MAY/JUNE 1983
pi .
SPACE CAMER
THE MAGAZINE OF ADVENTURE GAMING
a
es oe)
THE HAUNTING OF‘HARKWOOD:
Relat ailed a tae aie
TOP SECRET DAMAGE Meal
SOLITAIRE SF GAMING
Lara ee Medd nd
1982 GAME SURVEY RESULTS
AND 7 PAGES OF REVIEWSDawn breaks over a secluded glade on the outskirts of Paris.
‘Two master swordsmen stand face to face, poised for battle.
One has offended the other's honor. Now, he has been challenged to a
ct ‘> ALL NEW! SECOND EDITION!
THE MOST REALISTIC PERSONAL COMBAT SYSTEM IN GAMING
Two 3-D Fencing Masters © 58 Playing Cards @ Easy to Follow Instructions
© Fencing Strip ® One "Die ¢ Two Mahogany Card Holders
© Ail in a Stunning Black and Gold Case
$12.50 at Better Game and Hobby Stores,
for send check or money order to:
mysterious mouse games,
PO Box 832,
Phoenixville, Pa. 19460
Pa, residents add 6% sles x)
Theatre Of the Mind Enterp1
presents
DEATH IN
DUNWICH
A CALL OF CTHULHU ADVENTURE
The Nightmare Continues
© The Police Aren't Talking
‘© The Coroner is Terrified
‘¢ But It’s Business As Usual in Dunwich!
FULLY ILLUSTRATED
THE STAGE IS SET
THE CURTAIN RISES . . .
$8.00 at Better Game and Hobby Stores,
‘or send check or money order to:
‘Theatre Of the Mind Enterprises, Ine.,
2706 Hamilton Drive, Dept. S
Kirkwood, NJ 08043
ew Jersey Residents add 6 Sis Tax)
By Permission of Arkham House
Approved by Chaosium, InePublisher:
Editor:
Aasistant Editors:
Steve Jackson
Aeron Alston
CChrstonner Frink
Fichora Steiner
Denis Loubet
Pet Mualer
2 Tonya Cross
Vic, Armineout
Wiliam A. Barton
lonald Per
Lenis Pulsipher
John Rankin
Nick Schaveter
Elton Fewel!
Shirley Min
= Llena Brumiey
Elienboth 8, Zakoe
ART IN THis ISSUE
(Cover: "Rim of Space” by K.C. Eli
Line Art: John Borkowski; 19, 20,25.
Denis Loubet: 2,10.
Photogrephe! Courtesy Cheoslum, 36.
‘coursoy Fantasy Games Unlimited, 24,36,
Gourtesy Universal Pltures, 29. Courtesy
Warner Brothers, 38,
Trademark Notios
Most game names are wademarks of the
companies publishing those games. In
particuler: Top Secret is a trademark of
‘TSR Hobbies, Ine? Gataeric Conflict and
Sterlord, of Fiying Butfslo Ine: ond Star
Venture, of Snubel& Son.
(Use of a trademark to identify a product
commented upon in this magazine should
not be construed es imolying the sponsor
shin ofthe trademark hoiaer
‘All names of games published by Steve
Jickgon Games ate ademarks of Steve
Snckson Games, of used under Hieense by
‘Stove Jackson Games
‘Use of the name for any preduct with:
cout mention of trademark status should not
be construed ay @ challange to such status.
THE SPACE GAMER (ISSN 01949977,
USPS 434.250) is published monthly by
‘Steve dackson Games, P.O. Sox 18957,
[ustin, TX 78760-8987. Second clos pos
‘sid st Austin, TX, POSTMASTER.
‘Send address changes 10 84 Garnet, P.0. Box
18967, Austin, TX 78760-0957
‘Al moterial_is copyright © 1983 by
Steve Jsckson Games All rights reserved,
Printad in USA by Futura Pres, Austin
Subscription ates, effective 6/15/83:
Tn tho United Statee — 8 monthe (3
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Money Order, or checks drawn on 3 U.S. oF
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NUMBER 63 — May-June 1983
IN THIS ISSUE
We've got a nie grab-bag issue for you this month: solitaire SF boardgaming,
spy RPG, fantasy RPG, PSM featured reviews, survey results, and more. Since,
‘next month (as you probably all know by now), Space Gamer will be bi-monthly
and feature only science fiction gaming material — alternating with its sister
publication, Fantasy Gamer, which will concentrate on fantasy gaming pieces —
we docided to give you as even a mix as possible this time,
Of particular interest to you industry watchers this month will be John
Rankin’s Interview with TSR’s Kevin Blume (learn all about conventions, minis
tures, GAMA negotiations, bendable toys, and more) and this issue's Scanner.
(There are times when I wish for a dull month to come along...)
Aaron Allston
ARTICLES
‘Alone in Space * Mathew J. Costello
‘An overview of science fiction for the solitaire gamer... ewe ®
‘Take That! And That! * W.G. Armintrout
Tafliting damage in Top Secret - 10
‘The Kevin Blume Interview * John Rankin
‘Our Metal columnist talks to one member of TSR's triumvirate ....... 12
1982 Game Survey Results
Find out who's hot and who's nat 18 :
ADVENTURE GAME SUPPLEMENT
The Haunting of Harkwood * Aaron Allston a
Intrigue and action amidst the pageantry of a prize tourney
REVIEWS
‘Star Mail (Galactic Contict, Sterlord, Star Vonture) *W.G. Armintrout .... 6
Capsule Reviews... sig
GAMES: Battleiult, Dragon Rage, Starfleet Voyages, SUPPLEMENTS:
Crisis at Crusader Citadel, Darling Ship, Opponents Unlimited, Scorpion
Hall, Truck Stop. PLAY’ AIDS: Morrow Project Role Playing Expansion
and Personel and Vehicular Basic Loads, PUBLICATIONS: The Oracle
MOVIES: Blue Thunder, High Road to China, Videodrome
COLUMNS
Counter Intelligence * Aaron Allston + 2B
Murphy's Rules * Ben Sargent. z
Where We're Going * Steve Jackson .
DEPARTMENTS ~
indo AdvertiseALONE IN SPACE
Science \AIRLOCK
Fiction
and the
Solitaire
1 was supposedly in a place called
Davie, Florid, I guess that there must
have been town somewhere, but Davie
appeared to be nothing more than a
strip of highway on the way to the
Seminole Indian Reservation. And 1
doubt that many people driving by on
their way to purchase tax-free cigarettes
from the Indians ever noticed the small
shop near the center of a shabby six-
store mall
Te was, unbelievably, a branch of The
Compleat Strategist — the gamer's Mevea
in Now York City. But what in the world
‘was it doing in Davie?
For some reason, I never asked. But I
id stop and browse. 1 was to be alone in
Florida for quite a walle and T wanted
something to keep me busy. After look
ing around, 1 asked the clerk if he could
recommend some good solitaire games,
He went to the shelves and returned
with three games: Barbarian Prince,
Intruder, and Osre.
‘Now, Dwarfstar’s Barbarian Prince, as
‘roat as it is, was familiar tersitory. The
Metagaming MicroQuests were similar,
even though Amold Hendrick provided
some unique mechanics in Prince. But
Intruder and Ogre were something,
brand-new forme.
B, Dennis Sustare’s Intruder (published
by Matthew J. Costello
5
by Task Force Games) was obviously
‘pased on the film Alien, An alien Is
Tbrought onto a space ship; it escapes,
metamorphoses, and eats almost every-
body up. Susture took the basic situation
and created a nailbiter of a game. More
‘often than not, after the Intruder was
immune to freezing, immune to fire, and
cloning all over the place, Pd panic. I'd
gather my beleaguered band of humans
Together and tear off for the escape
shuttle and guess who'd be waiting there
for them?
Steve Jackson's Ogre provided a dit
ferent kind of science-fiction play. You
could program the Ogre to attack your
Command Post in a variety of ways. Then
you tried to stop it with your Heavy
Tanks, Missle Launchers, infantry, and
those blessedly useful GEVs. And the
Ogre was only as good as your program.
Send it straight towards the Command
Post and it was pretty easy to stop it. But
have it zigzag, ramming on some occa:
sions, using its missiles for maximum
effect, and then the Mark V Ogre was
almost unbeatable,
So solitaire gaming became my thing.
‘went on to devise ways that multi-player
games could be played alone, and contin
‘ually searched the hobby store shelves for
a promising solitaire game.
Recently there has been a rash of
new solo games with science-fiction
themes. There have also been some
multi-player games that work excellently
as solos, Let’s look at the new designed
for-solitaire games,
In Dvvaristar’s Star Smuggler, 1 had
suspected a “cosmic rehash” of the
system used in Barbarian Prince. But that’s
before 1 knew B, Dennis Sustare had
designed it. True, there's a rulebook for
procedures and an events book for er
counters, just lke BP, But Sustare has
added elements of role-playing and in:
‘rigning rules that pertain to the prob:
Jems of interstellar travel.
‘There ate, for example, many different
ways to travel in this game. You can
hhyperjump from one system to another.
You can use a land scooter to get around
‘on the surface of the planet. You can
walk around, if you have to. There's even
‘smaller ship, should you lose your star-
ship to the repossessors
‘And while 1 agree with the recent
review in The Space Gamer ~ tipping
between ules and ovents books grows
ceumbersome — I think the range of play
makes up for it. As Duke Springer, Star
Smuggler, you have a lot of options
Which give the game a real role-playing
feel, You begin to think that there's &
‘way to beat the game, make the “big deal,”
if only you can stay out of trouble. (1
fmow how to win. . . I've just got to
smuggle the religious funaties back to their
home planet of New Karma without los-
ing my ship. Somehow, I just never get
there...)
Fantasy Games Unlimited is heavily
involved in the role-playing field and even
their boardgames reflect this. Star Explor:
er, designed by Leonard H, Kantezman
and Douglas Bonforte, is designed for
solo play with rules and victory con:
ditions t0 govern multicplayes games.
It uses a system similar to FGU'S
Oregon Trai, namely rolling for encoun-
ters as you enter a hex, but it has a vastly
enlarged scale of decisionmaking. One
has verious options for every encounter
Asteroids, Radiation Storms, Pirates,
Traders, Zengid Battleships, etc. Once
you make it to a planet, you have three
encounters on the planet, determined by
the planet’s basic makeup. There are
ten different Kinds of planets, from
Aquatic. to Voleanic, each with its own
aay of possible events. Resolving these
‘events suocessfully is what the game is
about and there are plenty of options for
the player to consider and utilize.
In addition, Star Explorer provides a
simple and exciting combat system that's
‘more than just rolling dice and looking atpamoouen ANS
A TOTALLY NEW APPROACH TO
FANTASY GAMING!
Another revolutionary breakthrough in Adventure Game Design
from Avalon Hi
In these dark times of violence. fear, and destruction, in which every aspect of life is tainted, a
ray of hope has finally emerged! Gne which can carry you on beyond the mundane turmoil of
life into the reality of Fantasy, a mystical place which has true power to affect, for good, the
struggles which surround us.
WIZARDS!sa revolutionary breakthrough in adventure gaming, For here, and here clone, can
you dwell in a land whose true goal is peace and goodwill forall, where your efforis of servitude
not only improve your character and abilities, but they also help the whole of the Enchanted
Islands in iis struggle against that ominous shroud we call Darkness and its hungry desire to
devour the lana,
Here is. a game which draws its strength ftom the reality of the powers beyond, where ritual,
at. and music have the ability 1o change the course of events, and where mystical enchantments
become real, not only in the world of WIZARDS, but in our world as well
WIZARDS is a beautiful game, with an exciting purpose, and a spelibindingly captivating
‘aural, which is bound to mystify anyone who enters its realm! For two to skx players (including
‘options for both solitaire and partnership playing), it retails for $20.00
Available wherever
Adventure/Fantasy Gar
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Siuvesy 4547 HARFORD ROAD ® BALTIMORE, MARYLAND 21244 « 304 254-92004
a chart, You can choose what weapons 10
use, how many shields to employ (and
when 10 employ them) and you can even
use overdrive to try andzun from a Zangid
Dreadnought. How you marshal your fuel
will often determine success in battles
A critical hit feature adds flavor 10 the
space battles.
While Stor Explorer may lack the
varioty of situations found in Star Smuge
ler and its role-playing aspects, it offers.
fan interesting challenge with plenty
‘of room for risk taking. And the combat
display on the mapboard gives a real feel
of interstellar conflict
Boarding Party (by Task Fosce Games)
is, to some extent, a followup to an
cartier, successful Task Force game
esign — Inaruder.
Boarding Party uses a random (and
hidden) movement system like Intruder.
‘The situation has similarities with the
previous game, except that the situation
hhas been reversed. Now there are guard
robots hunting the human invaders (as
‘opposed to the humans chasing the
Intruder). The human player has to enter
the fourlevel Destructor ship, open the
computerdocked doors, and enter the
Computer Center to destroy it. Mean-
while, the sobots try to find them
Which Ieads to the game’s biggest
CLUSTER
Cluster is a P.B.M game of command management
solitaire problem. 1 found it to0 easy £0
get into the Computer Center while
avoiding robot contact. When you enter
the Center, the robots 2e70 in on the
humans, But its too late. The humans
vill uauslly have enough time to destroy
the computer and win the same.
Nevertheless, I've returned to the game
even though I. scored an easy vieiory
Why? Because the situation is interesting
Sneaking into the ship, trying to get to
Level Three before the powerful guard
robot stumbles upon you ... i's fun and
2 good example of what solitaire gaming
isall about.
But to make the game more challeng
ing I would add somo rules to the game:
1) Whenever combat occurs on 2 level,
all obots on that evel should nea directly
fot the scene of combat. This will make
picking off the robots one-by-one a litle
harder.
2) Requite the humans to get off the
Desiructor Ship by exiting the ailocks
that they entered. This rule could be a
tough one. There'll be a lot of robots
heading for the humans once they're in
the Computer Cente.
'3) Lastly, to make the game really
tricky, require that all the repair robots
be destroyed as wel.
‘And what about multi-player games
that work well as solos? I've enjoyed
Metagaming’s Invasion of the Air Eaters
but found that the invaders became too
easy to beat. Fortunately, Metagaming’s
sequel, The Air Eaters Strike Back, 's
a tougher game altogether.
Car Wars plays well solitaire, especially
if you use an arena scenario and a variety
‘of vehicles, Mix up a Joseph Special with
a couple of monster cycles in a debris.
strown arena, and you've got yourself «
real demolition derby
Yaquinto’s Attack of the Mutants was
one of the first multi-player games 1
tried solo and, due 10 the mindless
rapaciousness of the mutants, it worked
wonderfully.
‘On a tactical level in deep space,
Yaquinto's Shooting Stars has some
exciting solitsire stenarios. However,
the realistic control panel is rather
complex for solitaire play, rendering
the advanced scenarios for multi-player
use only.
‘And I'm sure there are more potential
solos out there that I haven't seen, One
thing you can be sure of is that there
will be moze games designed for solitaire
play released in the future. The solitaire
gamer might be alone in space, but
down here on terra firma he’s got lots
of company.
writ against the stellar vastness. Players assume the role
of a’world leader” of a planet of one of the seven primary,
or starfaring races, You have control of the economics,
diplomacy, exploration, colonization, and military
affairs of their world. Each race has its own strengths
and weaknesses. Races have different weapons,
propulsion,social order, and technology. Planning
and realistic,logical,decision making are the
tools of success - and survival. Each turn
costs $1.50 and there are no deadlines to
meet; moves are resolved as they come in.
Cost for rules, game materials and
initial set-up is $10.00, the first three
turns ate free. For more information
write.
OTTO SCHMIDT II
RD 4 Box 381
Newton New Jersey
07860
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Three New PBM
Space Games
by W.G. Armintrout
Galasticscale science fiction games
seem to do well in play-by-mall. There
certainly have been a lot of them, and
‘many afe among the best games the PBM
field has to offer. The past few months
hhave seen the debuts of three exciting
new space games, ll different.
In alphabetical order, they ate:
Galactic Conflict
From Flying Buffalo, Inc. $5 setup
fee, $3.50 per turn. Designed by Charles
Gaydos, Moderated by computer. At
least two players per game; monthly,
biwookly and weekly tusn-around times
are available. (Weekly is possible only if
you can get access to the Source com
puter network and there's a SO/ charge
pper turn.) Game length is random but at
Teast 15 tums. Begun 1982.
Galactic Conflier must be the “ugly
duckling” at Flying Buffalo, There as
been litle advertising for the game. Turn-
sheets haven't been printed. No one at
FBI seemed enthused when Schubel & Son
suggested a comparative review between
this game and Star Vensure (the people at
Flying Buffalo carefully explained that
Galactic Conflict was an “outside”
zather than an “Yinshouse" design).
‘Therefore I didn't expect much when 1
entered the game, Fortunately, 1 was
surprised — Galactie Conflict is one of
the best little science fiction games I've
seen in @ long time.
Bach player starts out with a photo-
copy of @ computerdrawn hex-map of
the galaxy, and a computer prini-out
listing his possessions: one homeworld
{worth 10 Economy points), 30 Attack
Forces, 20 Defense Forces, 10 Probes and
100 Fortifications.
The goal Is to have the most points
at the end of the game. Civilian Projects
produce one victory point per tum for
their current owners (and do nothing
clse). There are three ways to get them:
ind them on neutral worlds, build your
‘own, ot (of course) steal them from yout
neighbors,
‘A player's strength can be measured
by the Economy (“econ”) points he can
muster, These points may be used each
‘tum to bulld military forces: Probes, one
‘way ships which provide data on unowned
worlds; Fortifications, immobile static
defensive units; Defense Forces, mobile
defense units; and Attack Forces, mobile
but expensive units which both attack
‘and defend, Econ points may also build
Civilian Projects or, if left entirely idle,
may raise their world’s econ value by
All units except Fortifications and
Civilian Projects may travel from world
to world, Forces travel three hexes per
turn, and may not change their course
en route, There is no way to intercept
‘moving forces, so these is no such thing
a5 a perimeter defense in the game, Units
Which move to a world owned by another
player are captured, unless they ere
Attack Forees specifically attacking that
world.
Combat is simple, but with a twist.
‘The number of Attack Forces is compar-
ed to the number of all defending forces.
