HAL The Magazine of Adventure. Gaming $3.00
TEKUMEL
Empire of the Petal Throne
Swords & Glory
Interview with
M.A-R. Barker.
SHOCKWAVE
Analysis and Strategy
J o
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erry Enperson
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ART IN THIS ISSUE
Cover: "Shen Warrior” from Empire ofthe
Petal Throne, by Kim Sambo. {© Kim Stombo
1984)
‘Line Art: Graham Chattee: 1013. Denton
Eon: FM. Kyle Miller: 41. Kim Sttombo: 30,
31, 38. Allon Varnay: IFM, 40.
Photographs and Game Art: The Avalon
+ Game Company 42. Batantine Books: 42,
43, MAR, Barker 20, Biaco/Flying Buta: 7.
8, Chaosium:2, 4. Gamascience’ 16, 28. Mata
(gaming: 7, Steve Jackson Games Ine: 10-13,
538, 41,52, 63. TOME: 92.
Most game names ere trademarks of the
companies publishing those games. In particu
lar, Dungeons & Dragons, Advanced Dungeons
& Dragons, DED, ADED, and Nightmare House
are vedemarks of TSA, Inc.; Marvel Super
Horoos. and all Marvel charactors, of the
Marvel Comics Group: Empire of the Petal
Throne and Swords & Glory, of Gamescience:
al other Tekumel produis, of Tekurel Games,
Inc: ‘Ringworkd ‘anc Call of Cthuhu, of
Ghaosium, Star Fleet Battles, of Task Force
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Space Gamer
Number 71
Nov / Dec 1984
SPECIAL SECTION
Tekumel
Professor M.A.R, Barker's world of the Petal Throne has been
attracting attention lately. There's a new edition of his venerable
roleplaying game, Empire of the Petal Throne, and his first novel
is just out from DAW Books. In our biggest issue ever, we look at
Tekumel in depth.
‘An Introduction to Tekurn
‘Swords & Glory Review « F.P. Klesche lil and Steve Sherman |... 17
Interview: M.A.R. Barker
Capsule Reviews of Tekumei Products * F.P. Kiesche ill 26
Company Report: Tekumel Games, Inc. * Michael Mornard 29
ARTICLES
Converting TFT Characters to T&T * Tom
No, it's not just by taking out the “F"" 7
1g the Shockwave: Strategy and Analysis * Philip Rennert
Tips and commentary on the new Ogre/G.E.V. expansion set .... 10
Mines in Star Fleet Battles + Walt Mizia
Transporter bombs and psychological warfare . 30
Searching for Cthulhu in Nightmare House + Matthew J. Costello
Combining two good games. 36
REVIEWS
Ringworld * Steve Peterson
The president of Hero Games looks at Chaosium's new RPG 2
‘TOME's Cthulhu Scenarios * William A. Barton
Lovecrattian adventures from the Theatre of the Mind 32
Capsule Reviews 44
Ri
KEEPING POSTED
Angrelmar + Scott D. Haring
Medieval politics by mail i 36
PEM Update
REGULAR FEATURES
Where We're Going « Steve Jackson
Counter Intelligence * Warren Spector set a
Letters 2. 42
Finieous Fingers * J.D. Webster ....... : 6
‘Scanner a 62
Convention Calendar . a 63
Advertiser's Index rs 63
Murphy's Rules * Michael von Glahn Seeawaee transi
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incorporated, Al hts reso.Featured Review
Larry Niven’s
Steve Peterson
President, Hero Games
Larry Niven’s “Known Space” novels and
stories, one ofthe great science fetion series.
have been tumed into a roleplaying gare by
the Chaosium, Being an old fan of Known
Space (and dhe Riggworld novels in particular)
T waited eagerly for Ringworld wo appear. But
boeing a game designer and publisher myself
I've watched several companies ty (0 create &
besteling game by wrapping a license around
some junk: I wasn't so sure | wanted to see
Ringword,
Appearance
Despite my misgivings, Ringworld arrive.
