made our games MORE available because more stores will carry aline of games when they don’t have 10 compete with the manufacturer. It gets tough when we have to send checks back to old fiends who are sure that we will meke an exception “just for them,” but we have made our decision 3. We would print good games on popular subjects instead of good games fon subjects no one had ever heard of. This has had a very positive effect on ‘our business. Our worstselling games would be considered successful by most other companies. 4, The company would be operated for & profit. This is not as mercenary as it sounds. For us to put good games into print, keep them in print, seek out and encourage new designers, treat those designers fairly on their royalties, and stay in business, we were going to have to make a profit. I don't think that ‘anyone can complain that our products are overpriced compared to those of other companies ‘The Wind Also Blows in Amarillo have always found it interesting that Howard Thompson (who is a long- standing pertonal friend) manages to auoid mentioning Task Fotee when talk ing about the industry. While the reason is probably that we are stl in our rst year, [ have to point out that our frst Year must be considered impressive. To date we have printed 9 tilles and by Origins “80 we will have 19. Our sales casily put us in the top ten (based on last year’s sales figures in S&T). We have managed to acquire some forty whole talers (which is a record for 8 new company). We have done this by two basic means; treating distributors right and rmass-marketing games. Both of these polices give us decisive edges in the race {0 become one of the “top five or six.” For the time being we are the only game company that is refusing direct rail and sales to the stores. Perhaps in time others will start to do this, but for now we are the only one. As far as a “mass market” game being “so watered down you wouldn't want to waste your time on it,” I say “horsefeathers.” D&D has become mass market game, and Star Fleet Baitles has to be the mass market game of all time, but no one would believe that either is watered down, Just because a game has mass market appeal does not mean that it is watered down. It DOES mean that the game has to be on a popular subject, well explain- ed and tested, and without a Tot of un- important clutter. To be sure, the hard- est of the hard core can’t be interested in anything less than individual ammuni- tion records ip battaliondevel. tank games, but they are only a tiny part of the market, and growing smaller both in percentages and numbers. This approach can backfire, though ‘The mass market, which is so huge and 80 profitable, has. virtually no. voice within the industry itself. These people do not send in feedback cards, vote for awards (which will affect the chances for SEB winning “best release by a new company”), write fan mail, or attend conventions, The company that can correctly guess what this silent market wants will be the one that reaches the topof the heap. [New Product Info Probably the most exciting new product is the Star Fleet Expansion Module. About half of the new ships in it came as unsolicited ideas from gamers, Problems, Problems! ‘Now and then, we do get some mail, most of it complaining because someone can’t win playing one side or the other. Intruder is. good example, Some peo: ple can't kill the alien, and some can't avoid killing it. The simple solution is to increase or decrease the number of powers it has to suit your particular style of play and level of shill. similar situation exists with Vaikenburg Castle It should be self-evident that increasing or decreasing the number of Ores will compensate for any game balance prob- lems. Another altemative is to forbid Hobart from making his grand assault until he has made five or six raids Steve Cole Task Force Games 21 GAME DESIGN: Theory and Practice by Nick Schuessler and Steve Jackson Part It: Early History When I talk to my friends about “new technology” in wargaming, 1 am met with an incredulous look. Even those who have some passing acquaintance with the hobby seem quizzical if | mention “state of the art.” After all, we're just shoving cardboard counters on @ map, just like wwe were back in the early ‘60s, Aren't wwe? T mean, it’s not like microprocessors ‘or bubble memory, is it? Well, ([ stutter), it is, sort of. War- gaming is dynamic, Each new design adds to the body of knowledge. We might speck of the “first” wargame, but it would be impossible to speak of the “last” or “ultimate” wargame, Now and then we hear talk of the “last word” in suchand-such, but the hobby has a way of turning’ these announcements into boiled crow, often in the most un- expected way. For example, I remember hhearing that SPI had sefined its WWI Givisionaldevel ground combat. system until there simply wasn’t anything left to do. Then somebody discovered the back of the counter (left blank up to that point), and the whole thing started over. ‘An available body of knowledge is a timesaving device, The Detroit engineer doesn’t have to decide if next year's ‘model will have three wheels or four. He builds on previous designs, beginning ‘where they stopped, Repetition s waste ‘Our body of knowledge in wargaming is both positive and negative. It tells us what works and what doesn’t (or hasn't yet — an important distinction). ‘The pitfalls here is to see the body of know- ledge as an ending point. It’s not — it's 1 point of departure. It's not nevessary that every wargame use a hex grid or that combat be resolved on a matrix. Its true that current technology recomnizes these techniques as sound. I see two related problems in our wargaming “body of knowledge.” Some designers use it as a safe retreat, avoiding innovation. The game may be cramped and stodgy, but it can't be that severely criticized because it does conform to the “conventions.” ‘The fraternal twin to stodgy design is “change for the sake of change.” Here, the designer discards everything (he thinks), and refuses to be bound by “old fashioned ideas. However, he has nothing better to offer — just a different (and usually more complicated) variety of stodginess. True genius in game design comes in two varieties. The first is that of the de- mer Who cteates something brilliant within the existing framework, €. the quantification of leadership value in Squad Leader. The second is that of the designer who pushes beyond the frame- work to Jnaugurate a whole new system ‘of gaming — not in reaction to existing systems, but because the theme itself requires something beyond existing tech- nique. Richard Berg's Terible Swift Sword meets this test, spawning an origi- nal gaming system to satisfy the need, Once Upon a Time Modern wargame design begins in the early ‘60s with the big three: Tactics 1, Gertysburg, and D-Day, all published by ‘Avalon Hill. Each of these games had a profound influence on design over the next twenty years, and in some small way, every designer must deal with their legacies — both good and bad. Certainly Tactics II, being the first set the tone. It is a hypothetical conflict betwoon “Red” and “Blue” using a WWI pattern of units: infantry, armor, sir- ‘borne, ete, This game gave us the inch cardboard counter as the basic marker The game used a square grid, and another significant milestone was the subordina- tion of terrain to that grid. The forests, towns, ete., used whole squares, while rivers ran between the squares. This simplified play, since no complicated res- lution was required to determine what ‘the terrain was for 2 given square. This is 1 persistent problem for historical design ers, who must force their maps into a pre-existing pattem, causing distortions. In Tactics I, each player moves all ‘counters each turn and resolved counters; his opponent then did the same. This system, with minor modifications, is still used in nearly every divisionalevel game. Each counter extended a zone of control (ZOC) into adjacent squares. If the mov- {ng player ended his move with a counter jn his opponent’s ZOC, combat was man- datory. This forced combat has since been termed a “rigid” ZOC: Combat was resolved by comparing the combat strength of the attacking and defending counters in terms of @ propor: tion (I-1, 2-1, etc.) A combat results table (CRT) indexed the proportion to the result of one die rol, giving a result. Tn looking at Tactics 17, we can see dozens of major and minor design motifs that continue nearly unchanged for the next two decades. Combat and movement fare quantified in terms of the grid; terrain affects both movement and combat; the matrix “probability table” system is Used with a single die; a movethen-fre Sequence is used; there are rules for wea- ther, supply, rebuilding and replacement, etc, In short, it would be hard to under- estimate the importance of this game. One would be hard-pressed to examine any divisionalovel game (for any_his- torical period) now on the market and not find most or all of these features. Gettysburg, the next of the “big three,” was largely negative in its impact. i moved warearting into the realm of his- torical simulation, which at least gave gamers some reference point rolistc simul ton of tactical space combat. Payers plot the movement of individual ships, feverishly cal- culating things like thrust ship orientation and langle 10 target. Novice players may enjoy the izame if they stick to two dimensions and omit bombs, misses, turrets and optional rules of any sort. Warning: Use a big playing surluce, preferably one you can mark on, ‘There iv also 2 campaign game, with some Interesting rulet of impesalis and ship design, bout no statepie combat except by the same tactical res. Tt might work if you organized Ships by squadrons, but who wants to rmancwer a formation the sza ofa squadron? For most players base ships will remain those funny-tookingsardboaré-hings. 25 SIGMA OMEGA was fest desimed a5 2 computer game. It should have stayed a compi~ ter pame. Human beings do not usually func- tion well as rplacements for computers. Game ‘Technology does sll at somtinal prices, some programs for the TISB and 159 calculators ‘which might make the game more playable. ‘ObiWan Kenobl would find this game a challenge. The rules read like instructions for a ‘nuclear roaetor, and. contain some confusing frrors. However, some people will find the play exciting SIGMA OMEGA will probably have @ cult following for some years to come. ‘Stayin ettack formation (hiss) “Forrest Johnson SORCEROR SOLITAIRE (Fiying Buifale); $3.00, Doslgned by Walker Vaning; supplement to Tunnels & Trolls, 30-pago 84" 11" book: Jet. One phyer; one hour. Published 1978. ‘You azo a'mapiouser exploring a haunted hovse by night. You ean use only fistievel magi. “This is an amusing advonture ~ moze than jst a sexes of "Take That, You Fiend” spells. ‘As With other T&T adventure, a litle bad luck ean Kill you, Some of the treasure is out ‘of proportion 10 the prowess of dhe monsters fuarding # Al, thet Is one encounter which fs likely to crop up half a dozen times, and is to fn even the fist tim ‘with ie good pois and bad, this remains unique and fail pleasant edventure. Lorin Rivers SPACE BATTLES by Level IV. 14.95 (tape) of $19.95 (disk). For the TRS-80 16K Level I nicrocorputer. One player only: tree levels of difficuly. Minimal typing dexterity ‘required, Phys in fss than an hour. Standard fare of one poweriul Enterprise ‘engaged in moral combat with hordes of weak fr Kilngons. The galaxy to be defended is 2 {erdimensional. grid divided into a mundred boxes. Fach box contains one Klingon or one Starbase — nothing else. To win you must Kil every Klingon. Excelent araphics, with Stabases that tractorbeam you in for repar, clever phaser) foxpedo fire, exeellent ship slhouettes, and an ineresting financial tote sheet which encour ‘pes minimal expencitures (and allows compari fons between games) are this program's strong points, Phasers always hit but don’t always kil, ‘while torpedoes can Kl with proximity detonse jon but tmust be aimed. Torpedoes may be Fired in spreads Unfortunately, the mobile Klingons are taapped individually in their starting. boxes. 26 ‘There is no exploration theme. Tactles rapidly devalve into using rocket power to crost sector lines (thus trying to maximize range for the Klingon’s ‘rst shots) and. finding optimum ranges for phaser vs. torpado fio. The gume is not in teal cme and cannot be saved. There are no sound effects Although the thlzd level of diteutty doos present real problems in terms of survival (be- Gause of the number of Klingons), elise ‘most gamers wil set this aside ~ a nice ry, but ‘not really 2 challange. The tactics are jos too essily optimized, J Mishcon STARMASTER (Schubel & Som. Play-by- ‘mail same; $10.00 to enter and $2.50 and up per turn. G4-paze $i” x 84" rulebook. Started 1980. ‘This ie @ new, hand- (not computer) run society oval SF gains, including exploration, iplomacy, colonization, and combat. Yor ten ollas, sarting payers get the rulebook, regration for one race/empire, and three peldup turns. Each player designs his home planet, species, and society. The gamemaster fvaluates the players race and provides Infor- mation describing its military, spaceMight, and industrial capsbifitios. Each turn, players send jn shets listing their purchases of mltary and ‘Space hardware, and’ movement orders for 6 “forces” of any number of ships. The GM sonds back sents of exploration, money tokens and sivall sheets describing any unusual artifacts or phenomens the player may ave found. A Basie turn costs $2.50. IT the player has any combat, colonization, or trado, $2.40) is charged per special activity. STARMASTER is an extremely thorous game. There is careful attention to known Scientific fact, and unknowns are presented In fealltc manner. Players have 2 choke of Societies: indvidval, caste, or hive. There are Afferent types and levels_of technology for space, wat, and industry. Technology can be improved with money, experience, and the Aiscovery of ancient artifacts ‘The game is not perfect, The limit of 6 “moves” is unrealistic. This can be pavtilly remedied by spending $2.50 for 6 moze moves, hich brings uo a second problem! expense. easy" turn cin cost « player $10. But the game Is worth the money: is entertaining and ‘well run, For many, however, money is better spent clzewhere I recommend STARMASTER {0 anyone who enjoys SF suming snd play-by- small games. Stein Jones SWORD FOR HIRE (Flying Buffalo); $2. Deslened by James Wilson supplement to Tunnels and Trolls, 30-page 82" x 11” booklet. ‘One player: Wo hous. Published 1979, You, a lowlevel fighter or rogue, hear a sumor that «local Ward is hiring mercenaries He tells you he needs the subslevels of his ‘dungeon explored Toved this one. 1t was good for laghs, sweaty palms and some strong cogitalton. The ‘monsters were fun and the surprnes kept me on ny toes. ‘There are drawbacks Life and death ate to0 often based on a guess ora de oll. Ali, there te lot of dead ends and too much tedious backtracking In the balance, this dungeon is certainly ‘worth $3.00. recommend it Lorin Rivers SWORD OF HOPE (Judges" Guild); $3.00 Designed by Davo Emigh. Supplement co D&D: sequel to The Tower of Ulssion. 32-page 814" X11" booklet. 48 characters playing time 4-6 hours Published 1980. The background information in Tower of Wission is aot esantal to SVORD OF HOPE, but makes some ofl events tle moze clear ‘The sword Myslani was Tost in bate; Its the quast of the characters to search the Caverns of Gar for the Dwarven Forge, find the sword, and return i 0 the world SWORD OF HOPE: assumes a reasonable amount of inteligence and wit on the part of both the characters and the Dungeon Master. Cryptic elies and warnings give the characters 4 challenging and interesting rip. If they ‘misunderstand or distogard the warnings, well. All the maps ae clear and without unnecessary ‘utter; almost al odd possbiides are account oo for, Unless the DM is the bloodthirsty type, he should warn the players t9 use very few low level character, ar some of the creatures are fairly nasty. Somme of the exyptic clues are abit too cryptic; asa result much time may be lost in aimlessly wandering around or eying to puz- ‘le out the solutions. Everything considered, Dave Emich presents ‘the fantasy game World with a very good piece of work SWORD OF HOPE is organized; nothing esental islet out, yet there 1s room for any. changes or modifications the DM Wishes ‘to make, This supplement is recom- ‘mended for experienced DMs and players, 3 no small familiarity with the D&D system is needed, ae lisbeth Barrington SWORDOUEST (Task Force Games): $4.95 DDevignod by R. Vance Buck. Sftpack, with 14: "x 8A" rulebook, 108 dieevt cour. tess, 16” x 20" G-color map, damage point shart, and tacteal combat display. 