The greatest number wins the battle. All
losers are destroyed. But here’s the rub:
the winner’s losses are figured by squar-
ing the number of losingunits and dividing
by the number of vietorious units. Ten
Attack Forces would win against six
Defense Forces and three Fortifications,
but the victor would lose (6+3)7/10= 8
‘of his attackers! In short, you need good
‘odds to avoid being whittled away —
and the higher the nomber of enemies
you expect, the higher the odds you'll
eed.
‘Other deiails: Econ points may build
a one-way, one-turn Gate to any other
star, Players may destroy their own Civil-
Jan Projects and Econ points to keep
them out of enemy hands. Diplomacy,
essential t0 win, is done on 3x5 cards
(diplomatic messages") exchanged be-
‘ween players (who can also trade tele:
phone numbers and addresses for faster
communications). Playersmay also choose
any eightetter label as their player name.
Each tumn’s instructions are sent t0
Flying Buffalo in a simple, easily learned
code. "M,27,231,A,3" translatesas “Move
three Attack Forces from world 27 to
world 231."
Flying Buffalo then responds with a
plain but serviceable print-out listing the
player’s overall forces, status of each
world owned, probed or fought at, and
a listing of players met and their cusrent
Galaetie Conflict is» homely but ele-
gant game of science fiction conquest.
There 4s a masterful blend of options in
production, military campaigning and
logistically ‘structuring an empire. I give
it my highest recommendation — par
ticularly for those who have never played
PBM before. I do wish the price were
tower.
Starlord
From Flying Buffalo, Ine. $5 setup
fee, $2.50 per tum. Designed by Mike
‘Singleton. Moderated by computer. Up to
50 players per game; turn-around time
‘two weeks, Open-ended game, Begun
1983 in America
From ugly duckling to Cinderella.
Suarlord is the game, originally run by
Mike Singleton in England, which I raved
about in TSG 49. Flying Buffalo is now
running the game in this country. From
the 22-page crystal-clear rulebook to the
color computer print-outs, this is obvi-
‘ously the game Flying Buffalo is pushing.
Each player represents a starlord in
the days of a dying “empyr.” The even-
‘ual goal is to capture the Throne Star
and become the Emperor, after which
you get ta play for free and receive a 5°
‘square galactic map printout. Until
someone else dethrones you, that is.
‘The game is built around each player's
“Command Ship.” Each player receives
‘each tum, a computerdrawn map (not a
st!) of all stars within seven astrals of
his Command Ship, and detailed informa
tion on his forces and worlds within that
range. Ships within range of the Com-
mand Ship may move and attack, but
cannot move further than seven astrals
from the Command Ship. Ifthe Command
Ship runs out of fuel, none of the litle
ships may move.
‘All of this means that the player
knows nothing beyond seven astrals of
his Command Shipt To conquer, he mustforay away from his Base Star... leaving
it open to pillage (which he won't even
know about until he returns!)
‘The combat system is simple but fun.
Al ships in range of the Command Ship
‘ust be given a tactic each tum, in case
‘combat occurs — Probe, Raid, Advance,
or Attack (offensive) or Retreat, Ambush,
Defend or Stand (defensive) — indicating
acceptable losses before retreat, But
retreating ships may be captured if their
setreat star is captured — a prime way to
bolster forees.
Production and other logistical points
are handled automatically by the com-
puter — there are no Raw Materials to
shuttle. Stars are classified by function:
Data Stars, Supply Stars, City Stas, ete.
Starlord was designed to be easy to
play. The tumsheet is printed at the end
of the computer print-out, with every
‘option listed. The player has only to fl
in the numbers of ships and their tactics;
there are mo codes, and this takes less
‘than three minutes.
‘The printout itself is the finest I've
seen. It's in color, with different colors
marking each player's stars and forees
Flying Buffalo has even made some
slight improvements over the English
yersion’s printouts, listing everything in
4 convenient place on the sheet,
‘The rules are identical to the English
version. Players do not automatically
receive the name of any player whose
‘Command Ship eppears on ther print-out;
Diplomatic Messages may be exchanged,
however.
Starlord continues to receive my high-
est recommendation — a masterpiece of
game design, ridiculously easy to play
yet moderately challenging, Those who
have never tried PBM could start here. I
hhave only two quibbles: You can’t
choose your player name (you are named
after your Base Star), and the map should
have a cireular frame,
Star Venture
From Schubel & Son, $5 setup fee per
ship, 25¢ per action ($2. minimum per
turn), $1.50 per battle report, 50¢ per
message. Rulebook is $5. Designed by
George V. Schubel, Moderated by com-
puter; instructions sent on bubble cards.
Al players are in the same game; no turn
deadlines (turmaround times of less than
two weeks can bo achieved). Open-ended
game. Begun 1982
In the 125-tar Star Venture galaxy,
‘each player is the captain of one or more
starships. I's almost a role-playing game;
there are no victory conditions, and
players may utilize their ships to achieve
whatever goals they desire.
Players start out with their new ships
at the starport of Imperia, a GM-enforced
hhaven from combat. They may buy as
many ships as they can afford (one set-up
for each), but are limited to starting with
destroyers or medium freighters, (Other
ships — everything from scouts and
light freighters to tankers and battle
lobes — must be bought with game
wealth, a8 opposed to the real-world
kind.)
Players name their own ships (with &
variety for which Star Venture is becom-
ing notorious), and decide what to carry
con board, Ships are divided into six
sections — control, exploration, weapon,
engine, support and cargo — which are
cach rated for interior space. Items
which can be carried on board — crew,
‘troops life supports, shields, labs, engines,
7.
Worlds form the setting for the two
other units in Star Venture: ground
parties and colonies, Ground parties ean
explore planets, recruit aliens, collect
biological samples, and fight. They are a
cheap way to explore a planet (you need
only feed the explorers, not the entire
ship’s company),
Colonies are what people fight over. A
colony is the center for production. A
colony with a starport also contains a
reasonably free markeiplace where play-
ers may buy and soll goods. Colony
owners may keep their goods “active”
(ready for immediate use) or “inactive”
(for sale, if the colony has a starport).
Owners have only limited control of their
‘marketplace, but may establish a secret
code controlling discounts for those who
know it
“Many players have come into the game from
Schubel & Son’s Tribes of Crane, and a more
competitive and cunning collection of players
would be hard to find.”
——————
weapons, vehicles, food and fuel — are
rated for the space they take. (A medium
freighter, with 50 points of engine section,
could take three engines — leaving 20
points for fuel ~ or four engines and only
10 fuel spaces.) Ships are rated in terms
of the damage they can take in battle
before detonation and minimum crew
size necessary.
Once the ship has been configured, it
4s controlled by the “actions” its player
files, There are 30 possible ship actions:
movement (in-system, star jumps, landing
and takeoff), scanning (eight’ types),
combat (versus ships, colonies or ground
parties), transfer and marketing of goods,
repairs, and starting new ground parties
or colonies.
Many actions require food, fuel, or
both. ‘The exact amounts are figured
using the simple algebraic equations pro-
vided, though a random factor is always
present. Speaking as a captain who lost
one ship stranded in space without fuel
and a second ship left without a crew,
it is crucial to watch your supplies.
‘The universe consists of 125 solar
systems in a 5x5xS cube, inconveniently
numbered from 1 to 125, Solar systems
contain any number of worlds, each com-
posed of ten sectors. When explored, each
sector yields ratings for life density, food,
mining and fuel potential, and friend:
liness on the part of the locals.
Players start the game knowing litle
about combat, learning only by painful
experience. There are three weapon sys
tems in ship-to-ship combat; missles, one-
shot weapons which are immediately
launched upon combat; fighters, similar
to missles but reuseable; and’ beams.
Shields provide limited defense, absorbing
damage in theit ship section, while jam-
mers may destroy incoming missiles or
fighters. Once combat is initiated, it is
controlled by the computer. The results
are sent ina special Battle Report, @
well-done plain language report on the
combat.
‘Ships may also attempt boarding oper-
ations, or bombard colonies and ground
parties. Colonios equipped with forts may
counter-bombard the ships.
Given the open style of Star Venture,
where players can do as they please, one
of the key factors of the game is its body
of players. Many players have come into
‘the game from Schubel & Son’s Tribes of
Grane, and a mote competitive and
cunning collection of players would be
hard to find. The game is already filled
with alliances mapping the universe,
staging “friendly” combat to lean the
basics of battle, and even batting an
Imperial. starkiller to see if the OM-
enforced ban on combat in the Imperia
system means pursuit out of the system.
‘At least one group has its own computer8
file of game data. With incredible du-
plicity, there are even alliances within
alliances which are not at all what they
seem.
My alliance brothers prevent me from
revealing more, But pethaps I can quote
others:
“Do not, under any circumstances,
show up at my colonies!” wrote one
player I had agreed to help. “I am
currently haying pirate trouble (they
destroyed both colonies) and it could
‘be dangerous! 1 am (possibly) going to
relocate to another system, farther
out...”
hhear you were involved in the
Rox raid,” wrote another. “IP this is true
your ship is dead meat, My allies are not,
Tepeat, not pleased! From ship number
848, cruiser Rebel Lord.” What, me
involved in the Rex raid? ‘Course not
If there is a problem with Star Venture,
it has to do with the extreme compet
itiveness of its players. They trust no one.
It can be very, very difficult to get into
one of the established alliances. | managed
to enter one only because another player
championed me, checkmating his allies’
attempts to bamboozle me. There is
also the option of starting a fresh alliance,
always fun but somewhat risky.
What if you can't ge into any alliance?
One of the odd things about this game is
that if you are not in en alliance, you
have no idea of what’s going on. Some-
fone might have captured Imperia itself,
for all you know, while you plod about
the galaxy looking for something to do.
Given the scale of the game, there are not
a Tot of things a single ship or two can
do by themselves,
‘The turn system is similar to that
used in Schubel & Son's Catacombs of
‘Ghaos, with one important improvement.
Actions are filed on bubble cards, one per
card, Unlike Catacombs, however, any
number of actions can be filed for a ship
in a tum (e limit of 15 per ship per um
fs recommended), Actions are given
smumbers in the order you want them
performed. This system works very wel
though postage for the cards may we
exceed the usual 204 stamp.
There are no deadlines, but if you
spend four months without doing any
thing the Gamemaster wil ask you if
you'e sil in the game. This can be very
nige — it allows you, for instance, to
explore the galaxy with your destroyer
while leaving your mediumn freighter safe
(and not using any tuons) at Imperia
‘The printouts are impressive in size,
often tee feet or more in length per
ship. A typial print-out might consist of
a scan report or two, market prices at a
colony and ground ‘party and colony
status reports.
‘Star Venture is 4 fascinating game. 1
recommend it, with a few warnings
(2) This is not a game for novices, and (2)
ft requites some mathematical ability and
a blazing competitive will. also commend
Schubel & Son for their lightning speed
{in publishing errata and in implementing
player suggestions (already adding convoy
and special message rules), The price is
very fair,
‘Star Venture marks one more step in
Schubel & Son’s drive to supremacy in
the grand diplomacy field. Galatic Con-
flier and Stariord mark Flying Buffalo's
resurgence, picking up “outside” designs
and siming at the novice player. Both
companies have new games waiting in the
wings — Schubel & Son with six new in-
house designs for 1983, Flying Buffalo
with its newly-acquired Feudal Lords
formerly from Grand Simulations) and 2
mysterious elaborate inshouse design stil
‘months from starting.
But what about the other companies?
What about Mobius Fr’ What of Enter
tainment Concepts with their striking
Sitverdawn and Star Trek — The Corre-
‘spondence Game? Watch this magazine
for further detalls
Inthe Dak Ages
people are scattered, and heroes ate sarce
[Arhut s dead ard Rome
wafer
ram the chacsandrubble strueleader could carve new
xe Y ZERIT oF SWORD AND THUNDER
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Youtndins posbiliies in this new ply-by-mal
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SPECIAL OFFER Only $10 buys you
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“setup for your village
{eatup for your hero
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you send in a turn, the computer evaluates it with
respect to the current game situation and other players’
moves, and sends you a printout showing the current status
of your ship, plus any territory you control. When you
“meet” other players, you can send them messages — to
Eee en en a em
Why is UNIVERSE III the “state-of-the-art” in play-by-mail games?
Sal eee ee ea
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Pera)
SMUD ets Sea eat iy
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Da
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move every week if you like — or take as Jong as you want
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CENTRAL TEXAS COMPUTING
710-S SOUTHWEST TOWER, AUSTIN, TX 7870110
Take That!
And That!
Damage Variant for
TOP SECRET
by W.G. Armintrout
‘The worst problem with Top Secrer
is all those agents killed by a single shot
to the foot.
If you've played the game, you know
what I'm talking about:
“You hit him,” says the Administrator.
“Location roll?”
“Loft foot.”
“Damage rolls?”
‘Internal damage. Serious,
injury points.”
“Phusses?”
“Plus three for Smm dum-dum ammo,
none for body location. That's fifteen
total injury points.”
‘And, since the average enemy agent
Twelve
has only 10 Life Level points, the Admin-
isator crinkles up the stat sheet and
tosses it away
Dead, From a wound in the foot.
What makes the matter worse is that
there is a table in the back of the mule-
book which looks like it could help. It's
called the Temporary Losses Chart,
back in the optional rules; it lists body
Tocations across the top and types of
wounds down the side, so that the two
can be crosschecked to determine the
effects of the wound. Nice idea, no?
‘Unfortunately, the rules that go with
the chart are all screwed up: they don't
even explain how to use the thing — a8
“OP SECRET trea tT Hebe,
‘a replacement for the main game rules,
asthe prologue implies: (Nope. You can't
Kill anyone with the temporary loss ues.)
‘Are the percentages taken off current or
eriginal attbute stengtha? (Neither is
good answer =. Using percentages was
4 bad idea to start with, since tequalzes
All characters, no matter thei level.)
‘After long study, 1 think the Tempor-
ary Lows tule are merely a way 10 add @
lite more Bloodiness tothe gume. (When
average enemy agents have 10 life level
points and average player characters have
13, do we need more bloodiness?) Not
nly that, but the system is difficult,
tmplayabl, and useless
But itis a sep in the sight direction. 1
Zowere talked into designing & better
damage system for Top Secret (don’t
ask me t0 [have better things to do)
Td stat withthe same sort of table: loca:
tions along. one side, types of wounds
along the other
P@-add the die roll numbers along with
the locations and wound types, right on
the main table. That would condense the
three tables used. now down into one,
(Cou have to alter “right szm/hand” to
Sveapen anm/hand”, but that's no ig
deal)
Td sorap the percentages busines,
naturally Instead ‘of deducting. things
from the main attributes, which takes too
much bookkeeping, I'd ust list the hfe
Tovel loss that each combination of
‘wound and Tocation cause,
“The Loses rules had good idea when
they had wounds downgrading speed and
accuracy, though I'd simplify them quite
2 bit, Instead of deducting percentages
from Coordination and then recomputing
Offense and a halidozen other derived
secondary and tertiary attebutes, 1 would
‘merely class a few wounds as “-10,” "-20,”
fr "30" to accuracy scores. 1's the same
fea, but taken into a form that can be
played by normal people
‘When it eame f0 figuring injury points
for each type of wound, of course, I
‘would be careful to make the new dam-
age rules wore out 40 be as bloody as
the origital mies, That way. players
‘could freely alternate from the original:
fules to my advanced rules and back,
‘without being thrown off by having them
work differently. The optional Pistol,
Rifle And Submachine Gun Aromunition
Injury Mogifiers table would work with
both systems, although the optional body
Iocation modifiers would obviously not
be needed with my hypothetical system
And if I'were going to write up such
an Advanced Damage Chart ~ since T've
gone this far, T might as well do it — it
would look something ke this:11
‘Type of Wound
ean 240 digo” igo 4190 91-100
abraioa lueuionLeseation notte tlre Ine
Locator Danase
ADVANCED DAMAGE CHART Tbe oc wher eaee 1 gals a
109 12 24 47 eut a? 123 12%
To uso this table, roll percntle —Hesdeck
dive for Wound Location and then for : spines
Wound Type. I'the Wound Type voll i462 3 #86 ET
is even, the wound is serious (S): if the ane
roll wodé,i?salight wound(L).Crose: 745 1 Say |t gemma ean! Oe) ted eater
teference the two rllson the chart. Weapon Hand
The resulting mumber is the damage .
taken by the character (plus or minus 12-25 12034 se 66 Toa oe
normal modifiers). If there is a raised OAT
number beside the damage total, the 6-27 12 23 33 34! agg
wounded character subsequently has Other Hand
fan accuracy penalty equal to ten tim
the raed nue und the wounds 2246 4 oss 7e 90 un nn
healed. oe
Example: Scot Bitch isshot witha 27.4 12047 88 90 un nn
357 Magnum. The fst percentile oll Abomen
is 15 Gneapon am) and the second roll ji
4s 82 (fracture), and the 82 was even, $572, 12 ie Fe eee eee
indicating a serious wound, Scot takes
9 points of damage (7 for the wound 80.82 120023 g4 44 55 5 gt
plus 2 for a Magnum) and suffers a -20 Beis Foot:
scours penalty. sor 12033 56 67 78 9 wt
Lit Les
98-100 12 us 34 44 s st ss
Left Foot
ZF is now available from the good folk at:
ARMORY - 4145 AMOS AVE.
BALTIMORE, MD 21215
Games UNLIMITED -
115 MURRAY AVE., SQUIRREL HILL, PA 15217
ZoccHt DistRiBuTorRs -
©1956 PASS ROAD, GULFPORT, MS 3901
¢@an easy-to-learn game for beginners—
@an expandable game system to
challenge the experienced—
@ Cis in one book complete with
maps &in€roductory scenario *
Seek us at your Favourite game shop-ema
Castle Perilous
‘The TSR convention display is a huge
ray castle, with eight-foot walls decorated
‘with animated gargoyles. Atthe HIA trade
show in Anaheim earlier this year, many
were comparing it with the siege mental
ity that had grown up between TSR and
the rest of the adventure gaming industry.
(Mayfair Games even had a small catapult
set up facing the eastle walls.)
‘On the last day of the show, I was
summoned to Dragon Castle by a member
of the resident royalty, Keyin Blume.
Kevin’ his brother Brian, and Gary Gygax.
run TSR. Kevin had just read the Feb-
suary Metal, He wanted to talk. Ub huh,
sure, However, the bearer of this message
was none other than FBI's trusty Mike
Stackpole, He assured me that I wouldn't
be set upon by ores and that there were
no trap doors in the private offices atop
the castle’s towers. So I went.
