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TASK FORCE GAMES REPORT
GAME SURVEY RESULTS
$-F AND FANTASY GAME COMPANIES
: WRITING FOR THE SPACE GAMERTAKE
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 FetesTHE
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 possibleWhere 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 78760Metagaming 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 ThompsonFeatured 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: $3.951979 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.%.
aeae
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. Rick Backer has drawn the frst
‘Complets'size comparison chart forall of the subtypee, and every tection
‘opens vith hisdrawingot the particular subtypes ofthe cass fighting, racing,
‘working, otc, with each other. Unique in its completaness, economical In
its size, a necessity for every player and referee: FOES. 1120p, 8% x 10%,
ills, with color cover Siamaseae
CHAOSIUM INC.
Box 6302s9, Albany CA 94706
Cchaosium has more than 25 roleplaying titles and boardeamee in print: rite
for free Mluatrsted catalog. All prices postpaid, USA and Canada, Prices ood
only in USA because of varying Import duties. UK: contact Games Work:
thop,t Dating Rosd, Hammersmith, London WS G10. Austral
Games Wholesale Ca, GPO Box P1184, Perth, Western Australia 6001.was a dumb bomb. 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’s12
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
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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.
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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’ EuropaNenslerier 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
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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
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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 77001DEUS 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. 1001020
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 Games21
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 surfacedivided 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
ey28
‘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 EppersonWARLOCK (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,
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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,
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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
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Wargame con,
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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
aGoatiennie 5 a
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