1, 2, 07 3 players: playing time 1-2 hours, Published 1979. ‘Good, ev and Dzuidie forces search the towns of the land of Tinrane, hoping to find fhe Tost Sword of Lumina. In cach town isa ‘guarded teasure. The guard may bo an enemy, 3 monster, or one of your men. Hostile guards Ist be defeated before you can acquire theit ‘treasure and loam what Its — miele spel, weapon, armor, or sword, Once you find a sword, you must evade enomy forces and 4etumm it to your home citadel to find out iF it ig the true Sword of Lumina or 8 worthless copy. Tho background for SWORDQUEST | bet ‘ex than sverage fora small game, because he designer has previously written a nove withthe same setting. Iwas also pleased by the compon ents, The map and countersare vividly colored, Game design “stresses playability. Combat, movement and other rales are quickly learned, and you can be playing in'a very short time. Howeves, once you begin play, you may Jind some situations where the rules are not specific enough. When entering sanctuary, dost healing take place nimediatly. or must the full frm be spent there stationary” T also distike ‘the unique “Telsie" combat system, which is designed to give a smaller force an “equal” chance. The designer weakly cltes a code of fairness that requlres the lager force 10 use only as many fighters as the smaller force has available. Further devacting fiom ream is the Weakness of the monsters Fire glans can ‘ake only 2/3 the damaze of most humans, SWORDQUEST has enough good. points that [don't feel my money was wasted. How ver, better games are available for les money, so I don’t fecommend it far any category of tamer, Bruce Campbell ‘TEMPLE OF RA, ACCURSED BY SET ‘Gudges' Guild); $2.00. Designed by Thomas and Edward McCloud. Supplement to Adban- fed Dungeons & Dragons. 16-page 8A % 11" booklet. For 2-8 characters; playing time 410 8 hours Published 1979, Characies travel through a masically-bullt temple of the god Ra, searching for the Prin- fest Rukmini of Hindustan, who Wat sisted thence by Set. Some of the encountors aro with Sets guardians (including the dreaded Gori spidrascorp). Others aze with Hindustan ex tues whe are also soarching for the princess. TEMPLE OF RA is welkorganized and fainy complete. The rooms ae all described in almost sinute detail. Loss experienced DMs ‘will have litle to worry about except playing the game, Almost all posible comtingeneos have been planned fos. Drawbacks inclide the scale of the map, high levels of the monsters compared t0 the characters, and extra materials needed for play. ‘The seale (on graph) is one mater per square This may work for some DMs, But is very awieward for most. The levels of the monsters (delevel guards, and three Type V Demons) fcom 2 bit high for the suggested second-level characters to handle. And to fully understand the intacies of the creatures in. the temple, the DM needs 3 19 5 of the ADAD supplement Tor the skilled DM, the TEMPLE OF RA is ‘a docent dungeon. However, the problems listed Above and the fact that there is litle raom left for the DM's imagination make it less than amusing to play ~Blisabeth Barrington ‘TIME TREK, by Joshua Levinsy $14.95, Program tape for the TRSS0. 16K Level IT microcomputer. One player only: tn levels of difioulty.. Requires extraordinary typing dex- (erty. Play in less than an hour. ‘The Enterprise tiesto destroy all sh Kling- tons before they can wipe out de starbases. The falaxy is the’ usual twordimensional surface divided into. rectangles. Each rectangle may fcomttin up to six Klingons, a starbas, black hole (ensors say it exists, but not where), ¢ ‘magnetic storm, and many star. ‘This truly areabtimte game. The dastardly Klingons may well attack your ¥esel, the star- ‘base in your sector, and another starbase else ‘where ~ all at once. Intea-sector movement Is done wit the keyboard arcows, and you realy ‘an move and shoot simultaneously, Phaser and torpedo fice both give one shot per typed com- ‘ands both mist be sed. Phaser effectiveness decreases a shield olfecdvoness increases. Tox pedoes have no effect if they miss, but Kil if they" hit. Sound effects wbrate the cassette motor conttol olay to "buzz" on the destruc tion of e vessal or sarbaso (no mention is made that this wil maskedly diminish the ife of your amplifier for true ‘A point score given atthe end ofthe game ‘Generally diferent tactics are requiced at itferent play levels, but phasers are relatively ineflective and are hardly eves used. Further ‘more, one soon learns that if no fire angle is typed, the computer assomes itis zero degrees. This litte dineaver means a lot of sero-depree fire. There is no exploration theme. There are ther instating problems. The command entry Sequence simetimes requires dhe use of the er key, and sometimes doesnt. In combat these variations are confusing Only Conan the Barbarian can spread his lefand fingers to reach both the up-down and leferight move ment arrows, thos fresing his ight hand for fombat camimands. ‘There is no Intersectot ‘movement under rocket power. Games cannot eee Tarzing these caveats, the real-time aspect of the game and the aggresive tactics of the dann Klingons make this gume quite excicing For these into hand-ye coordination and fast section, TIME TREK il be enjoyable. =i Misheon THE TOWER OF ULISSION (Judges’ Guild); $3.00. Desizned by Dave Emigh. Sup- plement to Dungeons & Dragons. 32-page 8)" X 11” booklet. For 6 characters: playing time 6-8 hours. Published 197: THE TOWER OF ULISSION pives the play- fs a chance to travel a wilderness and small city” Inhabited by creatures of various types, rom undead to minotaurs. The ie is 8 bit misleading, in that the taller never go into the tower, they are only trying fo reach I The lands aze well mapped out, and the positions and contomts of the buildings are already established, Scrolls, riddles and ches are provided, as are blank hex-sheets for the phyors to map thelr Journey upon. There fare random encounters es Well, leaving a good ftvount of play” to. the DM imagination. Descriptions re complete; anything highly ‘unusual is explained in ull 0 the DM itis the more mundane occurences, how: fever, which can be mote than a bit confusing to both the players and the DM. THE TOWER OF ULISSION is put together in such 3 way that the person reading through it for the is, of ven the fourth time finds himself turning back and forth to. various pages to clarify Even so, DMS of all levels of skill should find TOWER OF ULISSION relatively simple, Whether to adapt to their own tastes o to play az it stands, The game flows well and requires litle more from the DM than reading the booklet ~Blisabeth Barrington THE THIN RED LINE © THE ay SO © MARINE: 2002 STARFALL © C.V. © THEBEAST LORD © ULTIMATUM © THEIRONCLADS © TIME WAR © BATTLE ¢ PANZER » MURFREESBORO MYTHOLOGY A GAME OF ADVENTURE IN THE AGE OF HEROES THERE’S NOTHING MYTHICAL ABOUT THE ACTION IN THIS GAME. YOU ARE TRANSFORMED INTO A GOD OR GODDESS, CONTROLLING, MANEUVERING OR DESTROYING LEGENDARY HEROES, FABULOUS MONSTERS, PLAGUES AND OTHER ‘NATURAL’ DISASTERS; PITTING YOUR OWN MOVEMENT AND PLAY- ING SKILLS IN QUESTS AGAINST YOUR FELLOW OLYMPIANS FOR THE GLORY OF IT ALL. REMEMBER, A MYTH IS AS GOOD AS A MILE IN MYTHOLOGY... AVAILABLE AT BETTER GAME DEPART- MENTS EVERYWHERE OR SEND FOR A FREE BROCHURE FROM: AVA Vequinto Publications, inc. YA P.O. Box 24767 Dallas, Texas 75224 (YOU CAN ORDER DIRECT. ADD 51.00 POSTAGE AND HANDLING. SORRY, NO C.0.0's) OUDESISNIUNW © HIZNVd © FTLIVE © HYMAWIL © SOVTONOUISHL © WALWWILIN © 0071 S¥a83HL THE THIN RED LINE © THE GREAT REDOUBT © MARINE: 