Tean’t really say I was surprised at the
man I met, Thos: who know Kevin speak
well of him. He describes himself as a
“cold fish” in the business sense, and yet
he's as pleasant a fellow as you could over
hhope to meet — charming, in fect, in a
reserved sort of way. I was impressed with
his willingness to address most any subject
‘that came up, and also by his apparent
desite to improve communications with
the rest of the industay. Needless to say, 1
‘was delighted when he agreed to do an
interview. But I also worried just alittle
whether i¢ would actually come off. Top-
level executives are very busy people.
Kevin, however, was as good as his
word. Despite short warming of our dead:
line, and a schedule that had him about
to leave on his first real vacation in years,
he graciously camo through.
My sincere thanks to go Kevin for his
time and to his administrative assistant,
Tish Lux, who helped set things up. And
now
Straight from the Dragon’s Mouth
TSG: When we spoke at HIA, you took
issue with some points I had made in the
February issue of The Space Gamer. Would
you like to address that subject here?
KB: The first paragraph makes refer
ence to Duke [Seifried) and myself
“We did not go down
to Dallas to talk to
Heritage about acquiring
assets; that expectation
was solely on Heritage’s
side.”
‘being in Dallas, which is correct. We did
not go down to Dallas to talk to Heritage
about acquiring assets; that expectation
was solely on Herftage’s side. We went
down to present our toy line to a cus
tomer and we went down because Duke
was attending the meeting of the (Heri-
tage) creditors, but we had no intention
of stopping in at Heritage. We did not.
TSG: Are there other points you
want to address on that column?
KB: Okay, the Grenadier situation
TSR reportedly attempted to gain
control of Grenadier in return for nothing
more than the right to continue produc-
ing licensed figures. A very small cash
payment was later thrown in.” That is
not true. The offer thet TSR made to
Grenadier was that the two of us would
jointly form a thied company in which
Grenatier would place all of its assets
and liabilities and TSR would place four
times Grenadier’s net worth, én cash, so
that TSR would own 80% and Grenadier
20%. And I don’t think four thmes
Grenadier’s net worth is a very small
cash payment.
TSG: No, thet payment was in refer
fence to a figure I was told was actualy
offered to the prineipal pariners. in
Garona.
KB: No money was offered to prin:
cipal partners. A venture was being
formed that would have been a merger.
type arrangement. Okay — now the
situation from my perspective as to
Why it didn’t happen was that T waited
for an interminable amount of time for a
set of financials from Grenadier that
never arrived. And, of course, we had to
make a decision to'go forward in another
5.0903)
MED Systems Software QMED) © ||| 6.31 (55)
Metagaming (MET) 537 (02)
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677.08)
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Oracle Press CORP)... «
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Reilly Associates (REA) $3.00 (57)
Keron bling Co. (RES) <<.)
RPG, Ine (RPG). vs. 22 545 48)
Saxon (SAX) . OT s87 asp
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Sintains Cards (Sc) 5.63 36)
SipTech (SIR) 2. + $666.)
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Stove Jackson Gare (SIG) 765 (01)
Sate Simuatios, ns, (SSD « «+ 6.60 2D)
Supedior Models, Ine. (SUP) 74525)
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Terra Games Company (TGC): + - 4.00 ($8)
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Timeline (TML) [641 3)
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>
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Miscellaneous Games| <>
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Moderatosized Games = << 222.7203 (0)
Monstersized Games == 1453 03)
SF Tactical Games
Asteroid Pirates (VAQ) = 4.8906)16
Berserker (FED) 51502)
Boarding Party (TG) 6.00 0)
rape rot Ata CFG) 463 43)
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Geay Armor (OWE) 732 (09)
‘Gray Ball FAS) 6300),
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Ogre (SIG) 7.60 (06)
Rescue from the Hike SPD) = 538 (24)
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SF Stratepie Games
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Starfie IU = Empires (TFG) « .-- 6.19 28)
SF Board Games
ordeslands (EON) +7445)
Invasion Barth (GDW) «| 649.06)
Star Explorer (GU). 6.0064)
‘ralblazer (MET) 5527)
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Bate Damage Code Red (TFG) « . 6.09.25)
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ar Wars Expansion Set 1 (SIG)... | 646 (08)
Cosmic Encounter Exp. Set 8 EON)” 6.16 (03)
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SF Role Paying Games
Champions (Revised) (HER) 7190)
Phase Yl (CHE) 50943)
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Adventure Class Ships 2 (FAS) |. - 6.82.22)
Aslan Morcenary Ships (FAS). ©! * “645 (18)
Breakout (HER) Toon)
Bronésword (GW) 6.60022)
‘Chamax Plague/Borde (GW) ¢ 17.12.30)
Death Duel withthe Destroyers
D 6.04 G0)
eseton/ f Commas
(CDW)... 7180)
Enemies (HER) 694 G9)
asolt in Perl (EGU) 222221 16.86 49)
Fate ofthe Sky Raiders GAS) |. 1.6.71 G8)
FCI Consumer Guide (PAS): <* 6.6238)
PORCE. GU) [66 (45)
GGarima World Refeie's Screen
tnd MiniModule (TSR) 49200
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Master of the Ming JUG) 5.00 (49)
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COperacion Morpheus (FGU). | <<< 6.25 (45)
Personal Bate Loads (TML) 6.86 47)
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-esiomel (TUG) 31 G7)
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Seldon's Compendium of Starcraft
GU). 741.40)
Shadow of YogSctioth (CHS) | -- 72064)
Simba Safari GUG) .. +. «1 7165069)
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Star Sector Alls Il (FGU) 66003)
Sunday Devers (SIG) 7.40 (09)
“Tarlkins Landing SUG) 6.25 89)
‘Top Secret Adminisrator’s Sereen and
‘MinkSedule (TSR). 74.96 (18)
‘Trail of the Sky Raiders (PAS) ©" || 6.86.27)
Vault of the N'er Queyon (FGU) 6.75 (44)
‘Vericalar Buse Loads (IML) . . . 6.53.46)
SF Minintures
Suiker (DW)... 7.73.04)
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Alien Garden (EPX) « 5.25659)
nite Conquest 406). «+542 48)
Cosmic Balance GSI)... - >. + 15.86.82)
Cytron Masters (S51) 63907)
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Galaxy (MCG). « co sa4 ad)
GIFS. Sorcerers ICG) © {soos
Kionke 2000 (HAY) 3.20 54)
Moon Patol (MCG) 667 (44)
Rendezvous EDU}. SisaLao
SEUIS. 3D) {163 G2)
Siat Traders (HAY) 450041)
Voyages I (MCG) 554 (43)
Fantasy Tectical Games
Dragon Hunt (AVED « 6.25 40)
Dragon Rage (DWF) - 5.81067)
Gobiin (DWF) 6.08 (28)
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Sanctuary (MAY) 5.86 34)
Titan (AVE 6.79.26)
Fantasy Role-Playing Games
‘The Book of Mars AGC). 6.33.43)
Bushido (FGU) « «. I T6o2.a6)
Man, Myth & Maple (FAQ) | 2.1. 15:64 (09)
Rolemaster Series (CE). 2)" 6.92Q7)
Runoquest (CHS) 1.04 9)
‘Swordbearer (FTG) 53763)
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10 SF gaming «
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ondnung somists « 60
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‘Accounts of acta game sesions 478
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Unnigne PITT S67 00)
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More Handicaps for TET» 5.89 (08)
rete to Submit. 595 03)
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Grav Armor #30 62000)
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1982 Game Survey . . - 749
17
Other Topics
On the question of what readers would do
Sf The Space Gomer soit into one SF and one
fantasy. magazine, 42% sald they would buy
‘both magazines; 32% sald they'd buy TSG
exclusively; 9 sald they'd buy the fantasy
‘magazine exclusively; and 14% said they'd give
itp. (Give ita ty, guys.)
In sesetion to Autaduel Quarrel), 26%
sald thoy dsubserbe; 11° would buy icegularly
Bt the siose; 26% would buy it occasionally;
find 32% sa they'd ignore tently
‘And the idee of our publishing « house
‘organ similar in format to ADQ was rested
‘vith 19% who said they'd subsebe, 10% who
Sid they'd buy Ht regulaly at the sore, $1%
‘who'd buy Tt occasionally atthe stare, and 16%
‘who'd teat st with disdain.
Comments (Ours and Yours)
‘We made « change in the survey-results
format this year, for no special reason
except to try it out, Last year everything
‘was listed in order of rating, highest frst.
This year they are alphabetized instead.
Which do you think is easier to use?
‘As for the results themselves: There
‘were no big surprises. The most popular
game vas GDW’s Striker, which scored an
incredible 7.73 (9 being a perfect score).
Other high scorers included Ogre, G.E.V-,
Grav_Armor, Eon's Borderlands, “and
‘Mluminati. In‘erestingly, AH?’s Civilization
scored an excellent 7.36 ~ anditis nether
sf nor fantasy! Revised Champions and
The Traveller Book also id el.
The highest-rated companies were SI
anes (but keap in mind that our readers
ae likely to be biased), GDW, Hero, Eon,
‘Avalon Hill, Chaosium, Tiger Publications
(publishers of FYEO), and twominiatures
companies, Superior and Ral Partha,
‘Among magazines, Space Gamer and
the Journal of the Travellers’ Aid Society
‘were the high scorers. That is perhaps not
too surprising — but the extremely low
scores of some other game publications
‘were surprising, $o it goes.
The feedback on TSG's contents was
litle changed from last year. You stil like
reviews best. News, cartoons, varisnts,
and strategy articles also rate high. Movie
and book reviews sil rate very Tow.
We didn’t print the complete demo-
graphic results, but I can tell you a little
Dit about the average TSG reader; he’s
around 20 years old, either currently @
student or already well-educated, spends
more than seven hours a week gaming,
and probably has access t0 2 personal
‘computer if he doesn’t already own one.
Our average subscriber has been reading
‘TSG for 32 months — s0 it Looks like
you're loyal, too.
‘And, as always, your comments at the
bottom of the surrey were interesting18
Some samples, with responses:
“... Dwould be unhappy if you split
Into two mags, but I would buy both of
them...” As you know by now, we are
splitting - but each new magazine will be
bimonthly, so it is, in one sense, a re-
arrangement rather than a doubling in
size and cost. I know we'll lose some
people with the change, but we think
most of you will like it once you see it.
Give usa chance, anyway.
“Why don’t you do a sequel to Bartle-
suit, called Business Suit — man-to-man
combat in an advertising office?” Well, if
‘you'd be willing to buy 14,500 copies, we
‘might be able to sell out of a 15,000 press
“1 didn’t see Chaosium’s Call of
Cihuihu in the survey.” You're right. It
should have been there, on the pre-1982
RPG listing. Ouch,
“Where is Traveller on the pre-1982
same list?” Ouch again.
“Why not list Empyrean Challenge?
It's my favorite PEM game.” No! No!
Have mercy!
“Where was Starweb under PAM
games?” Ail... As you have no doubt
realized by now, several games got left off
the survey, not because they weren't signif-
fant, but because the compilers goofed.
AIL wo can do is grovel. Seriously: This
survey is interesting to a lot of people,
including us, but it gets harder each year.
If we can’t figure out a way to streamline
it next year — possibly by using computer
cards for responses ~ we may not be able
to continue. Tt takes too much time, and
mistakes erawd in anyhow. The responses
as tabulated have been carefully checked
but we sure wish we had been able 10
enter the data automatically.
“ really appreciate ‘Metal’ and ‘Scan-
nner.’ They are intelligent and informative
and don't degrade me with neophytic
language. Thank you. And Irealy love the
fiction, ‘Street Legal’ was wonderful.”
Well, some people like the fiction
“Your gamevelated fiction really bites
the green weenie,” And some people dont.
“4s the player and occasional GM of
an orphaned game — TET ~ I am always
looking for TFT articles, Also, when might
the rumored RPG by Steve Jackson be
coming out?” We'se interested in good
TFT material for Fantasy Gamer. (That is
another Subtle Hint.) As for the new
RPG: work continues to crawl along.
“The weather here has been crummy
lately.” Yeah, 1 know what you mean.
“More Champions and Star Fleet
Battles, please! ... If Mr. Jackson and Mr,
Stackpole ever get together, watch out!”
We want more material on both of these
for Space Gamer, (Subtle Hin time again.)
‘As for Stacker — you're right, but he
wants me to move to Phoenix, and I want
him to move to Austin, so we haven't
gotten much done together.
“Love your magazine! We only have
cone game store in town, and TSG isn't
available there, so 1'm probably the only
‘one in my school who gets 10 read it. Tt
‘makes me feel superior! Some questions:
(1) What happened to the ‘what game are
you playing most?” survey? (2) When do
Wwe get the naked elf women?” Wel, why
not twist their arms unt they ‘carry
TSG? The “what ere you playing most”
uestion was 2 victim of massive non-
feasance during compilation, Translation:
We goofed again. We may try to do it as
8 special minisurvey question. The naked
elf women will appear when you least
expect them,
“Keep up the good work.” We must
have gotten that exact comment from
thirty or forty of you, and something like
that makes i all worthwhile. Aaron and I,
and the rest of the staff, are glad you
think i's g00d work; we'll do our best to
keep itup. Thanks.
—Steve Jackson
Adventure in the classic realms of
J.R.R. Totkien’s Middle Earth™ as detailed
in The Hobbit” ana The Lord of the Rings”
‘MIDDLE | EARTH”SERIES
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MIDDLE EARTH CAMPAIGN AND: ADVENTURE GUIDEBOOK
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‘The entire line will bear the copyright «
CHANDISING, INC., Berkeley, Ca. THE HOB!
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and
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Send check or money order (in U.S. dollars) for proper Pains
Iron Crown Enterprises, Inc., Dept.
‘postpaid; Canadians add $2.50. Send S.A.S.E. f.
» P.O. Box 1605, Charlotte Va. 22902
more inforiiation.A Generic
Fantasy
Adventure
by
Aaron
AllstonThe Haunting of Harkwood is 4 gener-
fe fantasy role-playing adventure for four
to six players plus referee. As a generic,
or “universal,” adventure, Haunting is
presented with game terms and statistics
Which can be easily translated into most
RPG systems.
This adventure is not a standard epi
sode of dungeon-crawling, questing
through wilderness, or even city encount-
ers, It's sot against the backdrop of a small
prize tournament, and the tournament
itself is half the adventure. It requires
a gamemaster who tends to improvise
a good deal, ons who is capable of
making an interesting outing of an event
which would be fascinating to the char
acters, but which might bore their more
jaded” players. Characters of medium
‘experience are recommended,
‘Another caveat: The scenario would
be of most interest to fighting characters
Thieves can prowl the crowds and cut
purses. Magicians will probably find the
‘whole thing rather boring, unless they're
tourney fans. Craftsmen may spend most
of thelr time selling wares in the mer
‘chants’ bazaar, Priests and other religious
torts can spend their time converting
heathens in. the crowd. But the meat
of the adventure is for fighters, as the GM
will swifly see.
Persons who intend to play in this
adventure should read no farther. GMs,
fon the other hand, should probably
continue
Statistics
All characters in the adventure are
presented with scores ranging from 1-20
‘on their primary characteristics, scores
ranging from 01-100 on skills and weapons
talents, and notes on equipment carried
and. petsonal histories and personalities.
1-20 scores for characteristics are
used because they translate easily into the
most systems — especially D&D, Rune-
quest, end The Fantasy Trip. (For sys
tems which use percentile — 01-100 —
characteristics, simply multiply the 1-20
characteristic by 5; thus, a score of 15
‘becomes a percentile score of 75.) When
translating 1-20 scores into systems using
3-18 (rolled on 346) scores, simply round
1 and 2 up to 3 and 19 and 20 down to
18.
‘Skills are shown with percentile suc-
cess seores — thus, a character with Long-
sword at 66% would probably strike
successfully whenever making a roll
of 66 or less on percentile dice. Some
game systems — notably TFT — use
dexterity rolls (or intelligence rolls, or
strength rolls, or whatever) on 346
against the eppropriate personal char
acteristic to accomplish an attack or skill
use, Shown below are charts which
translate 346 and 2d6 rolls into percentile
scores. Example: A character with a 25%
success in tracking would actually have a
8 roll for success on 346 or a 9 roll on
246, and a character with e Bow rating of
85% could bo presumed to have an
Adjusted Dexterity or attack roll of 13-
346 Roll Probability of rolling
‘number or less
3 0.46%
4 1.85%
5 462%
6 9.26%
7 16.20%
8 25.93%
9 37.50%
10 50.00%
i 62.50%
12 74.07%
B 83.80%
4 90.74%
18 95.37%
16 98.15%
17 99.54%
18 100%
246 Roll Probability of rolling
number or more
100%
97.22%
91.67%
83.33%
R22
58.33%
41.67%
27.78%
16.67%
i 8.33%
2 2.78%
Spells are more difficult to render into
game terms. Presented with magicusing
characters are listings of fairly universal
spell terms, so that a GM can assume that
"Mind Control” actually means "Charm.
Person” in D&D or “Control Person”
in TFT.
“Experience level” and “hit points”
are also topics which the GM will have to
determine. Assuming for instance, that
the GM is going to be running Sth- to 7th
level characters through Harkwood, the
GM should make the highestlevel NPCs
around Tth-8th levels and give them
average or slightly above-average hit
points for their levels. TFT level and hits
{o kill are dependent upon Dexterity and
Strength, of course, so use the appropri
fate personal scores listed for the NPCS.In RuneQuest, weapons ability scores are
1 good indication of level of competence
(in fact, if the weapons scores presented.
for NPCs threaten to overwhelm the
player-characters, you may wish to tone
them down) and points are dependent
upon CON (with some modifiers); use the
“health” score listed for each NPC.
‘As for weapons damage and the like —
simply use the correct damage for the
appropriate weapon from the appropri
ate game system.
MUP h tata)
Fenmarc, Baron of Harkwood (s
fainly insignificant barony in a forested
section of the game-world kingdom
being used) has called one of his periodic
prize toumeys. Baron Fenmare’s tour:
eys are usually twoday allats consisting
of a jousting list (for nobles), » foot list
(for commoners), an archery com-
petition (for anyone) and a lastday
Grand Melee (also for any entrant),
plus a merchants’ bazaar, an open-ait
feast and court (on the night of the
second day), and other entertainments
Typically, ten to fifteen knights compete
in the joust, twenty to thirty commoners
compete in the footmen’s list, and thirty
to forty people compete in the archery
tourney; overall, upwards of four or five
hundred people typically attend the event.