[My ital impression was weight — with over
200 pages inside, this game is hea. The
‘cover aft is by Ralph McQuarrie, the same art-
ist who did preproduction artwork forthe Siar
‘Wars movies, The Chaosium paid him 2 prince
ly sum far the eover painting, which, unfore:
inaely, is nive but not exceptional. Inside.
however. most of the artwork is supplied by
Liss Free, who has done a terrific job. This is
the best interior antwork I've seen in any gam:
ing product — a beautiful blend of syle and
Sujet matter, The art by Michael Blum (et
ly of gadges) just doesn’t come anywhere near
the quality of Ms, Free's. Overall, though, the
raphic design and artwork work very ell
together, wih the excellent production values
we've come to expect from the Chaosiam:
The Known Space stories cover @ lot of
ground (or space, if you will), but much infor
‘mation important (0 roleplayers wasn't deal
‘vith in the stories. John Hewitt and the other
authors had to create an immense amount of
data to Fill in the gaps. So much material as
aed that it just wooki’t fit in one box (hence
the Ringworld Companion (see the accom:
ying capsule on paze 4).
Character Creation
‘The game system is another variant on
Basic Role-Playing (or the “*Chaosium Sys
tem,” as Greg Slafford calls it). Character
creation is handled in much the same manner
a in RuneQuest — roll dice for your basic
haracteristies of Strength. Mass (replaces
Size). Constitution. Ineligence, Power. Dex-
terity, Appearance, and Education (borrowed
from Calf of Cthulhu). However, you must
also rol your Home World (different gravties
make a difference 19 your characterises).
‘your Defecs (From Albinism 1. Hyperspace
Blindspot Phobia). and_ your Chronological
Age (since hoosterspice 1s available, this is
usually different from your Physiological
‘Age). The Defects seem a bit much, with &
08 chance that your character will have at
leas one Defect: I don't remember quite so
‘many defective people in. Niven’s stories,
especially not among explorers.
Skills
Skills in Ringworld are acquired italy
by spending Occupation Poits; how you can
spend them is determined by: your Pursuits
‘You get Occupation Points three different
ways! from your Education, your Purst
and your Special Interests. The problem with
this generation method is that the possible
range of Oscupation Points goes from 120 ©
8,000 or more! What this means i « tremen-
dous disparity between starting characters in
terms oftheir Skills. (Also. eversone wants 1
be 8 Diletaie, so you can Tearn any skill ou
want tp: otherwise, you'r limited 1 the skills
available to your Pursuit.)
“There are S0 or so skills in Ringworld,
ranging from Athletics to Reactionless
The number of possible skills is infinite,
Skills aze sei up so you ean create specialty
sfills as needed, This i a Very useful touch
‘whicn most games ignore. You get to choose
skills with restrictions based upon your back-
ground. Then you invest Occupation Points in
‘making the skills beter than the starting per
centage. Skills can be improved later through
taining, experience, or research
Combat
Combat is basically the standard Chaosiom
system, with a combat skill for each weapon
expressed as a percentage chance: roll that
‘chance on percentile dice, and you hit. Once
‘you've hit. check the hit location ofthe blow
for any special damage results. The important
difference in Ringworld is in the combat
sequence. Here Sherman Kahn has introduced
a continuous "impulse" system. Each impulse
{one second long. All explorers have an
For the uninitiated . . .
Lary Niven, one ofthe most popular
auors inthe sence Reon ile pub
Thiel Rind in 1970, The novel ene
io win Hugo and Neb awards and
enna sawn a seg. The Ring
word rine (19)
“he tro amels form a capone of sons
te Nivens vohuminoss “known, Space
ssanene,» lowly aranged chronic of
humans exploration of space during the
pert tvsind yeas, Sang enaginive
background afore eco the
hanFonen novels and numerous sone
own Space ae advent les of sort
fami o any rlepiayer Nien fe
ping universe of was el hyperspace
Transfer both, boostespce. ar bare
tien aces ean be found World of Pos
(1966), Neuron Siar 1968) 4 Gif From
Ear (1968), Provcor (973) an Tales
of Known Space (1975). among others.