2002 ey 28 ‘TRAVELLER (Game Designers’ Workshop): SLL98, Deslgned by Mare Miler. Three 44-pago 5" x 9" booklets boxed. Two or more players: playing time indefinite. Published 1977. "TRAVELLER is probably the most popular science fiction roleplaying game on the marke. Tels also a very demanding szme. The game master needs basic knowledge in a wide spec- tin of seistiie fields, and the raze ability to create a "game map” the sie of a planet, sonietimes on the spur af the moment. Book 1, Chareever: ond Combet, defines a 2edie system for generating characters with six ‘characteristics. These. characteristics influence play in a rather roundabout fashion, For exam- ple, you don't voll against dexterity to hit Something. You dort even get an aerarethe- board plus for high dexterity. You DO select ‘weapons on the bisis of DX, getting an. ad- ‘vantage or penalty for each sort of weapon, ‘Characters start at age 18 with no skis ‘There are tables governing their drafting oF enlistment into one ef the militay services. CCharacter’s early lives (and perhaps their un- timely deaths before play even starts are ruled by a quick series of die voll. After their mle try experience, they have lite of mo ability to improve their sills and characteristic. At age 34, they start fone points, eventually becom ing enfeebled and dying of old age ‘The combat tables area feast for gun nuts. ‘A couple of dozen Weapans ae listed — every- thing from cudgel to laser rifles. The combat system i messy. “The base throw of 8+ it subject to variety of applicable die modifiers, including armor/weapon relation, | range, Strength oF attack (combat or Weakened blows), movement status, attacking and defending expertie and other axpocts."eh Book 2, Stesips, tells how you can design space ship, with lots of details on hulls, engines, weapons, computers and so forth. You need. at least a highschool knowledge of physics to master the ship comb system, Book 3, Worlds and Adventures, ovtlines the creation of 2 world, including such things 4 ze, atmosphere, population, technology, and government type. The GM has the task of filling in the dette, There is also an equipment list, a sot of encounter tables, and a section on psiocs, "TRAVELLER i he best s2me of its type, recommended for the sophisticated. science Fiction gamer. Forrest Johnzon TRAVELLER Supplements MERCENARY, Traveller Book 4 (GDW); 85.98, Designed by Frank Chadwick. One 52- page 6" x 9" Booklet. Published 1978, This book papers over some of the basic ‘awe of Traveller There isan elaborate system {or characters who Wish to get more and betiet skill by becoming mercenaries. For example, the Combat Rifleman sill allows one to use rifles, carbines, of similar weapons to advantage ‘without learning a separate skill foreach, Panzeriovers may enjoy the sections on employing an. army, including recruiting, ‘ontacts, battles and heavy weapons. However, ‘he “Battles” soction is only 4¥ pages ~ rather sketchy. TT you would like to spend an evening roll+ {ng up some rather interetting characters, vou will ke this book. HIGH GUARD, Tyovefer Book 5 (GOW): $5.98, Desioned by Mare Miller, One 52-page 6"x9" booklet. Published 1979. HIGH GUARD is like Mereenery, but applies to characters who join the Navy (ic, ‘Bo mucking about on space ships). There are also advanced rules on military expevience and space combat. Mare Mller is ako the designer of the ex callent board game Imperium. Tot of HIGH GUARD combat rules which do not otherwise ‘ake sense appear co be an aitempt 49 Inte- grate Imperium and Traveller. Unfortunately, the new rulos do violence 1o the system from Fook 2 and the lavs of phys, 1001 CHARACTERS, Traveller Su (GD); $3.98. One 4é:page 6" x 9” Published 1978. “This booklet is just what th tile offers: a list of prevolled characters in six major cate- ores for players who do mot want to take the fime fo create thelr own. It alto. gives characteristics of nine famous chazacters from SF stores, without naming them. ANIMAL ENCOUNTERS, Thoeller Supple ment 2 (GDW); $3.98, One’ 44-page 6" © 9” booklet. Published 1979, ‘This booklet tells you everything you might want fo know about the fauna of various types cof worlds. There are grazers, intimidators, reducers, gatherers, ete, ete. appropriate to worlds of varied size and atmosphere. This is the “monster book" far Traveler. THE SPINWARD MARCHTS, Traveller Supplement 3 (GDWY; $3.98. One 44-page 6” x 9" booklet. Published 1979. Description and maps of a replon of space, with basie (mostly very sketchy) data om some hondreds of Worlds. A game mastor with Hook 3 could create 2 similar region, but this isa timesaver. CITIZENS OF THE IMPERIUM, Traveller lement 4 (GDW); $3.98, One 48-page 6” ‘nookdet. Published 1979 eye are creation tables for 12 new kinds of character: Belter, Scientist, Barbarian, und so fn. There are sso 40 pre-genersted individuals of each type, and eight more fictional heroes, Wath their mames and the names of the nine ‘posed 0 read, this collection of related seen 4arjs. Iam not supposed to tell you about the Set geewen oy the suteees, which T rather liked. Could be fun. A prize for seferees ~ but ‘only a very imaginative and painstaking referee Will be able 9 make Pll use of it. challenge {or any group of player. Forres fohnton UNCLE UGLY’S UNDERGROUND DOOM (Piying, Butfalo); $3.00. Designed by Ualy John Caver; sipplement to Tuinels & Tro Bpage 81" x 11 Booklet; cover by Liz Dan- forth, bue Hie interior art. Two of more play- rs; playing time indefinite. Published 1979. ‘This js 4 dungeon-dungeon, ‘nota solo dungeon. Here. we have a sees of strange ooms provided for the TAT dangeonmaster Only one level is described; FBI evidenty is ‘waiting to publish another B pages later Tor another $3. Some quoies: “roll 20 dice in combat", “rushed, ng saving roll allowed”, “30 dice worth of hits”, "Never To. He Seen Again", “reduced to tomato. paste”, “DLR. 3.000", “Hllfbomb Bust”, “LSSR”, “immune to all dliectfoums of attack.” "You get the idea, The dungeon wil in shart ordec chew up a paity of the usual invincible Solowdungeon grids, Mosty traps and trickery, tome Fiendishly clever, some merely fiendish. Tot lock out for the tolls with the Poot suits and violin cases Forrest Johnson VALKENBURG CASTLE (Task Force Games); $3.95, Deslmed by Stephen V. Cole. 26spuge Si" x SH" booklet, 16" x 20" map, and 54 diecut counters, puckagod in ziplock bag. For one or wo players; playing time depends on scenario used. Published 1980, VALKENBURG CASTLE is nother famasy game about 2 dungeon that needs. clearing. Unlike Dtogeon, Sorcerors Cave. Death Test ste it pits the players against exch other with tanmies instead of single men. The Valkenburg player attempts to clean out his family case aken ‘by iceachery years before), while the Evil player attempts to block him. There is 2 campaign game, equivalent to about $2 normal sams, for those wishing more complexity. ‘VC is graphically excellent. ‘The rules ate sjoat, but nocessarlly lenathy. The length of the rules might cause 2 novice to shy away, but ‘once learned, ‘VC plays quickly. Another ‘minor Help ie that all of the tables aze given in fone area, rather than scattered through the oak. “The rule section on modern weapons will sive the player using them too much pow; it J recommended thet. players weaken these rules. sgh before wsing them. VC_ ako involves an exorbitant amount of bookkeep- Inge Players must Keep track of neatly ever)- thing on paper. A solitaire version of VC is aiven, but no rules are supplied for random fnemy action: this sup tothe player 'VALKENBURG CASTLE would be worth the money to a “hardcore” fantasy” gamer: ‘others might do beter elewhere. A lot of good ideas went into this wame, but some of them sotlost. Jeary Epperson WARLOCK (Future & Fantasy Games, 430 Stuyter SE, Kentwood, MI 49508); $1.95. Designed by Richard Slabbekoor. B-page $” x {5% tulebook, 5°" x 6" counter sheet (ancud), 10" x 6" spell sheet, 814" x 11” map, ziplock ‘bag. Two players; plays-in 30 minutes of les. Published 1980. '9 NOW game, from a new dosianr interested in forming his own company, He sent TSG this ‘me with a roquost that eview it