Playersharacters can become involved
in any number of ways. I they are noble
(or if some of them ate noble), the high:
ranking sorts might have been invited to
participate — as a courtesy if they are
from the ares, or by personal invitation
from Fenmare if they happen to be trav-
clling through Harkwood. If none of the
PCs is noble, they might be competing
in the footmen’s or archery toumey,
or simply attending the bazaar and feast
‘or watching the fighting.
Of course, an adventure is not likely
to be a simple aba tournament and feast
‘There are two complicating factors.
Since long before the arrival of man
{nto this part of the continent — perhaps
since before the emergence of man into
the world — the Bilythey have lived in
the Harkwood forests. Eilythry are race
of longlived manlike beings possessed
of translucent white skin, tall and spec
trally thin bodies, and unnatural grace
and fleetfootedness — and it is thetr pres
ence which has for centuries given rise to
legends of the wood being haunted.
‘The Eilythry, a peaceful and vegetar
ian race long divorced from violence, have
watched bemusedly as mankind invaded
the forests, cutting down trees, saying
and eating’ wildlife, and creating ugly
permanent structures and hideous beaten
toads and smelly colonies, Isolated
pockets of Eilythry gradually became cut
off from one another. The old race
slowly, slowly began to fade ~ for while
they ate extremely longived, the Eilythry
bred seldom and the despondency they
began to feel occasionally interrupted
or suspended their mating rituals.
‘And now has come the final atzcety —
the Eilythry lord, eldest of the clan, has
been found hacked and gutted near 2
human road, obviously by human wes-
pons. The presence of red blood (the
Blytiny’s is pinkish and. transparent)
indicates that the attacker was wounded,
but the remaining elders consider that
things have gone too far and the human
invader must be driven forth. And, while
the Eilythay have not known violence in
many hundreds of yeats, they have pre-
served one warlike art — to-Rera, 2 styl:
ized martial art utilizing the spear. To-
era jg ritualized and daneelike, but still a
dangerous martial art, relating to the
oxiginal Eilythry spear combat as Kendo
does to the swordsmanship ofthe samura
So. the Eilythry have taken up their
spears
There is yet another complicating
factor. Lord Telberan, one of Baron
Fenmarc’s two closest advisor, i quite
the opportunist and issecretly determined
to be the next Baron of Harkwood; he
Js currently the most ageressve suitor for
the hand of Lady Aylara, Fenmare’s
Gaughter, and has for some time now
been placing himself in situations pleasing
to the eye of the Crown while occasion-
ally embarrassing or otherwise incon-
veniencing Fonmare. Yes, Telberan will
be able to make use of some of the up
coming situations
Components
Included with this adventure, along
with explanatory text, are several things
which will enable the GM to improvise
the adventure around the player-charact-
ers? choices of actions throughout the
course of the adventure. Included are a
map of the general area of Haskwood
where the tournament is taking place,
a map of the tournament site, (showing
the list field, the archery field, Fenmarc’s
retreat manor, the merchants’ bazzar, and
other points of interest), a sheet of Card-
board Heroes miniatures bound into the
‘center of this magazine (showing all the
major characters of interest, some Eily-
thy, and a couple of mounted knights),
universal descriptions of all the major
non-player-character perticipants, and a
timeline showing what will probably
happen when.
Bite
Day 0 (The Day Before the Toumey’s
Start):
By dusk, all the major participants
{in the toumament should have arrived at
the Harkwood site. The higher-ranking
of these, of course, will be quartered
in Fenmark’s retreat manor; the rest will
‘camp on a field slightly removed from the
fields used for the tournament. A large
‘canopy has been set up in the merchants?
bazaar by a tavernkeeper, who is busily
dispensing beverages and choer into the
night, Player-characters should be arciving
fon the scene by now, if they are not
here already.
Shorly after night has fallen, a Tocal
hunter will stagger out of the forest and
toward the nearest light he can see ~ that
selfsame taverner’s tent, The hunter, a
burly man named Morgis, who was chief
contender in this year’s footmen’s tour-
ney, is so n0 more; when he staggers into
the taverner’s tent, he is moxtaly wound:
ed, with spear wounds and a pale pinkish
syrupy stuff splashed all over his body.
He manages to croak, “It was 2 h’ant/
In the forest/I killed it” before messily
expiring — this, in full view of all the
‘people in the ent and anyone who charged
‘ver from the manor to investigate
Lord Dorlyn, Fenmare’s other (more
trustworthy) advisor will order the corpse
put in @ wagon and taken back to Morzis’
village. Agrast, a local lunatic who pre
tends to be a wizard (but whom every:
‘one knows to be a charming charlatan
with knowledge of sleight of ftand and
stage magic) seems unnaturally disturbed
by the goo all over Morgis and takes some
in a small phial before leaving the scene.
He wall not discuss his perturbation with
anyone who notices it and asks, Natur.
ally, it’s a little while longer before the
parly in the taverner’s tent resumes its
somal cheerfulness .
Day 1 (The Joust, the Drama)
‘An hour or s0 after dawn, Anin,
Baron Fenmarc’s personal herald, will
ris life and limb by avakening all those
encamped in the field. Two hours after
that, he will announce the opening ofthe
Prize Tournament of Baron Fenmae.
The knights, in armor and wielding
blunt lances, will begin their ousting ansRefer to the map of the toumey field
Low wooden barricades run the length
of the joust field, Each knight starts
at one end of thelist, charging toward his,
‘opponent with the barricade to his left
As they're using lances ranging from
fourteen to seventeen feet, they will roll
to hit when they're in range with the
weapons (about five hexes apart on the
toumey-site map), not when they're
adjacent to one anather.
If a to-it roll is successful, the target
has been struck. If the to-hit rll is unsue
cessful, the target has obviously been
missed. Consider both to-hit rolls simul-
taneous — that is, both opponents get to
roll before effect of damage are calcu-
lated, Roll normal damage for a lance
attack, then divide by half (the weapons
are blunted). But if the initial damage roll
was in excess of 6 points of damage
(Gefore dividing), there is a chance that
the person struck will be knocked from
his horse by the force of the blow — he
must make 2 Horsemanship or Dexterity
zoll (or whatever sort of ral is appropri-
ate 10 the game system) to keep to his
saddle. If the damage roll was much in
excess of 6 points damage (before divid-
ing), Keeping esiddle will be more
difficult: -1 (or 5% for every 2 points
damage the character actually takes.)
If the Horsemanship or Dexterity
roll fils, then the rider falls to the
‘ground and has lost the bout
EXAMPLE: Sir Danek and. Sir
Cacti are TAT. characters Davrek is
DX. 16, chainmail end ange set (hus
5 hits sonped, ADK 14). Careth is DX
419, pate armor and nye shield (hus
“Tits stopped, ADX 12) AC the heralds
Gey, they bring thle hors 29 eaop. AL
the sange of thee lances ~ § hones apart
Toash knight rolls o hi, Dassek sls 3
439 and Mis. Cet lle an 41 and also
hits. With his higher ADX, Derek ros
damage fist, for 10, points on Careth.
This divdoy to $ “aetual™ pola of
dmnave on Cueth,Caeth Tol posts
| of damege on Danek, which rounds to
4. In cach eas, the armer ha stopped all
‘he damage, Now ech must ke a Dox
toll to say in idle Dasek must rll a
4 (his ADX) minus 1, (becatse the
Janes exceeded the necesary demaye
by I,and 12 1) fora net roll of 13~
He roll a 12 and thus isl in he sade
de But doubtes reeling from the near |
fall Nowe Carethanist ris ADK (12).
ances roll on him wae 4 eater then
ecessry, 9 #2, 0 Cath rst tll
fe He follsan 14, and thus fls rom
his saddle; Danek fas won the tout.
(Noe: ifthe gamesystem being used has
4am adequate Jousting proved, use
insesd: thie fe intended as a sopsaD
system for games with no joust rues)
If two knights make a pass with neith-
er being knocked from his saddle, then
they return to their respective ends of
the field, pick up fresh lances (if their
previous ones hit, presume they broke);
and charge one another again.
This joust is « double-elimination con-
test, so a Knight will still be in the run-
hing until he has been defeated twice;
at that time he is out of the competition,
Scuttlebutt has it, for newcomers
to the area, that Sir Actys and Dame
JJaenyth are the knights 10 beat in this
list; of course, one or more of the player-
characters may be better and walk away
with the tourney.
The field this year will ave 16 knights
competing (inchiding any PCs in com-
petition). Thus, the first round will be
eight bouts, and the second round will
also have eight bouts (as no one could
have been defeated twice in the first
round). By the end of the third round,
some knights wall have been defeated
twice and will drop from competition.
‘The contest so continues until one winner
is chosen, In any round which has an odd
umber of competitors, one fighter will
“fight the bye” — a defeated fighter will
be called in to combat him, but if the
fighter stil in competition is unhorsed,
i does not count as a defeat. The bye is
fought simply to keep all contestants
ata similar stage of exhaustion
Tincidentally, the GM need not go
through the Gie-rolling rigamarole on
each bout not involvinga player-cheracters
hhowever, the GM should definitely give
a bout-by-bout account of what is going
fon and who is still in competition, any
spectacular bouts, et. It makes the whole
adventure seem more rel
‘The whole joust will take a number of
hours, with frequent breaks being called
in the action at the later hours. Pages will
roam the stands with waterbuekets and
ladles, and the taverner’s tent will no
doubt be in operation, with ranners
bringing drinks to thirsty customers on
or around the field.
At the joust’s end, Fenmare’s daughter,
Lady Aylara, wll award to the winner the
prize for this toumey: « matched weapon
set of dress saber and dress Knife, both
with etched blades and inlaid hilts. The
Dlades themselves are of average fighting
quality.
‘The assemblage will break up after the
awarding of the prize, with Arvin, the
herald, announcing that a “drama will be
held for the enjoyment of the assembled
‘oodfolk” at dusk. This willleavea couple
of hours for the assembled goodfolk to
retire to their camps or the taverners’
tents to dine and clean up.
"At dusk, the selfsame stands from
Which the spectators watched the joust
will be filled by spectators present for
the drama, First, Agrast the charlatan
performs # nice display of stage magic,
with fire-cating and disoppearing/reappear-
ing birds and other such nonsense. Then
the drama, entitled “The Woodbeast” (¢
melancholy — some say dreary ~ moderne
ization of a local legend about a man who
is cursed to change into a beast) is per-
formed
But the playercharacters probably
won't be able to sit through and enjoy
the presentation. The most sharpxighted
of them will notice Agrast packing up
from his performance, leaving his mater
als beside the stands, and heading off
‘remusedly into the woods. The same
sharpsighied individual will also observe,
off to the side of the point Agrast enters
the woods, a pale shape flitting through
the trees.
If any PCs follow Agrast into the
‘woods, they will find him a hundted feet
‘or so in from the forest's edge, standing
perfectly still, staring off into the tres.
‘The instant. ‘they catch sight of him,
though, they'l see a pale shape flit away
from behind Agrast ¢ shape the charlatan
wwas evidently unaware of. Ifthe chara
ters ask him what he's doing here, he'll
talk, in a detached and troubled kind of
‘way, about Them — They're here, They're
avenging Their dead, i's been so long
df the characters ask him what They are,
he'll ead them out of the woods and to
his tent, where he'll scrabble sround,
looking for = book he says he had out
just a while azo.
After a few more moments’ search,
he will confirm that the book is missing —
and what a loss, one of the few surviving
copies of Remants in the Deep Woods
by Alfinvius of Hotast ... It will become
evident to the party that Agrast is more
than a little off the deep end. If there are
any serious students of magic among the
group (not just field magicians, but indiv
{duals who've spent time and interest on
a study of magic and magic folklore),
they'll remember that Remnants is &
genuine tome, a detached and garbled
Bestiary of deepwoods horrors, written
some 2,000 years before.
‘Agrast will disappear that night, after
the player-characters have left
Day 2 (The Surprise, the Footman's
Contest, the Archery Contest)
‘The ‘next moming, probably before
the playercharacters wake, the tourney:
‘goers will have an unplessant surprise:
Several folk were slain in the fringes of
the woods last night, sometimes within
feet of the locations of others left alive
‘Two guards were found slein; two pairsPLACE,
20-CENT
STAMP
HERE
STEVE JACKSON GAMES
BOX 189857-T
Barone
AUSTIN, TX 78760: 21 os 2s it —_ = — ——
sms
acute een 90
og — min oe aoe
Seehof
yen tn day 20
Sob abn toate ems
hap cassie epg pag sas
vy
nara omg wenn by | spear dt at ee ump tn dB oeaisset
to campsite (50 meters)
Joust Field
‘STANDS: TOE STANDS.
ROYAL BOX”
Joust Field
BARRICADES.
SCALE: 1 hex =1 meterof trysting couples wore likewise found
murdered; and a merchant who'd awak
ened late’ to answer Nature's all never
rade it back to his tont, All were found
at the edges of the wood by morning
guards, end all were pierced through as
‘though speared to death.
Baron Fenmare announces that he
believes there to be a madman at work in
the forest da nat be alarmed, foresters
and guards will track the man down, and
for the time being people should stay in
groups of three or moze — thore is litle
chance that the madman would attack
several people at once. Two guards are
immediately assigned to Lady Aylara for
protection. The ovent goes on uninter
Tupted, and the bodies are removed. Word
does fly, though, about tho death of
Morgis the Hunter the other night ~ the
fact that he, too, was pieced with spoar-
like stabs, and had claimed to have killed
a “H'ant” — and the rumor of haunts
200s up, especially among the commoners.
The archery competition and foot
men’s tourney are held simultsneously,
‘appointing any who'd wanted to attend
both.
In the archery toummey, the contest
ants — 4 total of 32 entranis, including
player characters — are adjudged by point
totals acerued throughout the contest
rounds. Each round consists of ten arrows
shot at targets the size of round-shields;
the targets are painted in the semblance
of eyes, with a white band to the outside,
a smaller blue band between outer ring
and inner, and a black dish-ized “dot”
in the center. Missing the target entirely
gains the archer no points; hitting the
‘white guins him 2 points; hitting the blue
gains 5, and hitting the black gains 10.
‘The first round % fred from 30 paces
(about 30 yards), the second from 60
paces, and the third from 100 paces. At
the end of the match, point totals are
tallied — each contestant has & page,
similar in funesion to a golfer’s caddy,
to keep track of his sore — and the
contestant with che highest point total
wins, In case of a te, the two winners
continue with subsequent rounds at the
100-pace distance until, at the end of
round, one contestant has more points
than the other. He is the winner, and is
awarded a handiooled and matching sot
of archor's accoutrements: quiver, belt,
baldric, and bracers, plus a place at the
baron’s table at tonights feast. A young
lady named Mara of Toren isthe favorite
for this competition.
(Referee’s Notes Many RPG systems
axe limited in that they do not provide
for more than combat bowmanship —
fastmoving and closexange archery use,
If there's no way in a specific system for
a character to make a lengthy shot —
despite the fact that it was done in
genuine history — you might find it
advisable to delete this entire competi:
tion from the adventure. As a rule of
thumb, say that, if a character can make
a lengthy shot and barely makes his to-it
roll, he has hit the white; if he makes his
roll by 3 oF more — that is, 15% better
than he needed — he has hit the blue,
and if he makes it by 7 or 35% better
than necessary, he has struck the black.)
The footmen’s tourney is fought some-
what like the joust, but is sweater and
bloodier. Only blunted weapons ere
allowed; blunied weapons do one-half
listed damage. The double-limination
rules from the joust are in effect heres @
competitor is not eliminated until he
has been beaten in two bouts.
‘A bout is over if (a) one opponent
yields, (b) if character has lost over one-
fourth his hit points (this is for systems
which do not differentiate between
damage to body parts, nd presumed that
there is a marshal governing the fight,
like boxer’s referee, who can call for
4 fight to be halted when he perceives
that one fighter has lost, or (c) if the
marshal perceives that one fighter has
been wounded to the point that he
should no longer be fighting (this can be
used in systems where determination is
made between damage to different areas
of the body. Examples of a fighter who
should not be on the field include one
‘who has lost half the hitpoints to two of
his limbs, one who has sustained any sort
of critical wound, one who is so tired
that he cannot defend himself — for those
systems which have some sort of endur
ance considerations — etc.). Remem-
ber that only blunted weapons are used,
weapons which do one-half (rounded
down) listed damage.
No armor heavier than chainmail is
allowed in tho fooimen’s tourney, and
armor as light a a leather euirasis allow.
ed but discouraged. All swords and axes
(if blunted) and mace-type weapons are
allowed; flail weapons and pole weapons
(Gacluding spears) may not be used. The
object of this tourney is not to kil one’s
opponent, but to beat him, and to win
the pouch of silver that is the toumney’s
prize, (The exact amount would vary
from game system to system, but should
be sufficient to allow the average com
rmoner to have two or three substantial
nights on the town.) Twenty-seven
footmen, including player-characters, will
be competing in this list; Gaeris, a thick-
set youth from 2 nearby village, is the
favorite to win (he used to be the per
petual second-place winner, after the
unfortunate Mors)
But here's where the event gets com-
plicated — Lady Aylara, who was supposed
to award the pouch’ of silver to the
tourney winner, has not shown up, &
‘vial faux pas — but where is she?
‘A search called by her father reveals,
in the space of a few minutes, the bodies
‘of her to guards under the stage where
‘Agrast performed the night before —
the stage had been drageed off to an
unfrequented area of the tourney ground,
next 10 a copse of trees. The two guards
hhave been stabbed to death, as though by.
Forceful spear-blows. And the word
“haunt” is repeated back and forth
among all assembled...
What Happens Next
Now that we have gotten to the point
where there are so many random
elements in play that « further timeline
would be out of the question. The GM
must rely on his knowiedge of what is
going on and improvise around his char-
acters’ actions.