myself ~ s0 P shal. Unfortunatly, all 1 can say is chat it looks very much lke Weed Two wizards ‘reat beings and cast spells, each trying to slay the other; a flctionalized aecount of a duel precedes the rules. Sound familiar? ‘This game is much shorter and simpler than ‘ead, All watlocksaze identical; the spel list, {s shoris combat is very simple indeed. Tactics fam important in movement, impossible in ‘combat, Luck is vital The one innovation is fan adaptation of Larry Niven's “Warlock” stories Wizards receive throo strength points (mana") per suon. They can use ther imme> ‘lately on small splls, or save them fora bigger effect Later. The rules are well-organized and fan be picked up in one ot two quick seadinss. "The game components are very primitively produced; the simplicity of the rules borders fn svat, There is no realism of sale at all: bets, men, and dragons are all onesex crear tures. Movement allowances are similrly une reals, Combat is by a single diel for each hex all counters on the Losing side are dead. T honestly fel. that this is simplified Whrard variant, with one good gimmick An, swell; imitation is the sincerest form of flatery ‘Taken on is own meds, WARLOCK would be 4 good introductory game for younger folk. More. oxpesienced gamers will exhaust its poschiies very quickly indeed, ~Steve Jackson HISTORICAL GAMES ‘THE JOURNAL OF WORLD WAR IL WAR- GAMING, published by Nick Schuessler and Wes McCoy (1002 Warrington Dz, Austin, TX 78783), Sold by subscription only: you may subscribe for asmany issues you lke at $1/ssu, 6 issuer are planned per Year 24.9" x 7 ‘pages, offset printed. Issue No. 1 published March 1960. ‘WWI auming always generates controversy among fantasy/st games. Most roleplaying ‘eumers seem to disike WWII games; most boardsamers scem to enjoy thom. Since most futurehistry or SF. board games se game philosophies and mechanics derived ftom the AWWIT games, # knowledge of these historical james can be of use. Nick Schuessler and Wes MeCoy have begun a project that has reat potential value to all Boardgames. The worst thing Ohat can be sad about their fst effort is that, essential”, the first issue is one long aiticle. The best thing about that ise ts that tle: “Combining War ix Europe with War in the Pacific.” The atticle provides 2 rational basis for picking rules from the two games to produce a workable hybri.by adding a third [Eume, labal War, Basic deals for meshing the tape ate given, along with playtest results and Commentary on historical realities disregarded Insome games, “This magazine will have a limited sppeal: sis tie indicates, it wil limit itself to WHT fubjects. It is intended as a “choop, ertical joumal™ for the WWI wargamer who fels neglected by the laygor magazines. No SP here! ‘The production — offset on folded lezal-si paper ~ is cleanly done and legible ~ far better than (for instance) the first few Isues of TSG. but by no means sek “This mapazie hts @ Tot of future potential I you area “hardcore” WWI camer It's high= ly recommended. Others might consider it for the theory and analysis Ke will provide. It may be a litle presuimptous of thls viewer 10 ‘commend publication that hab had only fone issue, but TSG readers hve seen what Nick Schuessler san do, Based on that, we should expect nothing less from a good waiter than good Werk. Bion Fewel! PANZER PRANKS (Chaosiui); $3.98. De- signed by Kurt and Steve Lortz. 6-page 51" x 4" rulebook, 8H" x 11” bound-in map, 100 die-cut eountors. 2 players playing time 20-30 ‘minutes: Published 1980 PANZER PRANKS js not the ideal bisthéay sift fora simulation Sanat. 11 would be rough Iy equivalent to giving an astographed copy of the Ninety-Five Theses to the Pope. From Its ‘over illustration of panzers inthe South Pack fic to the stunningly Togieal rule 9.8 (fr faster ames, double all the movement rues), this fame might Well be described as Avalon Hill meets Monty Python. ‘The game playable, and even entertaining fn a gruesome sort of way. All the mobile counters exept one. represent APV3. The txception, an infantry counter, moves and fights just like the others most of the time, avoiding. an unnecesary complicating factor. ‘After all, Tegs ate Just funny. tracks. Armor values are divided between (ydne and Mank, ‘with the rear counting as a thind Dank. (Ti slmost leads me to a digression on fantastic biology:) The armor value of the target unit is subrraeted fom the gun valuo of te fring unit tnd the sosulting differential, modifled for ange and obstacles, is used to enter the CRT. Movernent may tbe elther soquential or simel- taneous; the letter leads to use of the T#o- Fisted Combat Resolution System. Do not forget to remember to omove the Uitte brs thing from tse main gun muzzle “This game isa Jot more fun to road than to play. It fa satite on simulation mania, and uses both rapier and Hludgeon froely and sometimes simultaneously. “Too thorough a description Would give away all the punch lines, but one of the eleven scene frog should either whet the appetite or raiso the goes enough fan ncrmeldecion. Ths Pollth Cotrdor Strategic Level simulation is, by a narzow margin, the most obnoxious. The Polish Lancet musi defeat tho Panzer and prevent Ie exit through the French Doors before the Stuffed Bear awakes, and all sides ftust take proper tactical notice of the ob- ftrveting Windsor Chair and Broken Love Seat ‘Yes, it's that kind of eorsidor. ‘Unfortunately, this game was published without a Suageon-Generls warming. “Joteph M. Hurst STREETS OF STALINGRAD (Phoenix Games; $39.95, Desized by Dana Lombardy: research by David Parham. Boxed, with one 23x 38? map and one 25° 31” map: 2.160 diecut counters; twelve Russian and twelve German scenario sheet: sx map setup sheets: fone time record sheet; one terrain effects chart; one German and one Russian unit [Df fules simmary set; two TS-page B14" x 11°" thsi rles booklets; one 26-paze advanced rules bookict: one 32-pape historiesl commentary booklet: and 48 ziplock bags and labels for counter storage. 29 STREETS OF STALINGRAD ($08) is a company/platoon level game of the street Fighting that took ples in te late autuma of 1942, Inthe end, Uhe Russians encicled the German Sixth Army in a classic pincer move- sient. Hitler refused permission for the Ger rans to break ow, and the army was destroyed, ‘The twelve soonaris recreate the major pases of the bate; certain scenarios can be linked for 2 campaign game, Ruler are divided into "basic™ and “advanced.” Optional ues deal with German commandos, the "Thor™ and “Dore” sage guns (which ware not used at Stalingrad, ‘but could have been brought up), and (no fooling) Russian mine dops Each 5/8 map hex reprosonis 300 meters: each tun is one day Physiealy, the game is quite impressive The staphies are clean, and there are enough charts to Wallpaper your bedroom. The order of battle research fs estensve and looks very accurate Play.mechanles are quite simplified: move, attack, exploit moverent, exploit attack. The Sefender go defensive fie before the aitack is resolved, The CRT sives only 180 results: no effect and eliminated. Movement i deliberately Skewed, One-day turns and 300 mf hex should allow units © wide range of operations. Ln his Gesign notes, though, Lombardy explains that he has factored in set-up times for alley and engagement time for infants) — even if it {doesnt happen, "The counters use the Russian and German ailtary symbols of WWI, and are printed in the color shades of the respective uniforms Reference shots are supptied forthe unfamiliar symbols — but only one per country. Thus, the Russian knows what his own couniers are but rot necessarily What the Germans’ are.” The Combat system irnuch too simplified fo cap ture the favor of steetfghting, A more claborate ples. tequonce. mare complex CRT, find backeprinted counters would have helped. ‘There should have been some provision for melee, witere units got locked inta close action. Insteed, the desiger selected 4 very comple topie and imposed implied systams in tie name of “playability Tiaweven city Ating has naver been done that well, SOS ie no. worse ian previous of forts, and should got marks for a good tr. Th light oF the price, I offer conditional “buy” recommendstion for WWI bulls Who (a) ate Stalingrad a their "Tavorte™ bate, or (6) want 8 bia, overly-aimplifed gume with ato of play~ fing time init. or (€) Want to tinker with combat mechanics to make & fairy good game even better. lok Sehueslor Reviews of dhe following games have been assimed of roveived for upcoming issues: All The Word's Monsiors 11, Book of Treasure ‘Maps, Broken Tree Inn, The Cavern of Thraca, Gi State of the World Fmperor, Dark Nebula, Deathmaze, Divine Right, Duck Tower, Escape from Artigor’s alr, Fartess Ellendar, The Hell lis of Nghe, High Fentos Hot Spot, King ‘Arthr, Modron, Moorguard, SQWURM, Stor fat, The Temple to Athena, Top Secret, Trea Sure Voulis of Lindoran, Ultimatum, Vector 3, and Villans andl igtan te. Ifyou would like to review a game We have not yet reviewed and Which is nt listed above, by all means do so (sce page 30). Specific esmes for which we are seeking reviewers include Ade vanced Melee, Advanced Wizerd, Beast Lord, Bushito, Dowble Stor, in The Labyrinth, MAATAC, Marine 2002, Mythology, Sterfleet Wars, Time War an Tollenkar's Lar. WRITER’S GUIDE ‘THE SPACE GAMER’ solicits articles, at, reviows, and fleion from Its readers. All mater fal Should be orfonted toward science fetton, fantasy, andjor gaming. Here are some guider lines on what We expec from contibutors, and ‘what contelbutors may expect from us Payment: TSG pays on publication, at arate fof one cent a word for written material (amin ‘um of $5 per submission), For certain mater fal (lew fletion from professional waiters) we pay upto thee conts a word. Story length is ‘ot actually calculated by eounting every word; ‘we measce fhe length of the stay, in column Inches, and figure each inch at 40 words Subject Matter If you Took at back issues of T8G, and submit material on similar sub- Jeots, you can't 20 toa far wrong. Matesial we ‘would etpecally like t se includes: Reviews — see bolow for full details on 1e- ‘viewing games. ‘Scenarios and variants ~ An article about a sew way to play 4 popular aame (rule changes (oF expansions), or 2 Whole neW stenario, wil always be carefully considered. The better known the game, the more likely we are to pint a scenario ‘or variant. NOTE: Playtest Your submissions before you send them, We WILL test now rules of scenarios. IT they don't work, se won't print them. Fiction — TSG is not primarily a fiction magazine, and never will be ~ but we wil print fone or two short stores per isue if we can get GOOD ones. Strategy and play hints I you think you can win consstenly at a given game or type of game, and you're willing to share your seore, go ahead Role-playing game material ~ Supplement- ary material For RPGS is always populat. Be creative, Don't resash Tolkien yet again Origa! new creatures, short programmed favontures, hins for betier play, new zule secx tions...» these are the things our readers want to s0e. Again, material on the better-known ‘simes will havo an edgo over less popular systems, We Would prefer" to see. material Adaptable to several different RPGS. An article {hat could be used ‘with (for instance) D&D, Fantasy Trip, AND Traveler would be better than one far only a sine game Humor ~ but keep short Other things that we'd like to see include amis om computers and computer games: Aisles by game designers; welldone science fact material related to. $f gaming; cartoons (one-panel, not six-page!) and general com mentary of Hf and fantasy games ind design. ‘Things that we really don't want to se= ‘include songs and poetry, any more articles on paychology. lengthy charts “and tables, and material reared solely to histrieal wargaming, ‘This is not to sy We Would never print such rateral but there ix 2 Reavy editorial bias azainst Ht, based largely on the results of ow sve. ‘Rights: TSG reserves all rights to material accepted for publication unless Initially speci- fied and sgroed otherwise. ‘Specifications: All written submissions sf, double-spaced (60-pace line) tse white paper, lettersized ("x 11"), and type on one side only. The first page of the material (not just the cover letter) should inelde your name, address, and the word count. Please number the pages and put your name on each. These precautions make it less likely thot part of your material vill be mised, Please ielude ¢ stamped, WRITING REVIEWS FOR THE SPACE GAMER Capsule Reviews Most of the reviews we print will be “capsule” reviews ~ 400 words or less. We pay 8S for each capsule review? cepted. We want to run a review for EVERY new sf or fantasy game or supple- ‘ment During 1980, we'll alto accept reviews of older games. Each capsule review should be five paragraphs ong, and contain: (G) Basle information, Present thete facts, in this order: Name of the game; publisher; price; designer. (If applicable: “supplement to ~~~." “companion to ~~~,” or similar note.) Format: list of components, with sles of maps and rulebooks, number of counters, ete. Number Of players: playing time; publication dats, (@) General dessription of the game: background, the sides, course of play, special features, ete. {G) Strong points Discuss what is good about the game; in every game; there IS something ‘worthwhile. Don’t try to be Pollyanna ~ just point out the wume's sucess. (€) Weak points. Every game has is problems, too. Ir the only faults you can find are minor cones, say $0. If tho game is fatally awed, come right out and SAY SO. If you can phrase your Critics ay Suggestions for improvement, do so. (G) Summation: your overal opinion of the game. Who should and should not buy it, and why. All reviews must be signed; the reviewer's name WILL be printed. No game may be reviewed by its designer or by an employee of the publisher. (Designers articles ae welcome, but must be billed ts such!) Final note: If you can waite a complete review in less than the full 400 words, by all oans do so This roview format is designed to encourage faimess and to give the reader enough information to let him decide whether he wants to buy that game. Keep that in mind when you write. This is short review, NOT a complete analysis For those who want to write Longer reviews, each issue wil have one or wo Featured Reviews “These vill be game reviews 1,000 to 2,000 words long. They should contain all the above information, plus whatever ele the reviewer wants to sty. They may be Written in any format. A featured review may cover either a new same or one that has been on the market for some time. If ‘TSG hat nol already published a capsule review, write one, separately, and submit it at the seme timo, We may even use both. selfaddressed envelope with each submission Rejected material received without an SASE will be discarded. Graphies: If your article requires specific figures or ilustrstions, day them inthe ‘deanest form you ean. If you or any of yout fiends can execute them 3b per other interior ait (gee Artist's Guide), do so. Otherwise, we will redraw them from your sketch. Note that redrawing complicated diagrams or figures presente difficulties when ‘We put an issue to father, Avoid them where possible, ‘Acknowledgement: We try to acknowledge cach submision within two weeks of receipt ‘This acknowedgement may be an acceptance, a rejection, oF 2 notice that we are holding it for further study. This applies to all contelbu Hons ~ arta wells writen material. Howeves, wwe do not normally acknowledge News & Plugs OF calendar submissions, or letters tothe editor ‘There ro just roo many of them. ARTIST’S GUIDE Payment: TSG pays on publication. Pay ment for cover art Starts $60 and goes uP, depending on quality of the work. Interior (GA) art cams the art « fae ST per column inch ~ thes, a hal-page llustaion would pay S15. if your check would come to less than 38, ‘we wil round it up £035. Subjects: Again ~ all art should be oriented toward fantasy, sclenes fiction, and/or gaming. thee a serious or humorous approach is 1c- ceptable ~ whtever fits your sie. Certain sub- Jeet have been overdone. Don't send us a bar ‘arian evo with a clinging maiden a his fet; ‘we have lot ln Cover art — Must be