Lady Aylara has, in reality, been
kidnapped by henchmen ofthe opportun-
istic Lord Telberan, who had her guards
speared from behind to foist the blame
fon the supposed “madman” of the night
before. He has her hooded, gagged, and
bound in a very well hidden glade in the
forest, now garded by the three men
who ‘killed her former guards. She was
gagged, hooded and tied so quickly thet
she cannot identify her attackers, Lord
Telberan intends to wait for an opportune
time in the search he knows is to come,
and then will stage aight with the “mad:
rman” to “rescue” Aylara ~ she wil only
be able to hear the fight, and will suppos-
edly believe Telberan’s story that he
attacked and drove off her kidnapper. So
Telberan ends up a hero — or $0 he
thinks, For he stil thinks thatthe killings
wore indeed the work of a madman ..
‘Agrast the Charlatan isn't really mad;
faced with the prospect of spending too
much time with a band of inquisitive
adventurers last night, he simply lapsed
into his typical “Senile Old Faker” act
until they’ wandered off bored; then he
began. his own investigations. He is no
magician, but is a talented woodsman
and sage, and suspects that these events
are the result of Eilythry vengeance. He
will stick to the woods, relying on his
phenomenal stealth and woodsmanship toprotect him from the Eilyshry hunters
until he can observe the best way to
escape — whether 'tis on his own or with
2 party of people attempting to leave.
One thing that remains # mystery to him
Js: Who took his book?
Which brings us to Tekker the Usly,
another NPC who can be thrown in
any time as an encounter or a good ally
for the PCs to have. Tekker’s not his real
name, nor is he in reality uglyshe’s a spy
for the Crown, on the site to see if Fen:
rare is really as inept as he’s appeared
‘these last several months, or whether he’s
a vietim of some sort of political maneuy:
ering, He doesn’t know the answer to
that yet, but he knows that he’s stumbled
onto a mystery. It was he who found and
stole Agrast’s book after watching the old
man behave erratically several hours
before, and now he’s aware that there's
something out in the forest — no mad
killer, but a race of woodsbeings. (Note
to GMs: If one of the player-characters
Just happens to be a spy for the Crown,
hhe might serve in this role in place of
Tekker, making for a more complex
venture),
The Eilytiry, forty-three in sll — the
last survivors of a race that once boasted
a hundred thousand — are operating in
the forest, just outside the humans’
range of vision. They operate singly,
attacking anyone they find and then
ting off to the next vietim. Eilythry are
supremely confident and willing to singly
engage up to five or six individuals. How:
ever, as removed as they've stayed from
humankind, they still regard man as being
little more advanced than his fur-wearing
lub-bearing ancestor, and are not yet
prepared for heavily-armored, competent
swordsmen of the sort they'll be encount
ng. A problem with the Eilythry mind
is its slow adaptability to change; it
would take the average Eilythry years to
reorient itself to the thought of man as @
techinological, toolusing creature, and
that will prove the Eilythry’s undoing
They'll attack groups of seatchers, do
massive damage, and be brought down
one by one. This day, the Eilythry race
will be progressively, inevitably wiped
out by searchers out to find Aylara and
combat “ants.”
Baron Fenmare, of course, will order
‘an immediate search for his daughter and
the “mad killer” promising @ rather
formidable reward to the individual or
individuals who find them. Of the five
hundred or so attendees of the event,
about 30% will arm up and head off into
the woods in bands of five or six —
hopefully, the player-characters will be
among those, probably forming 4 group
unto themselves. The remaining 70%
of the attendees will gather in the camp
area, with lots and lots of guards posted
around, too many for even Bilythry to
assault. Fenmarc will be with one of the
parties in the woods, accompanied by Sit
‘Actys and Dame Juenyth and thelr
squires.
ave ube)
beaiele heron)
‘As noted, there are any number of
ways the adventure can progress, depend:
ing on the player-characters' actions and
the GM's sense of confusion or vicious.
ness. What will happen, though, is that
about half of the people searching in the
‘woos will not return alive. Most groups
of five to six will be encountered by at
least one Eilythry. The Eilythry will be
able to kill half the members of an
average group before being dragged down,
by the vest. (This presumes that the
player-characters constitute an above.
average group, as is Baron Fenmarc’s
group.) Some groups of humans will be
encountered by more than one Bilythry
(one after another) and be utterly wiped
out, Still more infrequent groups will
encounter no one but corpses. This
presents the opportunity for a good
GM to present a chilling and ominous
running Fight, as the player-characters
tramp through the forest, are confronted
and pethaps injured by an Bilythty before
killing it, continue on, stumbling across
the occasional unlucky band of searchers,
hearing screams far off in the distance as
the afternoon thickens toward dusk
and they meet another Eilythry .
and another
‘What may happen (some sug
for the creative GM)
Lady Aylera’s captors could be assault
ced by an Eilythry, and the scene of that
ght be stumbled upon by the PCs just
as the young lady is about to be killed,
Lord Telberan may escape just before the
heroes? arsival, or may use their timely
arrival and combat with the Ellythry to
carry Aylara off yet again
The playercharacters could be sur
prised by the silent arrival of Agrast, who
explains what's going on to. them,
Depending on their normal operating pro:
‘cedure, they might just decide “No reward
is worth this,” and begin battling their
fay cross-country to the nearest plains
ritory, a mere day’s walk away through
deep forest...
gestions26
Lord Telberan might try to pin the
“mad kiler” tide on one of the player
characters after staging his “rescue” of
‘Alara, requiring that individual's escape
not only from Eilythry but from Fen-
PNacaucla)
Of course, as most groups of searchers
encounter their first Eilythry (or batch
of corpses), they'll probably turn around
and head their way back tocamp. Whether
for not they make it there is another
matter.
The people left behind will see the
searchers depart into the woods in late
afternoon, immediately after Aylara’s
disappearance is noted. Within half an
hour after that, the first survivors will
start staggering back to camp, armed
with wounds and acounts of their com-
rades dying and of the grim, pale, silent
haunts of the Harkwood.
AAs the hours progress, more and more
survivors will stragale back. As the day
tums to night, most of the action will
have resolved itself — per the suggestions
above, or as the GM wishes. Throughout
the early hours of the evening, the last
of the Filythry will be dying in the woods
a tragedy felt, pechaps, only by Agrast
= but the humen survivors wil be return-
ing until after dawn of the next day, in
various degrees of health and sanity
Fenmare and his escort will probably
survive the night’s terrors, somewhat the
worse for wear. Depending on the GM's
choice for the course of the adventure,
‘Aylara may make it back alive — with
player-characters or non-player-character
rescuers, or pethaps even (let’s hope not)
with a smug Telberan. As promised, her
sescuer(s) will be amply rewarded.
Fenmarc’s forces — both among
the knights and footmen — will have
been depleted by the night's rigors
Any playercharacter seen. showing con
spicuous gallantry and ability will be
cffered employment in Fenmarc’s service.
‘Minor nobles and squires showing excep-
tional ability might be knighted somewhat
later on, once word has reached the
Crown,
‘And Harkwood will remain a setting
for adventures, should the GM wish,
‘though mainly for adventures of the
cloak and dagger. or intrigue variety.
‘Tekker the Uply, after making his report
to the Crown, will probably be assigned
‘o continue his investigation of Fenmarc’s
capacity. Player-characters may be
requested to assist him, or may be hired
by the baron to find out who is spying on
him and why. If Telberan has escaped
the night unharmed and undiscovered,
he will immediately begin his political
‘maneuvering again, He may even be a few
steps further toward achieving his goal. if
he was seen to rescue Aylara. Clues
dropped by the GM — such as the over-
hearing of certain incriminating senten-
ces from Telberan — could alert PCs
that something is not right about the
sleeay nobleman. Agrast could flee into
the woods to study what he can find of
the Eilythry, and emerge months later
with some relic of their lost magic, cata
pulting the characters into some other
adventure. One of the player-characters
could have designs on Aylara; if he is
nobly-born, Telheran would perceive him
as a throat and attempt to arrange for his,
removal from the scene
‘And so on.
But use The Haunting of Harkwood
any way you please — perhaps as just a
‘tournament in the middle of any other
sequence of adventures, without the
Filythry or Telberan’s plans ever entering
into it.
ela
joa oh ato) ity
Below are the vite statistics for the major
NPCS ‘in Haunting. Esch character is sepse-
sented by a 1-20 score in the characteristics
Strength (STR), Grace (GRA), Health (HLT),
Intelligence (NT), ‘Willpower’ (WIL), Attac=
tiveness (ATT), and Chatisma (CHA). Strength
defines raw plisical power: Grace (also known
as. Dexterity) defines quickness, handines,
balance, etc; Health (also known as Const
‘utlon) defines resistance to shock, disease, e.,
fad frequently modifies hit point totals; Inti:
ligence is x measure of the charactor’ ability
16 learn and utilize information: Wilpower is
the charactors sense of self (often used as a
function of the magle system); Attractiveness
Js the charactee’s physical beauty; and Charisma
inthe character's raw personal magnetisn
“The characters
Baron Fenmare: STR 13, GRA 12, HLT 14
INT IL, WIL 15, ATT 13, CILA 15. Broadsword
Df Olher Swords 60%, Court Behavior 75%,
Specchmaking 65%, Horsemanship 55%, Lance
40, Literate
Ledy Ayla: STR 8, GRA 14, HLT 11,
INT 13, WIL 15, ATT'17, CHA'13. Court
Behavior 70%, Horsemanship 45%, “Literate
(in four aditonal lave)
Tord Telberan: STR 11, GRA 15, HLT 9,
INT 15, WIL 14, ATT 14, CHA 11, Brcadsword
50%, Other Swords 40%, Polesrms 40%, Long-
‘bow 85%, Court Behavior 60%, Slight of Hand
45%,
Sir Aciye: STR 17, GRA 15, HLT 14, INT.
13, WIL 12, ATT 10, CHA 14. All Swords 90%,
Other HTH weapons generally 756, Bows 70%,
[Lance 80%, Horsemanship 70%, Court Behavior
OF, Law ‘50%, Speechmaking SO%, Literate,
fone extra langue,
Dame Jeenyth: STR 13, GRA 10, HLT 11,
INT 14, WIL 13, ATT 14, CHA 15, Broadsword
90%, Othor Swords 80%, Other HTH weapons
usually 65%, Lance 90%, Bows 30%, Horseman-
‘hip 88%, Court Behavior 70%, Salling 50%,
Literate, “tree additional languages, instane
taneous translator,
“Aaratt the Charlzon: STR 11, GRA 14,
HLT 10, INT 16, WIL 14, ATT S, CHA 16.
Acting 75%, Slight of Hand & Pickpocketing
90%, Spoochmaking SOS, Stage Magic 75%,
Animal Tesiner 68%, Woodsnanship 95%,
Stealth 90%, Magic Study 45%, Historian 40%,
[iterate four adaitional languages.
Tekker the Usl) (actually Merzn of Halsu):
STR 19, GRA 10, HLT 17, INT 13, WIL 12,
ATT 10, CHA 11, Broadsword 808 most other
HTH weapons 70% pole weapons 50%, bows
30fe, Acting 65%, Dispute 70%, Hossemanship
45%, Detection ‘of Lies 40%, Stealth 60%,
Enhanced Hearing, Literete, one. additional
Janguage, thre additional eodes.
‘Bilyzhry (common): STR 10, GRA 17,
HLT 10, INT 8 (wisdom and experience more
than counterbalanced by lack of inventiveness
for curjosiy), WIL 16, ATT 7 (o humans),
CHAS (dito), Speat 80%, Woodsmanship
95%, Stealth 90%, Porest™ Survival 95%,
Enhanced Hoating, infrared Vision, Running,
‘cannot understand human tongues. (For a zeal
‘geal, you ean ve your characters an especially
nasty Eilythry* Spear and Stealth up 10 100%).
‘Other names to. dr0p for NPC encounters
and random opponents: oust) Sir Dark,
Siz Cateth, Sit Ambish, Siz Loel, Squire Anya
(Actys), Squire Kand”(Actys),” Squire Ellyn
Gaenyth'y),‘Squize Hovard (Dares); (Foot
men’s) Palin, Arik the Loud, Stafforth, Dseth,
Waller of Tarmoor; (Archery, Bazaat) Dana
Korsdatte, Lord Bisthyn, Lady Tuese, Owin
the Bard, Lyana, Janier, and Mocking Myzddis
Final Notes
In case you're curious, the arrange-
‘ments for the three types of competitions
described in the text don’t necessarily
match tournament practices of any
particular time in real-life history. How-
ever, they make for a simple way to
resolve such tournaments, one which can
bbe expanded upon or altered by GMs
wishing to do s0 and which can provide
for an interesting alternative to dungeon-
mashing — an alternative which makes
the characters feel more at home in
their culture
Little attention has been given in this
scenario to the other major function of
the tourney event, the Merchants’ Bazaar.
‘This is because twas not integral to the
adventure, and not all adventurers. will
spend time there, The GM is encouraged
to go wild with improvised and spon-
taneous descriptions of the interesting
folk encountered therein, of random
events and perhaps short-iempered duel
for two between NPCs and PCs, as the
player-characters’ actions dictate,vs ty
CONSPIRACY
CONTINUES
pe eo ale amen cue oe
Ce Ua eC eeaC oe a ee
PCC ee om eh
Pee LS mtd
Dro Rye Cae Cae
Now the webs of intrigue grow even more complex —
with the ILLUMINATI expansion sets. Set 1 brings
you the Pentagon, the Phone Phreaks, the Flat Earthers
— and that useful device, the Swiss Bank Account.
So ee Ue eo Be aes et Oke
Nuclear Power Companies, and (gasp!) the Orbital Mind
Ce Meee eee mn g
SE eu e meme CLC E Loa
the Network in Set 2) and two blank cards, to let you
Roe Ce cE to eos vos aro
SET 1: 27 game cards, ziplock bag, 8"/,” x 14”
De ea ee ce ee une
SECU cu ec
oe eee eS ee eae
Pocket Box, and a special “I’ve Been Illuminated” button,
Strike back at the Conspiracy . . . or join it . . . or both.
The ILLUMINATI expansion sets are the perfect tool
for world domination. Don’t wait . .. THEY are
PRU Ree Cr ba
Se es
ordered for $6 each from Steve Jackson Games, Box 18957, Austin, Texas 78760.
Lee ea ee ace en eee estes
NO ter hee ane eee meaner ees Oe
2 STEVE JACKSON GAMES28
We have some more details for you on
‘the upcoming split of The Space Gamer,
‘Since Stove and I sat down to tripewriter
and wrote our respective columns last
month, we've had lots of planning and
‘meetings to iron out the petty details of
the transformation ‘of TSG into Space
Gamer and Fantasy Gamer.
‘The first, minor, change (as the above
sentence hints), is that we've dropped the
ruisancy article — the “the.” The article
tended to get in the way, like untied
laces on your shoe, and led to interesting
manhandling of the language — was it
‘The TSG Approach? The SG Approach?
The Space Gamer Approach’ The Space
Gamer approach? Now we can be sure
Tl be editing both magazines, at least
for the time being, That may change as
frequency increases. My assistant editors
each will have a specific responsibility
IEMAPPING AlDS
3 “Streets of Gems
EROLE PLAY GAME AIDS
£
SRE
FOR FRP GAMESMASTERS << |
sgonal Grid Mapping System
Very wort the price" ma scase tc rman
“An'impressive product know of no beter id” tens ow: eae inevest
‘Companion Pieces ~ Fantesy Furnishings
82 designs for figure sized maps
I MODULAR ADVENTURES FOR ANY RFP SYSTEM
Counter Intelligence
Richard Steinberg will be the Space
Gamer assistant editor, and Chris Frink
will perform those chores for Fantasy
Gamer,
‘The two magazines will have different
approaches to layout and graphics to
reflect their different orientations. How.
ever, they won't descend to excessive
floweriness or tiresome hardware jargon,
nor will we go in for illegible Old English
‘or computer typefaces.
And, as for the Most Important Ques-
tion of All: Yes, Murphy's Rules will,
for the time being, be in both magazines.
Heard Around the Office
Every so often, a stray comment of
peculiar import comes floating through
the office. I'l pass these on as they accu-
‘ulate. This month's batch;
THE COMPANIONS 245 Water St, Bath, ME 04590
The Curse on Hareth
+The Brotherhood of the Bolt
ZS" nteriocked adventures, secret societies, NPCs, and monsters for advanced
layers, discriminating gamesmasters, ané sophisticated campaigns
gp “Treasure Troves | ~ Cards of Power
Over 80 new treasures ~ five complete magical decks
Places of Mystery -- Alluring Alcoves
‘Twenty enticing rooms ~ figure scale maps ~ fully described traps
by Aaron Allston
“naide every thin person is a fat one
‘yearning to breathe free..."
“What's this trilobite doing in my
martini?”
“If you ever have to barbecue your
laundry, you don’t have to explain it.”
Marching off to War
We're about to enter the glorious
Convention Season smong gamers. Our
next stop (long over by the time you
read this column) is Agsiecon, one of
Texas’ premier SF conventions. I may
write a few lines about it next month,
Our crew returned a week or two ago
from Microcon in San Mateos, TX. There,
they had a good time, met some good
folk, and groused that the good movies
were on too early in the day. Recreation
is no easy life :
NEXT
ISSUE
Next month will see the debut of
the frst ‘new look” Space Gamer,
Weil have for you
“Big Lizzie,” « cowboys vs. din-
osaurs adventure from the skewed
perceptions of W.G. Armintrous;
Featured Review and Designer's
Notes for STAR TREK: THE ROLE:
PLAYING GAME;
“The Andy Chernak Interven,” as
‘our Metal contributing editor talks to
the president of Grenadier
‘At tong last GOLIATH, latest in
series of second-generation Ogres; and
Hybrid hemen.PROBABLY WITH A POUND OF FLESH ~
A player who las betome expert: at Yaqintos
NSoal A Spe not fermbed toalhie
ED postin. ries or stati
thay lee pe Re or the leet
DOES DE MECOY KNOW?
FASA’s STAR TREK: THE ROLE-PLAYING GAME
describes the ieee ema bend “lel
desce “applied to shoulder just shove
where the ear is located in humans.”
NOT TO MENTION PERFORMING THE.
CARD-CARRYING CONFUSION >
From Schubel & Son's CATACOMBS OF CHAOS:
comes this word: “If the. card reader cannats
read your card, we will take a look at it
to see if we know you're. trying, to do.