fullolor, finely de tailed pointings. Ardsts must use a vertical format, leaving room for the TSG logo and lst of content. Interior art — At present we need Black: and-white matesal only for interior ills. Line fit eeproduces mich better than Watercolor or ‘ther’ material requiring screening. Work 10 exact ize where possible: 1, 2, oF 3-column Width, NOTE® We use many’ more small ple- tures than we do larze ones If you keep your subject general, you increase the odds that it Wil At an article ‘or review. We wll not tun art Unselated tothe material it accompenics. ‘Rights: TSG purchases the orignal artwork and all rights unless Inially specified and ered otherwise. ‘Specifications: Cover ast may be executed in oll acrylics, water color ~ whatever you like, Wotke on a light, flexible board iF at all possible Try not to send originals larger then 17x 22" Actual sie Is quite accepsabe. Interior art must be executed in black ink (preferably Tada ink) on white paper. Again — ‘ork to actual size whore possible. We pzefer to paste up the orignal we can rproduction f better that way. DO NOT send originals larger than #16" » 14”. Art should always be mailed flat — never rolled. Retum of unused material: We will etwra all art we reject, oF any’ place we do not pzint ‘within 2 year — IF the artist sends a stamped, feltaddrosied envelope with his orginal submis: fon, If we donot receive an SASE, we wall hold the refsted art for a month or so and then discard it, NEWS & PLUGS T/A Creations (156 Fifth Ave., NY, NY 10010) seceprs mall orders for three nes of F&SF greeting cards: Pantasy Series by Boris (12 cards ~ $5.40); Masks by Tomm Huffinan (@ cinds — $3.60), and the Dracula series by (Christopher Moser (B cards ~ $3.60). Minimum ‘order 87-20 — postage and handling $2.00. Master Charge and Viss accepted Emprise Game Systoms offers Werp Force ‘One, &. computermodersted correspondence fame of moderate complenity. Seo ad In this Educational Design, Inc. 7 W. 13. St Ny, NY 10011) will have Le Game Yeady for shipment by miéJune. This isa simple, pro frimmable, clectronic board game Tor secs 8 Up. Price i310, GDW has “limited copies” of te clase Triplanetayy ete. Price” $10. Get them while they las: Rotert P. Goldinan (200 Old Army Road, Scardale, NY. 10583) publishes Moravian Dynasty, 12-page xerexed game fanzine Irregular publication. Thee issues fer 51, Orisck Industries (POB.52, Hinsdale, IL (60521) hax developed plastic stands to hold counters vertical Tocltating hidden mover iment Available June 1. Suggested retail rice: $9.00 fora box of 100. Judges Guild has published 2 gamemaster shield for Runaquest. Price: 82.50, Dimension Six (4625 $. Sherman St Englewood, Col. 80110) hus produced four lossy SF poster, retaling at 83 each. Keith Gross, designer of fee War and Jnia- sion of the Air Eater, has lft Metagaming. He 8 now Working for a non-gamo-raeiad compu fac fim in Pensyvania ‘Task Poroe Games Star Fleet Battles tour iment was omisted from the Origins 80 pro motional material whlch appeared in many places. The tournament will be round single cllminacion and wil cost $1 to enter. There il bbe $20 in cash prizes Those planning to uttend (Origins should cond in theiz entry fees Tor this tournament immediately If they wish to enter. A. rllsblo rumor: Yaquinco Publications is said to have closed deal to doa game based on the TV show "Dallas." Another reliable rumor: TSR is reported to be very unhappy with Heriage bocause Her- tage i putting note on the back of some of Its miniatures, saving. in effect, “this product is for tue with DAD... but is not 9 leensed product." Vary interesting. 2ooehi Distributors hs anew addoss: 01956 Pass Read, Gulfport, MS_39501. Zoccht offers a line of glow-in-the-dark and “cloaked” Gcansparen) Star Trek miniatures, as well as regular’ whiteplastc ships. Prices vange fiom 52.25 for a cloaked cruiser to $3.50 for aglow invihedark tus. Simulations Canada is working on Dark ‘Sars, thelr fost SF game; it is planned for (October 1 teenie Price wil be $11.99. Late flash from Low Zocchl: Swe now ovn the wold supply of Empire of the Petal Throne. "Tis now sling for $30. 31 ‘Strategic Simulations, « new computer game company, has announced Computer Bismarck, 4 one of tworplayer program for the Apple I ‘With Applesoft of Apple Il Plus. Program disk, Tulebook, and charts can be purchased for 559.95 (That is nota typo) from Strategie Sim: lations, POB 5161, Stanford, CA 94308, Calendar May 2326: PHANTASMICON °80. SE & game ‘con: Ambassador Hotel, Los Angeles. Cn- tact Phantasmicon, #39 S. La Cienega No 112, Los Angeles, CA 90048. June 68: MICHICON TX. Worgume con; Onkland Universiy, Rochester. Michigan Contact Meira Dettolt Gamers, POB 787, Troy, Ml 48099, Please enclose SAST. June 21-29: ORIGINS. 80. Wargame’ con: Widener Uniersity, Chester, PA. Contact Origins 80, POH 139, Middletown, NI 7748, July 1113: ARCHON IV. SF eon: St. Louis, MO. Contact POB 15852, Overland, MO 63114. July 1113: MINNESOTA CAMPAIGN 1, Wargame con; Nicollet Hot, Minneapolis, MN. Contact Teff erry, 343 F. 19th, Minneapolis, MN 5§409; 612-871-614, july 1213 WARGY XIL, Wergeme son; Plate College, Columbus, NE. Contact Rick Plankinton, RR 6 Boy 43, Columbus, NE E601 July, 2627: MASSCON 80. Campus Center, UMASS, Contact Dennis Wang, 1 Aniherst, MA 01002. Augutt I-23: CWA-CON 80. Wargame con: ‘College of DuPage, Glen lyn, IL, Contact Chicago Wargamers” Assn, 3605 Bobolink. Rollingmesdows, IL 60008: 312-394-561. August 2-3" BANGOR MAINE AREA WAR- ‘GAMERS’ ANNUAL CONVENTION. Con tact Edward F. Stevens I. 13 South St, Rockland, ME 04841; 207-594-2642, August 21-24: GENCON XML, Wargame con University of WiseonsinParksde, Kenosha. Wi. Contact POH 756, Lake Geneve, WE S147; 414-248-9099, ‘August 29 t0 Sept, 1: NOREASCON 2. The SBth World SF Convention, Boston, Contact POR 46, MIT Branch Post Offic, Cambridge, MA 02139. August 30Sept. 1: PACIFICON. Warpame con, San Mateo, CA, Contact David G. Hinkley, POR 5833, San Jose, CA 95150: 408374 9770 of 371-4229. READER ADS Reader ad are available 10 individuals (not to companies). per inserdon; iit 20 words ‘of for ines. Wargame con, Ambiecst, MA’ Dickinson St. 86 each: Dixie, Freedom/Galxy, Ifiity, Godsfirg, Outreneh, StarForce, Stell Con: (quest, Yow. $3: Alten Space, Empire 1, Ogre. Reese, 924 Flizaboth, Eugene, OR 97402. Wanted (¢o complete our fles here): TSG No. Lin good condition, Wil trade a you's subscription. /sf Steve Jackson, AUSTIN AREA WARGAMERS ae invited to the TSG playtest sesions. Want to play, ise ‘ss and review mew eames from various mats? (Call 447-7866 for information. 32 LETTERS Congratulations on your frst ise of TSG: you seem 10 be Keeping up the sume high ‘quality . the variant sticles and the game design article are just the sort of writing I tke toe. ‘The capsule reviews are fine, although 1 prefer the long ones. Next time remember to ut the prices onthe long reviews ‘As for the letter column, would ike to comment on the letter from Task Fores Games They say in thelr game the speed of light is 10,000 km/turm. This means each turn is rough: ly 1f30 of a second. .- Also, tey not to edit the leters You print. It gives the impression that you ate editing out the bad things Keep up the good work Myron Amowitt 126 Kendall Re Lexington, MA 02173 SNAPSHOT rans 87.98. Sorry about thet Wi we eouletrun al the letters we received fill, But Ut fst ton't possible. We ean doa fot more by picking out the important pons, ‘good AND bad, of et mony letters as posible “Fr ++ Concerning the future of TSG, I would like fo say that the ONLY reason I currently subsctite to TSG is to read the new product innouncements and reviews. People who live in ‘aml! town such as Tehaca dlacky i there is ‘tore thet caries SPAF games. Even if there is fuch & store, they often won't let you open a fame up and look at it Uefore buying it Ads tnd reviews in magarins ike TSG are the only ‘ways we can become aware of the existence of some games, and our only source of hints as to wluether they are Worth the usual 15+ dollars Chaiged inthis inflationdden economy. I you can make good on your promise about Comprchensive new-product reviews, there is no doubt wil keep buying TSG. +s The “new editorial policies” you mention in No. 26 sound pretty zo0d. Maybe ‘once you start printing allthis good stl, you fen cut out # Tot of the erap you have been printing. Higiesehool humor like "Some Vatiae Hone on Wizard” Ieaves me cold. And could you stop the flow of linkame articles, 2dding Ogres to Rivets, adding Witerds to Starship Troopers, The Dreadnought Group that Ate Sheboygen, ee, ele ete. Given N games on the market, NOW-1)/2 such articles are possible, and don't vant to read any of them ‘And for God's sake, quit withthe psycholo- sy articles. Look, i's probably true that I play ‘watuames as a substitute for sex. Just Because something i teue doesn'¢ mean T like getting ‘my’ nose rubbed init! You and I are about the same age, so maybe you can relate to apzoblem Thave about gaming... Tam currently tying fo recontile the hobby of “gamer” with the rolemodsl of “adult” This tak is not made ‘any easier when [ open TSG 26 to page 42 and find four prespubescent faces grinning at me, all of which are too young evento nave acne! Scott Dobson 241 Linden Ave. Apt 8 Ithaca, NY 14850 about TSG 26... Thave 10 admit the DAD system is confusing and extremely limit- ed, but did you ever use the ADRD combat system? Even If someone thinks that i is con- Tsing, that where the DM comes in. He's not Just some Jerk reading out of a Hook written by Someone cise. I myself have made over Tie dungeons, including the "Steading of Tiamat” (anyone who plays ADED knows wast Tm talking abou, Worlds, five new monsters, and tio new character cases. I'm se other DMs have fixed up their combat systems and all around sdded to the game. I you want clarity 2nd total completeness write your own game system, but ifyeu haven't don't feel you should knock it ‘About Mark Brady's review of AH’ Wiz ard’s Quest ~ this game isa bore, utterly sdicu- Tous Variety. of Hobbits” ~ anyone familiar with Middle Earth should know that {information without some. half-baked guy flipping through "The Return of the King.” copying it down, and seading i in for a few bucks». » Lhope you don"t have any of that ‘in futur issues of TSG, you're too clasy for that Why don’t you have useful information on weapons, people and other things instead of Stuff people who read LOTR should know tnd people wo din probably don't care bout «Moye art! Especially that conforms fo the article. > Kevin Erskine 35 BCooper Place Bronx, NY. 10475 [felt 1 had to write you about your manner ‘of mailing .. . The magazine azrved in poor Condition. Pevhaps you could go back to the Netaiingtesgue of malig thes Mtn anemvsiope ‘Also, plesse do not get rid of “Deus Ex Machina®™ as tis i dofinitely one of the best parts ofthe now magazine. Craly Hertels Kitchener, Ontario As L wrise this, 'm working on the melting problem /eee Where Were Gaing thi Ine) Az you read ehis, you! Row whether Tsu ceeded or not “9 1 road with intarest your ascension to power ‘over TSG, and your adiible dedication to regular, froquont, and swift game roviews Heter ‘with Iam about fo throw in my two cents: (A) Someone dosperaaly needs to begin a ialogue on what a sitantasy review ought to be. certainly is estnet from historical gume review, 25 FASF games are often much more Iiorary. To my mind, this dalogue could very ‘well begin with @ mild, Brief “Tecture™ by the caitr. {(B) I would like 10 see some response to roviows by game publishers and/or designers on {regular basi, as Is dane in Fire & Movement Better yet, ' like to se a format of « Descrio~ tion, “peo” review, “ant review, and Design- fr Comments, all within 3-6 TSG pases. Any possiblities? (C) My interest in TSG could be easly com- partmentalized: the game reviews (I would Subscribe to TSG af it were ALL reviews), 2. otaled commentary on Metagaming and other products, with the associated charis and tutwark that make the magazine look appealing and 3. GOOD articles on basic game states), fspedally sich atticles asthe GODSFIRE sesion way back in TSG 11. Book eeviews and FRE/SFRP meterial [can generally get better flsewhere. As for other material... your fc: Hom has been tenrible, with *YVa Wanna Buy a Used World?” a pleasurable exception; humor thas been overdone; {like interviews, but have rover sean one welldone in any gaming magar ines TSG has acquired more of = “them” fand lese of an “ut” feeling, 80 T hope 10 see ‘more, smaller Letters to the Editor (ever see ld if pulps with their letter departments Letters can also. be printed in compressed type) and. well-written “insights” into the suming workd W..G, Armintrout Eight North Second West, Tooele, UT 84074 1 suppote the review format on p. 30 begins the dletogue well enough Tt stand until someone comet up with @ better one. AS 10 responses" 1 don't like them unless the Feiew ‘tually made an error of fact. An occasional ‘maratkon review might be nice, but! think the extra 3 pages night be Detter ured for Aiteen fupnule eviews. A. game would have to be ‘aufilly important 9 raze that much space Tam hoping to achlese relative. fares tt rentews By requiring projeon comments on anything reviewed, and by checking the review {prinst the game festuming he publisher sent a ‘capy) to make sure the reviewer is nor coming totally out of ef fel T ogre 100% ith your comments on letters ~ which i why this nige Pooks lke e does. os “Game Design Extraordinary” amusing ‘Limi fiction to 1-2 pages an isu "Nuke the Air Eaters a good variant. ‘Stefan Jones It is my veriest intent to limit fltion to 12 short pleees an isue. People can get plenty ofthat elsevhere a Goatiennie 5 a You don’t have to be a mathematical genius to enjoy adventure gaming. Ral Partha’s exciting new WITCH'S CALDRON*, CAVERNS DEEP", FINAL FRONTIER and GALACTIC GRENADIERS" can be played by beginners. Easy-to-follow game guide- lines and breathtakingly realistic game characters provide a new dimension to adventure gaming. Ral Partha’s exquisitely detailed miniature figures — Witches, Wizards, Were- wolves, Dwarves, Goblins, Spacemen and others —“come to life” in these four fascinating, games. WITCH'S CALDRON® Magic, sorcery, witch- craft and wizardry. A band of adventurers enters the witeh’s lait to capture her treasure and fee to safety. They face eerie adventure at every turn, Figures are Witch, Wizard, 10 Ad- -venturers, eight Beasts. Package also contains two six-sided dice, gaming instructions, playing aids and accessories. #99-001. FINAL FRONTIER’ termine galactic dom! nation, Earth-based Terrans battle Aliens from a far planet with sophisti- cated and deadly weaponry. Package in- cludes 18 Terran Attackers, 22 Alien defenders, two six-sided dice, game instructions, playing aids and accessories. #99-003. CAVERNS DEEP” ‘Mortal combat between Dwarves zd Goblins in labyrinthine sub- terranean passage ways. Dwarves must defend their treasure and their lives from the vicious goblins. A fight to the finish, Package includes eight Dwarves, 12. Goblins, instructions, playing aids and accesso- ries, two sixesided dice. #99-002, GALACTIC GRENADIERS® ‘An elite strike force of the distant future wages interplanetary warfare against di dent space colonists. Space cities and whole planets face. annihil tion. Package includes 12 GALACTIC GRENADIERS®, 28 space colo- nists two six-sided dice, game instructions, play~ ing aids and accessories. 999-005. P.O, Box 9116 + Cincinnati, Ohio 45209 513-271-4230 Authorized Canadian Agents: RAFM Co,,Box62, Paris, Ont. N3L ES ‘Winner of two "HG. Wells Awards" at Origins'79 NOW AVAILABLE... the small units from OGRE! These beautifully detailed tanks complement the huge Ogre Mk V — and the classic s-f Microgame becomes a battle of minia- tures. Shown below, left to right: the Heavy Tank, GEV, and Missile Tank. Modeled by one of your planet’s best craftsmen — Randy Hoffa of C in C Soft Metal Castings — these 1/300 science fiction vehicles look rea/. Ask for them at your hobby shop. Coming soon: the Howitzer, Infantry, and more. We want you Earthlings to have the best— even if your magazines ARE printed upside down. Box 388-TSG Cedar Park, TX 78613 512-258-9470

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