If, despite. ined, we or the
[aera Mer ern a
recsive 2 notice on your tam result tat
MINUTE WALTZ +:
in 5S Games! CAR WARS, i is possible fora
driver; in He space of six seconds, to
accelerate From O to SO mph, perform as.
many as 25 driving, maneuvers Safely,
and
/
Freon three ive tay swash
fp roweive a sind: ePo ton30
Where We’re Going
Over the last few years, wargaming (or
adventure gaming, or whatever you want
+o eall it) has been increasing in popular.
ity. One welcome side effect has been
‘the increased recognition that the world
of science fiction fandom has given to the
gaming hobby. Science fiction gaming is
‘now an accepted part of fandom; almost
‘every convention has a couple of game
tournaments, and some SF cons are now
inviting game designors and publishers as
guests.
‘The science fiction media are respond:
ing to this increased interest, as well. An
‘occasional mention of games in a science
fiction magazine is nothing new . . . but
we have now hit the big time. The two
top magazines in the science fiction
field — Analog and Asimov's Science
Fiction Magazine — have started regular
coverage of SF games.
Both magazine's columns are waitten
by Dane Lombardy, the designer of
‘Streets of Stalingrad and essociate pub
lisher of Game Merchandising magazine
Incidentally, though both SF magazines
are owned by Davis Publications, the two
CLEMENS AND ASSOCIATES, the
columns are not “clones” — Dana writes
now material for each magazine each
month, Sometimes the columns deal
with things that any Space Gamer reader
is likely to know — ice, an explanation of
game conventions — but more often they
consist of reviews and commentary that
you don’t want to miss.
1 encourage all of you to pick up both
Analog and Asimov's to take a look at
‘these columns (the rest of the magazines
read pretty well, 100). And, if you're
already a faithful reader, you “might
want to write to the editors, thanking
them for covering games and encouraging
them to keep itup.
Autoduel Quarterly
The first issue of Autoduel Quarterly
went to the printers a few days ago (as
1 write this, that is). By aow, it should
certainly have reached subseribers” mall
‘boxes, and probably your local hobby
shop, a8 well. T apologize for the delay
We had originally planned it for late
January . .. we changed that to February
to Keep it from interfering with the
schedules of the other magazines .. .and
its actual debut will be late March. Oh
well ... the next issue (Summer, 2033) is
scheduled for late May, and should really
come out about that’ time. The 2033
Gating? Simple. The Car Wars universe is
50 years in our future ~ so ADQ carries
1 date 50 years ahead of the present one,
Speaking of Car Wars, we're about to
go into a third printing. The new male-
book will have a number of changes —
mostly small ones — to make the game
un more smoothly. There will also be
(aallelujah!) an index, so that you don’t
have to buy a new tule set (unless you
want to). Well be collecting the changes
to mn in ADO. Ogre is about to be re-
printed, as well, but there will be no
changes at all
AThip toL-S
AAs this isue goes to press, [ll be
leaving for the L-5 Space Development
Conference in Houston. Some of the
topics to be discussed there include
Private Enterprise in Space, Military
Space Systems, Terraforming, and Inter-
stellar Migration; if it's as interesting as
it promises to be, TM report on it in a
future Where Wee Going
are proud to announce their new Play-By-Mail game -
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ERRA IL
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LETTERS
‘Please don’t publish games in TSG.
It is my favorite magazine, I gladly pay
the admittedly high subscription rate (for
1 gaming magazine) because, as far as I'm
concemed, you're number one.
Games ‘are great, The whole gaming
world focuses on games, But they detract
from a magazine if they are directly
enclosed,
Tam not an inexperienced gamer. T
‘watched Ares come and go. I saw SET go.
I don't want to be eritical, but SPI had
the greatest ability to make regularly.
published games. You have about the
poorest
Don't got_me w1ong. You are the
best company in gaming, and don’t you
forget it, But you just can’t expect to do
even a third of what a corporation like
SPI could
Robert Hayes
I'm afraid that I can't tet @ couple
of points you make side by unchallenged.
First, it wasn't Ares{S&T games
‘that killed SPI; it was nonsurvtval bus:
ness practices. In contrast, SJ_Games
has no significant outstanding debts and
hhag seen continuous expansion during
FOREVER
A squad level game of a 1,200
year war based upon the
novel by Joe Haldeman
= 10 Scenarios
Varying Tech Levels
= Geomorphie Board
Games Ine.
P.O. Box 5987
Chicago, IL. 60680
diy
the worst recession in recent memory.
‘Second, T cannot see any evidence
for our having the poorest ability to make
regularly published games, Poorest of
‘whom? Wich a massive backlog of market-
able game design ideas, a horde of willing
contributors, and a talented fulbtime
production staff, we rate poorest?
Third, as for not accomplishing a
third of what SPI could ~ well, give us
time, Well se.
AA
11s always # useful deflation of an
author's ego t0 find people who have
never oven heard of his work, let alone
read it, (Ref your Editor’ Introduction
to Russell Grant Collins’ recent review of
my Man, Myth & Magic.) All the same, 1
can't help wondering if $JG staf might
not benefit ftom a little broadening of
their usual reading selection.
‘With just shade more effort than
asking around their “immediate environs”
they will find that my last three novels,
The Greythors Woman, Dream of Destiny
and Dark Moon, were brought out in
hardback and paperback in the US.
and Britain, tht the publisher involved in
the first two was Doubleday, Inc the
world’s largest, while Holt Rinehart &
Winston, one ‘of the most prestigious
publishing houses in the States brought
‘out Dark Moon. Out of the eight further
nonfiction books, most have seen simultae
neous British and US. publicetion in
hhardback and paperbeck and one, Occult
Reich, has gone into Spanish, Portugese,
Mexican and Japanese editions. Foreign
language editions of other titles are on
sale in Israel, France, Holland and Italy.
"As seience fiction readers, unless
they axe very young, your staff should
really have known that until about four
years ago my work was appearing in US.
magazines like Analog, Magazine of
Fantasy and Science Fiction, Worlds of
1, and Galaxy. Naturally they would
have had no way of knowing my short
fiction has also been published in Britain,
Ireland, Norway, Sweden, Finland, Bek
sium, Holland, Zambia, ‘South Africa,
Franco, and Germany as wll. (Or that
Pm founder member of World SF.)
None of this makes me another
Hemingway, but it does, I think, deserve
ait better than the implication in your
review introduction that Yaquinto's
reference to my professional background
in thor advertising was 8 baseless hype.
Herbie Brennan
County Kildare, ireland
Thanks for the self-Introduetion, Inck
dentally, my intro to the MM&M review
did not imply that Yaquinto's mention of
‘your professional background was “base
less ype" — rather, I was commenting
upon Yaquinto’s habit, in lis advertise-
‘ments, of promoting your virtues without
introducing you 10 ihe gaming public.
still feel that such an inaroduction is
necessary, in light of that advertising
campaign.
AA
Robot Safari (TSG 60) was the best
adventure you've printed yet, even better
than Lair of the Fat Man, and also the
‘most creatively presented. (Nice pseudo-
photos by Denis; the one on page 28
makes me think he's been studying the
great Will Fisner’s clasic Spint tales.)
‘Safari lends itself to interesting tinkering
Suppose Buck is really an agent for the
smugglers, only posing as a drunk? When
the expedition radios its news back, Buck
could prepare a little weleoming commit-
tee to greet it upon its retum to the
main cache point, If he does this, the
players would need help, so maybe
Skukie had a remote-control box that
could. direct the actions of the robot
‘animals; or maybe the Hauler fortuitously
‘conks out a few miles away from cache
point and the party allies with a Zalika
sect which wants to drive Robot Sefari
from their land; or maybe with the 15
enslaved Zalika natives is a captured
lawenforcoment agent, operating under.
cover, who will help the party. All sorts
of realy neat options.
You know, if you published « mage
azine full of these adventures, for one
{game or several, I would probably buy it
Gf they weren't simply reprinted from
TSG). I say this, even though I don't play
FutureWorld) 1 don’t mean a regular
periodical of them, I mean # one-shot of,
say, 60 pages for $5 or $6.
Another, even more intriguing possibil-
ity, would be a TSC-sized role-playing
game complete with selicontained adver
tures and. simple mules. Suppose you
have an RPG concept that doesn’t lend
itself to an openeended campaign (say
Hugoes & Harlans). The first 16 0: 20
pages would detail the rules, and then
there would be three ot four S-page
adventures, possibly eonneeted, counters
and map bound in the middle, all for six
or seven dollars. A good value, a much
better way to package interesting but
limited conceptions like Pirates & Plunder
or that high-school RPG [Alma Mater —
AA], and with a magazine format you
might bo able to break into a new market.
‘Allen Varney
Stanford, CA33
CAPSULE REVIEWS
THE SPACE GAMER reviews board
games, roleplaying games, computer
games, video games, and game supple-
ments, We review play-by-mail games if a
reviewer is enrolled. We will review any
science fiction or fantasy game if the pub-
lisher supplies a copy. We do not guaran
tee reviews of historical wargames, TSG
may publish @ review of @ game we are
nav sent — IF a reader submits a review.
The staff will make reasonable efforts
to check reviews for factual accuracy, but
opinions expressed by reviewers are not
necessarily those of the magazine
ei
Game itoms for which Space Gamer reviews
have been assed or received include Adren-
ture Class Shine Volume I, (The) Alien, Cops,
Crooks, & Chilons, Droits, Final Confer,
FORCE. Fringeworthy, FIL 2448, Galae-Tac,
Gangiord, GI Assault Teom, Hiandvook of the
Manel Universe, Mumineti Expansion Sets 1
‘nd Il, Operation Morpheus, San Suce!, Shuttle
Intercept, Soldiers of Fortune, Siar Trek (PBYD,
Star Trek (RPG), end Warboid World,
‘Game items for which Space Gamer is seeking
reviews dnelude Autoduel Quarterly, Boarding
Ports, Cassiopeion Empire, revises Champions,
Espionage, Famine in Far-Go, Faso i Perl,
Galactic Adventurers, ‘High Ranger Guard,
‘Mumivat, Interstellar Ware, MIS.S1.0.%., Rae
in Space, Spectre, Star Explorer, Star Sector
‘Atlas 2," Star Sentry, Castie's Super Heroes,
Castle's Survival Force, Traveler Starter Edition,
Volturus(Planet of Mystery, and Voyerer
Game items for which Fantasy Gamer
reviews have been atigned or rcaived include
Arena Combat, Ascent 10 Hell, Batlemis,
Cards of Power, Crystal Caverns, Dark Crystal
‘miniatures, Death 10 Setanta, Eardhwood, End
tess Quests, Feudal Lords, ‘The Glastonbury
Labyrinth, Kingdom of the Sidhe, Lords ofthe
Dark Horse, ‘Newarange Reactivated, Role
‘master, Sitvrdav, The Sunken Lands, Swords
Dearer, Tere If, Tinugh Dungeons Deep, Tome
of Migiey Matic, Treature of Unicorn Gold,
‘nd Zork
‘Game items for which Faniagy Gomer is
seeking reviows include Against the Cult of the
Reptile God, Aluring Aleoves, Ardor, Aztec,
‘Basenlon, Biszard Poss, Book of Trearre Mop
Ml, Chiling. Chambers, Complete Duntson of
‘the Bear, Corsirs of altar, Curse of Xana-
‘thor, Dark Folk, Demons of Dundurn, The
DM's Book of Nasty Trieks, Druids of oom,
‘Dungeon Maps, Gamemester, Choulesh, Gobtin,
Heroes and Vitis, Kemaksra, Monster Squash,
Necromancer, Orscie, avis, Phares of Hesrost,
Quester, Question of Gravity, Questwortd,
RuneQuest “Companion, Runes, Sanctuary,
Scorch for she Lost City, Shield Maidens of Sea
Rune, Soctety of Sorcery, The Tarot Quest,
Thieves" Guild 7, Warior, Wartor-Lords of
Darok, Weapons '& Castes, Witches Court
‘Marshes, Wizard's World, Wondrous Weapons,
and The World of Sverdewn.
BATILESUIT (Steve Jackson Games);
$5.00. Designed by Steve Jackson. 24-page
rulebook, 275 doublesided, oversized counters,
21" x 32° map, ziplock’ bag for counters,
Plastic Pockst Box. Two players. Playing time
50 minutes to 2 hose. Published 1983.
BATTLESUIT is tho ktest in the line
Of OfFe/G.E.Y. games, set in the same 2isi
‘century mulear war, Where Ogre and G.E.7.
oncentzate on vehicles, BATTLESUIT deals
‘with the man-toman conflicts, Both sides
@aneuropean and Combine) use powered
amorelad infantry with micro-nuke firing
weapons. The game Is every bit as deudly as
sounds. Rules for movement, combat, spotting,
target painting, indirect fire, limited fight
(sing jerpacks}, and robot drones for fighting,
Spotting, and mess destruction are included
Optional sues for command contol augment
the morale rules, andthe ruleabout sit integrity
rakee the otitield even more hellish, The
fume moves quill and precively. ECB, rather
than armor plating, decides who survives and
‘who dics, Against x heavy weapon, no-one i
fate
BATTLESUIT, the frst vesion of which
was published in "TSG 58, achieves what it st
fut fo do: Show smallanit combat inthe world
OF Opre/G.E.¥. and does $0 excellently. The
rues re prove, the counters «tefl iagsr
than sal for handling, and the line of sight
rules, although a Bit complex, are inred
{Bly accurate
‘wish that the map had been as nie a the
Ovre{6.8.¥. maps; the brown-on-green creation
Is not worthy of Denis Loubet, she arts And
Where are the vehicle, the pride and joy (and
mainstay) of the armies of 2085? Not moze
‘han one mention se made of them (although
Tam ‘old that $1 Games plans to put out
an expanson sl adding vehicles),
In all, BATTLESUIT quite accurately
epresents'one hex of oferrin combat from
GEV, and is just as doadly, For thos whe
Would’fellow’ the progress of the world of
2085, this game isa must.
= Onis Shetey
DRAGON RAGE (Heritage / Dwartstar)
84,95. Designed by Lewis Pulspter. 111” x
14” fullcolor mapboard, 24page sulebook, one
damage record shect, 154 fulkeolo: counters,
to dice. Two playerssplaying time one to four
hours. Published 1982,
In DRAGON RAGE, various groups of
sxeatuces, including Dragons, Giants, Goblins,
id the omnipresent Ores, ty t0 break into 8
walled city. They seek to avenge the wanton
destruction of some Dragon okas by a few
thoughidess city dwellers. The sequence of play
is very straightforward. The invaders and the
chy-dwells follow the sine playertum
sequence of spell casting, movement, missile
Ike, and melee, Movement is quite simple, since
all hexes have « movement point value of one”
How far a unit moves depends on how many
movement point is alloted; the only exoeo-
tions ae road travel" whieh i faster, and walls
tnd gates — walls must be seled and gatos
mashed, and thorein Hes the ‘suspense, The
diffrent invaders have ifforont sealing and
suathing abilities, while Dragons and Roos can
Ay right over the wall. There are some intsrosi-
Jing touches... Giants cam walk on river hexes
(de to their height), Dragons whose legs have
been destroyed can ‘ther, and bridges can be
ruined asa les resort, Combat isin two modes,
Normal troop and misile combat is resolved by
dividing the defender’ strength into the atac
e's strength, That number i dhe number that
‘ust be rolled ona single de to eliminate the
Gefender, Monsters ae atacked by rolling a die
to determine a hit (usually a $ or 6) and, if it
the monster suffers a damage point los equal
tots attacker's strongth, Wizards have hand
fof spells, but magi not an important faetor
in the game. The Jnvaders.win by ecupying
‘and “destroying key positions “whlch yield
victory points.
DRAGON’ RAGE is a step in the sight
icection. It offers a deceptively simple game
system that provides exciting play anda realistic
feel, The rules for scaling and smashing can
rake the siege quite sspenseful. David’ Hel
‘er's map is especially attractive.
‘One problem T experienced in_ playing
was the relative ease of hacking at a Dragon's
legs and immobilizing him. The fist scenario,
with just two Dragons, didn't really test the
ciy’s met. On the other hand, the scenarios
ft featured Giants, Ors, Goblins and Trolls
Ina he defenders runing let and right to stem
the tide, A Giant, though, seemed too vulnerable.
DRAGON RAGE i 2 worthwle. gum.
‘To some extent, [ felt ike I wes playing out &
‘ileal skirmish from Chaostum’s Dragon Pass.
RAGE is an intiuing game, drawing you back
for another go and its a quick setup. One can
only bemoan the passing of Heritage and the
warts line of ses,
~ Mathew 4, Costelto
‘eran cues conan
STARFLEET VOYAGES (Terta Games);
Designed by *Michael Scot." One 815"
page rulebook (with erat slips), 1W0
BA" x 1d lighe eazdstock template sets,34
character sheets starship data sheets and dice,
boxed. Published 1982.
STARFLEET VOYAGES Is something
fen oddity. 1's obousl en afer to capitalize
fn the renewed interest in Star Trek adventure
fuming thas followed Star Trek 11, while
voiding the high licensing fees sssocisted
‘with any “official” Star Trek game. The heart
Of the fulos is @ reprint of che old Heritage
Star ‘Trek RBG of several years back, with
Some extra material on skills, Star” Fleet
‘crdanietion, ranks and uniforms, lus updates
from the two movies, all wih the specific
character names omitted, Thus Kik is now
“Captain.” Spock ie *Vulean Selenee Officer,"
McCoy “Chief Surgeon,” etc. (hough die
Kiingon, Romulan and Keind sample characters
retain er orignal names). The section on
Sarflght seems 10 bea modification of Game-
seionco's Star Flee Bare Manual with some
Adaptations from the same company’s. Star
Pairol for sysem and planetary data geneetion,
‘What i really odd (or not so odd, depending on
your viewpoint), is that the designer of STAR-
FLEET VOYAGES is listed a8 Michael Scott,
nom de plume of SEEM and Star Patol desin-
OF Michael Soot: Kurick.
What's good about’ STARFLEET VOY-
AGES is tat it brings beck into. print the
original StarTrek RPG rules, which. were
rot a bad Le aysiem, Nearly every piece of
equipment, weapon, ship, race or ereatue from
the rogulat and. animated series is covered at
feast Briefly, with updates in this edition from
the movie (with the obvieus exceptions of
Veer and the Genesis Deves) — more than are
covered in FASA's offical Star Trok REG.
‘Another thing SV as that the FASA set
doesn't is a system for determining inter
The most sophisticated
state-of-the-art
computer-moderated
play-by-mail game now
available to the discern-
ing wargamer or role-
playing enthusiast.
For a free information kit, write
.dventures Design Group, Inc.
P.O. Box 821072
Dallas, Texas 75382
or send $17.50 for rules and setup.
Ploate specify:
Nomad
GNorthman
stellar distances for the purpose of inflight
time, which should please those concerned with
such detail.
Unfortunately, the game suffers fom
very poor production, coupled wih arlatvely
Tigh ‘price for what t contains. The rues are
reproduced from typewritten copy,_ several
pages of which were faded into nearobscurty
‘in my copy, witha fir amount of typos. The
paper whieh the lee and character and ship
{data sheets are printed om appear o be merely
‘ahigharade newsprint. Tae ahip silhouettes on
the templates ar crudely printed, too. The
worst flaw in the mules concerns generation of a
huraters Hand-tosland clay hie was omitted
in ‘the Heritage edition, and STARFLEET
VOYAGES has falled to ‘take the oppor
tunity to explain it A halfsentence insert
on it only serves to confuse the issue further,
If you own the Hesse Star Trek es,
‘Star Patrol, and the SFBA, I see no reason 10
‘waste $17 on the couple of pages of new
material fn STARFLEET VOYAGES. Bron If
you don't have al or any of the luce, ualess
You just have to have every Stor Trekelated
fume in print, Pd stil recommend pasing on
{his one and golng the extra amount for the
FASA Star Trek same
~ Wit A. Barton
‘Supplements
CRISIS AT CRUSADER CITADEL (GU);
$5.00, Designed by Jack Herman and Jeff Dee.
One 4" x 11" 20page book. For GM and
bout six players; playing time indefinite.
Published 1982
CRISIS AT CRUSADER CITADEL fs an
introductory adventure for FGU's superhero
RDG, Vian and Vigilantes, and is old both as
‘separate scenario and as part of the boxed
‘dition af the reveed PV, Unlike FGU' to
provious V&V" scenatios, CRISIS is designed
‘only for vie with the revised game systom:
those playors ‘using the original rules. will
have 10 make thele ovn conversions for this
fone, The plot centers seaund the dssppearance
fof the Crusaders, the area's prime superhero
‘rou, and a resulting orime wave by the super
villainous Crushers. ‘The players are all new
fupetheroes who meet at Crusader Citadel t0
Apply for membership. There they lear of the
Crusaders" disappearunce and are enlisted to
‘op the Crushers from hitting their next target,
Manning Enterprises. I the heroes are successful
{in this, it may lead then to a superbatie with
the remaining Crushers in the very heart of
CCnusader Citadel for possession of a super-
‘computer, The seenaro incides maps for both
Manning ‘Enterprises and Crusader Citadel,
slong with V&P stats fot NPCs — it doesn't
reaiize 2 lot of ickinest or devious thinking,
just 2 couple of good old supethero(villain
‘ashes. Tt could also be fun for a group of
experienced players who ust want. to. get
involved in a good fight. The NPCs, villains and
‘heroes alike, are nicely characterized and could
prove useful in almost any other scenario. The
possiblity of some of the Crusaders showing up
{0 ald the players wil help balance the eame
5 100 many villains escape the frst part of the
scenario And the plans for Crumder Citadel
are excellent as a guide for players in crea
‘thei own siperhero headquarters, sd
did find the severarpege description
of all the rooms in Manning Enterprises a bit
{edjous, sie there litle thereof real value
‘The motes on structural points for the wall,
doors, ete, are okay, but there was a Lot of
fextzancous details thal could have been Ie for
{he GM to work out
Overall, though, CRISIS AT CRUSADER
CITADEL iss fine introduction to VAY and
‘could be mined for ideas for any of the other
supethero systems on the marke,
tam A, Baron
DARKLING SHIP (Judges Guild; $3.98
Designed by Dave Sering. Approved for use
‘with Pave. One 8% x 11" 32-page book,
For four to soven players playing time indefine
ite, Published 1982.
DARKLING SHIP is Judges Gull’s latest
approved Trovelleradveniuro, the third inthe
Borer Prowler series, following Amyeus Probe
snd Rogue Moon of Spinstorm, This adventare
‘oncemn the eazeh for and discovery of a 25,
tlinsfon (yen, thats million) goneration ship
by she erew of the commando transport, renca
Going on elaee obtained in the previous scenar-
fos (contsined in # Mission Briefing for those
who haven't played the caler adventures, the
Honenca-must scan several sat systems in the
Setyrossia and Dashing subsector of the Ley
and Glimmordsitt sectors, respectively, for
‘Of the intruders who But the bassin Ampeus
‘and Spinetorm. “The discovery of a Body. in
space with 2 magazine containing an article
‘om generation ships may Iead the Hruta tothe
fhip of the adventure’s tile. Included in the
‘ook are dell an, and deck: plans of, an old
bandoned arteoid woskboat and the hge gene
Staton ship itself, with Keys and explanations,
‘pace encounter tables ané data on the various
systems, and many artifacts to be found in
‘ach, Also provided are a map of the region to
be explored, and several pregenerated hac
ters with equipment.
‘DARKLING SHIP is probably the best of
the thee inthe Border Prowler series, in sms
‘of completeness and how much is provided for
the pce of the scenario (52 less than previous
3G adventures ~ mos likely due to the dropping
fof the gaudy color ilstations that plagued its
‘predecessors. Te offers several toms of interest,
Partculsly the Sirerdesigned stav scooters
nd ibe Ubrary data info on the Kancers, =
rablike (what else?) alien rave native to the
‘quadrant, The Bussard-powered generation ship
certainly gifterent enough from the gener
tion ship in FASA's Fate ofthe Sky Raiders to
ine some vurety to those who may play both
ventuzes, And the posibiity of pzate activity
fluring the search should eallven that part of
the adventure.DARKLING SHIP suffers somewhat from
ity organization, For example, the actions of
‘wo NPCS aze discussed in the scenario several
pages before the explanation of who they azo
fn their part in the adventure, Also st is quits
‘ile co visualize the layout of the genera-
tion ship from the text description and draw
ngs, This is mainly due toa faulty rendition of,
the front view of the hexagonal rim of the ship.
Once I ignored this drawing and put the others
land the text together in my mind, 1 had it —
‘ut wnt dien, whew! Aside from these and
some typos, however, the main problem ofthe
fdventure fe that #9 really tither du, Afr
setting past the posible of pzates and space
encounters (Some of which have to be tinkered
‘with to work), once you're in the ship, there's
not much thereto find! The whole main focus
Of the adventure becomes anticlimactic com
pared to its bulla,
If you don't mind adding some extra en
counters, ote, dunia the exploration ofthe es
fl, DARKLING SHIP may be salrageablo —
fnd could even be tumed into an interesting
fadvonture, However, I hope the next in the
ferls (yes, there are Toose ends left inthis one,
00) wil havo a bit more action in the offering.
ili A. Barton
OPPONENTS UNLIMITED (FGUD;, $5.
Designed by Stefan Jones. One 815" x 11” 26-
page book, Published 1982,
‘OPPONENTS UNLIMITED, a pay «id for
FOU's Piles & Viglumtes supechero RBG, fe
primarily 2 book of supervillains for use in
VAP, similar in nature to the Enemies books
for hamptons. The book is divided into three
scons: 8 brit two-page section on encounters,
ULNA
‘A VaV PLAYING AID
‘ach ranging from a single sentence to several
pagtupher one on several frelance opponent
that F&F superheroes might have to faes; and
the latest, on evil organizations, their hideout,
fand the vasiows superisine that belong. (0
them, Each opponent fe completly outlined in
VAY suatisics and wrms, including notes on
coring, powers, motives nd quirk, The orzan-
feations are. described in terms of members,
goals and resources, and the headquarters of
‘ach is mapped out and fully explained in case
Fetoes wish to inflate or ocherwie enter the
remiss.
“The abvious valio of a book of opponents
for any RPG Isis use in those siuations when
35
the GM has to come up with an adventure on
‘the spot, with litle or no propaation. Many of
the pregeneraied NPCs in OPPONENTS UN-
LIMITED will serve adequately in such a
‘tuation; for example, the Shroud, with his
darkness contra and ability to summon spectres
for zombies, tho dimenslor-ravelling Set.
Ramble, or the aquate Wavemistrest could offer
intresting opposition to «group of herort. The
headquarters maps of the organizations prove
Useful in various scenarios, too, even if their
wets aren't involved. And Jeff Deo’ illus
trations, a always, add much to the comic
book "fee ofthe product,
There are, howover, problems with OPPO-
NENTS UNLIMITED. Most of the encounters
‘offered are s0 brief or vague that, With the
exception of the Komodo dragons, the robot
ods, and the Prankster encounters, Which sie
Stats for theantagonist, they are next towels,
Suck srt ideas work sm an adventure frame
wotk (asin GDWs Twilghr’s Peak), but alone,
with, nothing. to which to relate, they don't
provide enough info for a GM 16 work with
Also, the majosty of the vllsins and organlza-
tions prescnted in the book are too tongue
chek or just downright hudierous to be of use
‘inmost “Scious” suporhoro campaign te pie
throwing Prankster, Bea Jakmoka and his ee
cream truck, the Amaring Floop Brothers, Sit
Lemur (an inteligentIemur, of eoure), Rocket
‘Ma'am, and Proditor Cappella, a. "Greatest
Ametican Hero” rip-off, fe name a few. Ths
fot to say that some tongueivcheck humor
fan’ a good thing in a campaign from time to
time, but when a good half of the book's
‘opponents are in this mold i eeztinly reduces
‘ts value, unless your entre campaign i far
clea fom sare to neh
ra
b Ga
pees
.«. take a science fiction odyssey to the distant worlds of the galaxy, with
TRAVELLER
The Game of the Far Futur
ee eA36
Thowah, its usefulness is lessened by its
excessive silliness, OPPONENTS UNLIMITED
ould be of valve to these V&V GMs wino don't
have time to ereate thelr own vilns and don't
tind tossing opponents named Cosmic Zoom,
‘who wear deeprea divers gear a their heroes:
I gues it all depends on which comes you read
“bile A. Berton
ere
peed
SCORPION HALL (Chasm); uneguet
SoloQuest 2. Designed by Alan LaVe
Sé-pase tulebook, For sobsake play, ublised
1982,
SCORPION HALL is the second solo
sdventure published for RQ. Tho orginal
SofoQuest vias divided into three independent
sections, one of which was merely a succesion
of combats which a character could attempt
Several times. The other two were esentaly
dle situations which s player would only
attempt once (unles, of count, the charactor
‘215 Killed too eary in the course foe it to make
‘uch difference). SCORPION HALL, oa the
other hand, sa single adventure whi a player
may enter ar often as he kes, using the same
‘haeacter if desired. Tt is impliod by the intro-
‘dctory mated, however, that sooner or later
the character wil dic and the next adventurer
will have io be a tougher sort. Beyond that,
there 3s no guide given as to how powerfl =
character it fs appropriate to start with. I doubt
that any, esinning chatscter, even rolled
Up with “tive years experince,” will get t00
faz, and suspect that even a lnvishly equipped
‘une Lord would need several expeditions to
thoroughly explore the Hall — and he'd stil be
‘none too sure of surviving all the encounters.
'An intresting aspact ofthis adventure sits
‘consistency. An action resolved In a gion
room may result ing diferent encounter i any
fab all, the next time a character enters that
‘oom. Foes who ae slain are gone, though they
‘may be replaced by others. Those not sin are
allowed experience rolls that cam alter thelr
Stats for future encounters, and they ean obtain
treasure from defeated playercharacters. Some
of this is accomplished within the low of the
adventure, but some require the player to
‘make notes or alterations to paragraphs inthe
book,
Escape the “dungeon” routine
into
HEART OF THE SUNKEN LANDS
100,000 sq.
miles of
ready-to-run
wilderness
adventure
For all
Fantasy-
Role-playing
systems
— Complete
encounter
tables —
— Anew, unique
movement
system —
— New monsters,
new treasure—
Explore it at your local game store
oF order it argetly rom:
Mickemia Press
2691 Murray Ridge Re.
San Diego, CA 92123
GUIDES TO ADVENTURE
SH has some flaws, ehiey regarding time
lags etwoen visits, This usually ia the form
fof “if action A. takes, place, then after one
month event B oceuss," wien in other parts of
the book, itis made clear that event B has
fecurred within haar, iF not minates, of action
‘AL This requires ad hoe adjustments by the
player if he should return after a game-time
lapse of, for example, one week,
Tn general, SCORPION HALL is well
constricted and extremely challenging, Tt
cannot be fully explored in any one session,
‘Winle not afinte, it contains many sessions!
worth of play valve, and inthe event 2 player
does exhaust its possibilities (and probably &
stable of characters in the process), i zemains
‘an extremely good guide for running a refereed
aadéenture.
= Steve List,
TRUCK STOP (Stere Jackson Games);
$5.00, Designed by Steve Jackion. Supplement
to Gar Wars, 24-page Tales booklet, vehicle
ecordsheat, 37 fulkeolor counters, 23" by 32”
‘map, ziplock bas for counters, plastic Posket
Box! Number of players: infinite (two to
eight work best); playing time indefinite,
Published 1983,
"TRUCK STOP adds 184vhoo! rigs 10 the
‘wild world of Gar Wars, Along with rles for
‘the constsicloa and purchase of tactortnailor
gs, bases and heavy RVs are also added to the
numbers of dreadnanghts roaming the highways
‘of 2033. Also included azo dovaled rules for
‘manevrering the big sis, ming and armoting
‘oversized vehicles, boasding them from above
for from the side (la Road Warrior), and what
hhappens when one of the behemoths Alls @
smaller vehicle, New rules for character gener-
tion and sls for character are presented, as
‘well 4s how to. ropair ventilated vehicles
Information on tucker ‘ect, 2 ‘medical
plan that goes beyond Red / Blue Cross and =
detailed map of typical track stop round out
‘the supplement.‘Theplysical quality smupecb, Denis Loubet’s
counters sro works of art. The rales on vehicle
‘mainienance have been Jong aveited. The new
‘Weapons incude a heavier laser and a tank gun,
New turset designs and siats are quite useful,
But the crowning touch is 2 small glossary of
‘meer terms, including sich phrases as ‘pizza
tuck’ (ambulance), and ‘Polish ir force™
(icicopters andjor crews).
‘The only things lacking from Truck Stop are
rules om the intermediate trucks: Damptracks,
sarboge trucks, ete — anything bigger than a
Pickup but smaller than a semi.
Gor Wars players have been waiting for
this ever since the game came out, and their
wait is justified. If you liked the movie Road
‘Warrior, it you iko the idaa of an unstoppable
comoy, If you just like the idea of armed rigs,
jet ths, But you must have Gar Wars to ue it
= Giag Sheeley
Play Aids
MORROW PROJECT ROLE. PLAYING
EXPANSION AND PERSONAL AND VEHIIC-
ULAR BASIC LOADS. (Timeline); 36.95.
Designed by HN. Voss. One BH" x 11" 6-pag0
booklet, five SP/BP Breakdown sheets, four
character shes, si personal basi load sheets,
fine vehicular base load. sheets, Published
1965,
For those Morrow Projeet players snd
project diectors who always wanted fo know
hhow to determine whether & character knew a
Coriain fact, could. repair a ceriain tem, of
could carry out task, Timeline has released
THE MORROW PROJECT ROLE PLAYING
EXPANSION AND PERSONAL AND VEHIC
ULAR BASIC LOADS supplement. This
package consists of copies ofall the basic loads
Tor Morrow personel and vehles, with
slthouettes of the vehicles or main weapon in
‘the loadin question atthe top of eacha st of
computergenersted breakdowns of sivetuzal
points for each part of the body based on the
‘overall SP rating and a booklet on determining
‘What skills nd degrees TMP personnel posses,
slong with a now character sheet or masking
Skil tevels with ll other pertinent infore
mation. The new sl system is, a the booklet
scknoledges, based on that used by Chacsium
in its RumeQuesr/ Basic Role Playing svar.
Shils are rated as a percent which can range
from 5% to 100%, Many of the familar Chaos-
Tum skils, especially those in the degree and
knowlege areas asin Call of Cihulan, axe
represented, along with particular Mostow skills
such as driving and repasing MP vehicles and
Skil in the weaponry used by the Prot. Die
rolls ae provided for determing whether or not
a characters a military or combat veteran,
‘based on which type of team he is essened to,
and. what type of device he has received
Bechelor’s, Masters or Ph.D. Degree areas
sue up 10 the PD ot players to. determine.
Based ehtaness are provided for sil, based on
Whether the character isin a Mars, Recon or
Science team, and can be inroased (oF decrasea)
by pxlor mitary taining and the values of
fkrinn character stats new stat Intelligence,
fs added, and an old one, Accuracy, removed in
favor of persone chances tit based on st
‘Several components in this package should
prove of use to Morrow fans. The SP break
down chars will sve @ lot of tne in figuing
fut these values, and it's helpful having the
Shouetts ofthe wehles and weapons right on
the basic load sheets, The dezres sreas in the
37
rules seem adequate in ther descriptions, and
the. fact that most TMP. membets have at
least 10% training in all degree areas (except
‘the various mediea skis that roqune specie
Aogree work) gives every team atleast a hanes
42 have the nevesryKnowedgo in ay sen
Unfortunately, there are some flaws in the
tlebook, most of them relating to combs,
Some players probably won't Hike the loss of
Accuracy, since it gave characters up to a
Desfect base chance to hit (with an average of
'S0%), while under the new system, the best
ven a Mars. team member starts outwith
fon any weapon Js 408 — and only If he's
combat vet with Dex of 16+, Furthermore, 20
‘kill areas have been provided for any hand-to-
hand’ combat except knife or bayonet, leaving
‘unarmed combat, of fighting with elubs, ete,
up to the PD to figure out on his ov. Cetin
is skis such as Demoliions ve been
‘omitted ~ od, considering that all teams have
at least one demo pack. The base chance for
Rifle skill was forgotten, too, though the skill,
itself is included. And simply’ altering combat
‘mosis from +i or inthe old system to 410
for 440 as the new rules instruct wil gte
‘modifiers twice as high in DIOO terms a8 they
‘were in B20. Also, while modifiers ae provided
for the new Inteligence siat, nowhere is one
told exactly to. whieh sls these may be
applied, though T assume the degree areas and
Knowledge skils are among them.
If you prefer the original Morrow sys
tem, oF youNe azeady adapted 2 sil systom
from snother game, you may not fnd this
supplement worth buying I'not, you may wish
‘0 look into the TMP RP EXPANSION ~ bat
Do ready to cover its eaps youre.
= Wiliam A. Barton
WRITING REVIEWS FOR
SPACE GAMER AND FANTASY GAMER
Capsule Reviews
Most of the reviews we print will be “capsule”
reviews — 400 words or less. We pay $5 for each
capsule review accepted. We want to run a review
for every new SF or fantasy game or supplement.
Each capsule review should be five paragraphs
Jong and contain:
(1) Basic information, Present these facts, in this
order: NAME OF GAME (Publisher); price. Designer.
(if applicable: “Supplement to", “Companion
il st of compo~
nents, with sizes of maps and rulebooks, number of
counters, ete. Number of players; playing time.
Publication date.
(2) General description of the game: background,
the sides, course of play, special features, etc.
(3) Strong points. Discuss what is good about
the game; in every game, there és something worth-
while. “Fun” is a useless adjective. Be specific.
(4) Weak points. Every game has its problems,
too, If the only faults you can find are minor ones,
say so. If the game is fatally flawed, come right out
and SAY SO. If you can phrase your criticisms as
suggestions for improvement, do so,
(5) Summation. Your overall opinion of the game.
Who should and should not buy it, and why. Is the
game worth its price?
All reviews must be signed; the reviewer's name
will be printed. No game may be reviewed by its
designer, by a playtester, or by an employee of the
publisher. (Designer’s articles are welcome, but must
be billed as such!) Final note: If you can write a
complete review in less than the full 400 words, by
all means do so.
This review format is designed to encourage fair
ness 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 a short
review, not a complete analysis. For those who want
to write longer reviews, each issue will have one or
two —
Featured Reviews
These will be game reviews 1,000 to 2,000 words
long. They should contain all the above informa-
tion, plus whatever else the reviewer wants to say.
They may be written in any format. A featured review
may cover either a new game or one that has been
on the market for some time. If we have not already
printed a capsule review, write one and submit it at
the same time.38
Publications
THE ORACLE (lforizon International,
ne.) $1.50 cover price, $8 for 8 issues. SA" x
8” 32.page magazine. Published 1982.
ORACLE ‘was an amatevr/somipro maga
zine covering DAD-ype zoleplaying games, It
had impressive graphies and artwork and
competent editing, which made it superior to
‘most amateur “vines. Much of the artwork
consisted of excellent reproduction of photo-
fripls, Some of the content was done bY well
Known professionals in te hob
Tts content was a Dragon clone: new char-
toter class, magic sword, and six pages of
cartoon. Ii also had. extensive (12 pages)
reviews of books, PEM. games, films, and
amateus ‘nines, ORACLE had potenti
But the magazine ceased. publication with
fssue number 3.17 may guess why, 1 sy: (1)
Despite the artwork, the content didn't ill any
needs which existing publicstions did't (2)
It Talled to advertise effectively. 3) It had
unrealistic expectations of growth in ci
ulation, which were compounded by the
failure fo advertise. 4) Tis high production
costs (cemember all that artwork) and few
fubscrbers meant they spent all all tho cash,
‘To sum it up: bad management and no
smurketing judgement,
= Ton L Straus
Gameable Movies
BLUE THUNDER (Columbia Pictures). Di
seeted by John Gadham. Produced by Gordon
A tense, exciting
game as 2
‘sonlceck rome ee
& Close
Simulations
terrorists attack nuclear armed bombers.
112 thick die-cut counters, a large 12x14
inch map, a 16 page illustrated rule book
and a zip-lock storage bag all in a handsomely illustrated box. $5.00
HOVERTANK: Tactical Combat 20542115 smuitaneous combat & oes.
‘he Falklands War: Naval Gonfictin te Missle Age.
‘Storage trey with snap-on li its Bookease boxes)
PO. Box 2247 Dept A
Northbrook, IL 60062
Carrol, Sereenplay by Dan O'Bannon and
Androw Fogelson. Muse by Asthur B. Rubioe
stein. Cast: Roy’ Scheider (Murphy), Warzen
ates Craddock), Candy Clark (Kate), Malcolm
‘Mebowell (Cochrane). Released 1983.
Stuffed full of hheartstopping moments,
BLUE THUNDER is one of the most exciting
‘ims of the last ten years. The scene is Los
Angsles, Fest we are introduced to che LA
police helicopter patrols. Following Murphy
(oy Scheider) nd his partner, we get taste
‘of helicopter police work, and of whist a good
team these two are. Ener into the pletore Bie
‘Thundsr, the code mame of the military's
newest anthterorm "Weapon, the ultimate
‘watcopter.
‘Murphy £9 be sts tesipllot, ploked by
his bos, Braddock (Warren Oates) The military,
represented. by an officer Murphy knew in
‘Vietnam, diststs him, and does not want him
to test the ‘Thunder over the city. Braddock
opports Murphy. During the terting, Murphy
and his partner begin co put together the facts
they have, and discover that Blue Thunder is
rot being prepared as an anti-esrorism device
4s much a it is being readied to control the
“American people.
The idea of a Oeet of Thunders potroling
America to keep its citizens inline isa chilling
proposition. Murphy decides to go public vith
‘he Information. Before he and his partner ean
act, thovgh, his pariner i killed, and Murphy is
forced into hiding Taking chance, he decides
to steal the Blue Thunder and turn over the
Information ho has to the media in the hope of
serediing the military program which created
it~ before the Thunder ean be used on the
i 14.00
1467820 or tor $8.65,
Tne 8 for postage lina residents
Please 8cd Oot sales a5
residents of Watts. This leads tou grand climax.
‘with Murphy battling eveything the goverment
‘can thzoW at him, The ensuing bustles, withthe
‘Thunder combatting helicopters and jet igters,
are everything the audience could hope for.
[Everything about BLUE THUNDER is,
topnotch The plot iv prc und, hough
provoking. The acting is superlative, wi
Warren Oates staling the show. The musical
seore Is ttt; never overshadowing the action,
Ht sys in the background, helping to build
crery moment to its climax. There are no
problems in the eating or photography, both
Of which are nealy state-oF heart. This movie
‘would provide for an exciting background of
‘ventures Tor espionage roleplaying. games,
fand the Blue. Thunder could be wetten up
15 a formidable piece of equipment for any
Contemporary or post-holocaust roleplaying
ame,
BLUE THUNDER is this year's must
sc seton fl. See.
= GJ Henderson
HIGH ROAD TO CHINA (Warner Brother.
Directed by Brian G. Hutton. Produced by Fred
Wointraub. Screenplay by S. Lee Pogostin and
Sandra W, Roland, Musi by John Barry. Cas:
‘Tom. Selleck (O'Malley), Bess Armstrong
(Eve), Taek Weston (Stu), Wilford Brimley
{Bradley Tove), Robort Mody (Rentik), Brian
Blessed (Suleknan Khan). Relesed 1983,
‘Warner Brothers’ new HIGH ROAD TO
CHINA sdverties tslf as Af 3t were Reldert
of the Last Ark If; bo not be fooled, Although
‘many things are zisht with this one, just ax
‘any are wrong.
Tn HIGH ROAD, Eve, a spoiled socal
ite, dlscovers that Af she’ dooy not get her
father te Brida court within 12 days, she will
Tose everything she has. The last word on her
rising dad is five years old, She isin Istanbul,
fn he disappeared on the other sie of Afghan
fstan, The only way’ to get where she has to 20
and get back in time is by plane and the only
planes around belong. t0 8. drunken exact,
Patrick “O'Malley. Eve tes hm; they, along
swith. Struts, O'Malley's trusted aide and
riechanic fly off to find Daddy. One plane is
esroyed, and Suuts is left behind while Eve
fand O'Malley press on. They find Daddy,
‘iscover there was no reason forthe tp in th
firs place, and fal In Tove, and thos ends the
ploture
THIGH ROAD TO CHINA is not the action-
adventure thir ft purports to be It sa weak,
at times senseless love story with only a dash of.
‘movement here and there to Keep the pace
plodding along. The action sequences, few and
Fir betweon, ate tized, slow Hite sosries which
do not bolster te film's languid pace, O'Malley
never realy becomes 2 heto. He plods along,
Enebrlated most of the time, letting Strus take
care. of him, following. orders or rebelling
fgainet them 9s the mood stikes. Although
Selleck is susprisinaly good in the part, thethings he is foreed to do by the sexipt Keep
OMalley twordemensional from beginning to
end. Eve and Struts are given much more todo;
unfortunately, neither” is the story's main
charter,
{As for gmat, there fs perhaps something
of use for pulpera RPGs lke Daredenils ~ bai
‘he wiewer ml find Better elsewhere.
Unless one it looking for & pleasant, harm-
tess, nonsexy, non-violent, diinteresting film
ta take tho grandparants to its est to pass this
one by.
= Gu, Henderson
VIDEODROME (Univers Studios), Directed
by David Cronenberg. Produced. by Claude
Hecous, Photography by Mack Irwin, Make-up
Special Erfects by Rick Baker. Starring James
Woods (Max Renn) and Deborah Haney (Nicki
‘Brand, Releasod 1983.
"The story, impossible to explain fully
in capsule form, goes a8 follows: Cable TV
station oo-owner Max Renn needs more product
his violence-and-pornogrephy-loving audi
‘Max finds out about a new show, Vileo.
rome, which looks like the bloody, sadistic
nse to his prayers. The closer he gets tothe
show, however, the les it looks Uke a program
fand the moze it Jooks Like reality, With the help
Of poppsychorist Nicki Brand, Max Finds
Videodrome ~ 01, more to the point, it finds
fhm. MBX discovers that the peopie behind the
show have been using him all along, walting for
‘he moment when they could reel him in as
their puppet. Max soon finds that Videodrome
is not e program — its a technological break
‘through Which makes viewers mutate, causing
them to hallucinate and fake on new ables
Like all Cronenbery pictures, thisisnot ordinary
fins fre
Despite
came and
his bullet,
‘the fact_ thet VIDEODROME
went fasier than Superman and
4s stil an excellent picture, It isa
pence film oF high caliber, posing a number of
Important questions. Max isthe herojhe pedles
smut and violence, Nicki is a paycholosist
Deople twin to for help; she i also a sedomas-
Dchistic punchingbas intezested only in people
who treat her violently. Television is supposed
fo be the most powerful medium in our age,
and yet most of the characters use 3 for al he
rorst reasons. At thst, nothing in the Sk
8 all that disturbing ~ but the more you
think about it, the more disturbing it becomes.
‘The hish-tech aspects of the film, coupled
with theall-powerfuland farzeaching conspiracy
‘behind the Vedeodrome program, would make
fora fascinating sot of avenaues for charac
ers in espionage or supechero™ roleplaying
fumes, However, it could provide fora depre-
Ssingly grim eampaign,
Though the film i now gone from most
‘theates, don't mss tis rereleased or airs on
HBO. Although possesseed of some faults, i
fone of the best SF horror Fims made.
‘Cd. Henderson
GALAC TAC-
a galactic scale space
conquest PBM game;
+ Design all shins that make up your ster fleet N
Move some, none, or all of your units in @ single turn
Full color maps:
‘Reports are color enhanced
‘Form alliances, negotiate deals (and break them!]
‘Moderated by computer and humans!
TO GET STARTED SEND S20 TO:
How do you
say ‘You're our
Prisoner‘ in Azurian?||
39,
Feudal Lords
The first pm gome of.
economie development,
Iluary conquest, and
‘medieval miique
FEUDAL LORDS is 4 computer
‘moderated correspondence game in
which up to 15 players vie to become
King of Arthurian England,
You, as head of ¢ fiefilom, have 30
types of military, economic, and
diplomatic orders available.
— You provide for your knights,
townspeople and peasants
= You may make an assortment of
investments t0 build your economic
sand military base,
= Fou can acquire vassals ond
Influence through force or diplomacy
= You can spy om other fiefdoms
(CAN YOU BECOME THE NEXT KING?
GRAAF SIMULATIONS
27530 Harper
St. Clair Shores, MI
48081
ENTRY: $10.00 for the rulebook, set-up,
and figt thre turns, $250 per sur.
RULEBOOK only: $2.50
BASIC GAME
Setup and premove 7.00
t CAPPS S& CAPPS Bisex 10.00
First move 3.00
PO. Box 280237 ¢ Dallas, TX 75228 Each move thereafter 3.00
(40
SCANNER: — *\s from run wortp or ADVENTURE GAMING :
Metagaming Ceases Operations
Metazaming, the longtime producer, of
Merogame® minigames, has ceased operations
effective tho Dosing of Apr. The company
‘ill be song rights to is line of Boardgames
and The Fantasy Tripzelatd line of product.
“Bifective right now, Metagamine Concepts
Inc. has ceased marketing and production
servos," confirmed Metagaming president
‘Howard Thompson. "It's basically a decision on
my part," he added, “It [boardgame produc-
tion} hasn't been fun for me for a couple
of years”
"Thompron intends to take the revenues
senerated from the sale of existing game stock
and game sights and rotura tothe field ina year
fr so as. producer of computer game software.
“The Journal of 20h Century Wargaming has
bbeen returned to Nick Schueslr, its editor,
Interplay is being sold toa group in Irving, TX.
‘Treatre of Unicorn Gold is up forsale with the
‘company’s other ties, but Metagaming wil
fain responsibilty forthe prize; anyone finding
the unicorn, rogazdles of who owns the game
file, will be able to collect the prize from
‘Metagaming
Moore Leaves TSR for Vietory Games
TEXSPI staffer Michael Moore has left his
postion at oditorinshie? of Siraregy and
Treties and Aves at TSR 10 take a postion
‘with Vietory Games, “These are no hard fel-
Ange at all" sald Moore, “Tin just not a srall-
town porgon. The magazines aye up and
‘inning, Pve got two good managing editors,
fand T vant to got back to New York.” Moors
‘sll be doing game eding, marketing, and PR
Work, AC TSR, S@7'assstant editor Charles
Ramsay wall now be managing that magszine;
‘exOnmi staffer Geotfey Golson il be man-
aging Ares
Th other Victory Games news, John and
‘Trish Butterfield have left chat company’ John
{is now working for Coleco, a majot computer
and arcade games fim,
Starfall BM Game Planned
‘Adventures Design Group, moderators for
the PBM game Lorde of the’ Dark Horse, has
fquited the rights to Yaguinto’s Starfall for
play-byrmall, “T's going to be the boardgame
valable in’ a PEM format,” stated ADG's
Nolan Band. “Possesion of the (boxed) game
‘wll be @ must for playing the game.” The PBS.
Starfall will be olfered in Wo formats: one
package with the Yaquinto boxed version, and
nother without the boxed game ¢for players
ready ovining the boxed Starfll). The PBM
‘esion is due fo Begin toward the end of May
News Briefs
[New Software Company Formed
Richard Garriott aka Lord British, who has
‘been designing computer games for soveral
years, hat formed new software company
‘ith five other designers Origins Systems Inc.
will publish arcade and roleplaying softvare
and eventually will expand into business and
cational software makes. The Ht less
Stine i tees
St computer roleliying adventures, Garett
hd purines Chade Bute, Keith Zabalou,
ieen“arnoi, and Foe Kennedy, ate seeing
‘Redunce ‘hogan for sftwae”xme
sine
New & Upcoming Releases
Game Desianess’ Woskshop has released a
‘Starter Edision Traveller. These zues, a strea~
lined and revised version of Traveller, are for
movies and inclade introductory material snd
the adventures Shadows and Meson om Mic.
Ie will tetall for $10.00. Also from GDW is
Nomads of the World Qccan, adventure #9 for
‘Traveller. Seton the waterwerld of Bellerophon,
{twill etal for $5.00. GDW has also released
ester Desert. This, the latest release in the
Europe series, prosonts an indepth study of
‘the campaigns in Eaypt and Libya, from Tobrake
to EI Alamein and Tripol [ti playable inde-
ently o as pert of the Buropa sores it costs
515.00.
‘Droids, a sobot roleplaying game, has been
selensed by Integral Games, Ie retails for $7.95.
More Dros products are wpeomin
Infinity Limited has released gent of Death,
Ken St. Andre's noveblength solitaire dangeon
sdventure supplement for Tunnels & Trofs. It
4s the longest solo scenario yet published
tnd can be played as one long adventure or
‘three sorter ones eels fr $3.95.
TEPYX/Automated Simulations” has intro-
duced Jumpman, mow science fiction
computer game. Jumpman must dodge bullets
‘and battle robots, dragons, and flying saucers
in bie quest ¢o disarm bombs planted by the
‘Auenators. The game hat five cifcaty levels,
ight speed settings, and. randomizer option
that can be used to ineease the diicuty. The
Suguestod retail price is $39.95; itis available
{or the Atari 2K) and the Commodore 64
Convention Calendar
“april 29-Moy 1: TREASURE-CON I. SF and
taming on. Contact Tyeazare-Con 1, 306
‘tt Avene, Laurel, MT S904,
spr 29-May 1: TRISTATE CON 83. Gaming
. For information contact Cincinnati
‘Adventure Gamers, 11020 Reading Roxd,
Suite 175, Sharonvile, OH 45241, phone
513 | 984-8011
May 20-22: CWICON'83. Historical and fantasy
amting con, Contset Chicago Wargaming
Inc, P.O. Box 217, Tinley Pat, IL 60477.
May 27.30: GRIMCON V. SF and fantasy game
ng con. Contact Grimeon P.O. Box 4133,
Bexkeley, CA 94704,
May 27-29: SWAMPCON4. SF con, Send SASE
to BRSFL-SwanpCon, P.O. Box 14238,
Baton Rouge, LA 70898.
May 27-29: CONQUEST IV+10. SF con. For
information contact ConQuest 1V#10, P..
‘Box 36212, Kansas City, MO 64111.
May 29: MLGS. IV. A fre day of wargaming.
Contact Len Scanian, 473 Upper Wentworth
Street, Hanilion, Ontario, Canads L9A
5%,
Sune 35: DALLCON 88, Gaming eon. Contact
@ P.O. Box 59899, Dept. §, Dallas, TX
15228.
Sane 3-5: WARGAMER'S WEEKEND. Gaming
‘on. Contact Chas" Game and Hobby Shop,
1 Hlles Court, Newburyport, MA 01950.
June 10-12: X