Ringworld deals with a mind-bogalingty
vast structure, s Solid ring a million miles
‘ide and six hundred rllion in circumfer
cence. which orbits 2 distant star like @
‘whee rotating on its hub, The inner surface
fof this mysterious artificial habitat, larger
than a million Earth. is populated by t=
lions (at least) of creatures of various
races, both human and alien — but most
are degenerate savages descended fom the
makers ofthe ring, whose civilization fell
Mlneraly — they lived in floating cites)
thousands of years apo.
“The novel raises many intriguing but
unsolved mysteries, The Ringworld Engi
neers provides paral answers — but cre
ates still further enigmas. These evidently
will never be resolved: Niven has no plans
for further books in the series. OF course
that’s what he sad after Ringworld
The EditorsTe eye
for a catalogue write to”
MAYFAIR GAMES‘Action Ranking based on their Dexterity: the
‘Action Rank is usally a number between 3
‘and 6. Minor actions (ike firing a ranged
‘weapon or falling) take one impulse. while
major actions (like drawing or aiming a
weapon) take the explorer’s Action Rank in
impalses 10 perform. The GM sar the fm-
pulse count at I when the first character starts
to do something, and then just marks off im-
pulses until combat finishes.
‘This impulse system works very well; ia
fact, Hike it beter than the thee or four other
sways the Chaosium has come up with (0 se~
quence its combat, The impulse system could
be adapted! without much trouble to Call of
Cthulhu or RuneQuest, though Superworld
might be a bit of & problem. The important
thing to remember is thatthe impulse system
‘makes guns very deadly. since once you've
aimed it (a major action). fring the gun is only
‘minor action, You can fire without aiming at
‘one-fourth your normal percentage. which has
‘ curious result: The slower you are the better
snap-firing is for you. since you have more
chances 10 hit.
Gadgets
‘eautoes (Sern Ksin-mealf Sie
ein ae Cone eel fee ee
se i pecs deal Tne ehoegy ot
Kc rer very hy vnc: in
Tree er isar ea Teh tol ior
above ter wed poise) Te
Skt ten and ute seh
fai dsr ong th soe of he
cee ter opein Aveo
sae rng op ern i reseed,
Ss os gasne eat pote ele
{Bye vat at weopensen be easly st
U\nek ubicnoee giueretios
‘Bout oy wy nen pen) Te
Soy tte Plge ae tested ld bea
Tesla Spaying tors eb
a
‘rrr te ars i necessary
wp inen ome Bdge of Boron Some
bt aor
'RINGWORLD COMPANION (Chx-
sium, Ine.); $10. By Jon Hewitt, Lynn
Willis, ee. One 84" x 11" BO-page
booklet. Additional material for Ring-
word. Published 1984.
"This book contains material that was
Jef out of Ringworid because of space con-
serations, plus some new material. A set
of errata for the Ringwordd ries is also
provided. More aliens (including marians,
‘orcas, piein, and thrinun) are incladed,
long’ with many Ringworld animals 2nd
Plants, more gadgets, General Prods
‘-hull-based starship (the UNSS Unpro-
rownceable), a discussion of hyperspace
travel, Ringworld vehicles, two Scenarios,
and more.
‘Donte fooled by the hideous cover —
the Ringworld Companion is a po0d sup-
plement. Pease, don't ever let Lisa Free
‘work in color again!) The authors have i-
‘ded some valuable material that really
should have been in Ringworl, lke map
which shoots pellets of compressed ait ('). oF
the “frictionless armor,” which supposedly
protects you because amacks slide off. (Sorry.
‘uys force is sil transmited regardless of the
Tiction coefficient of the surface.) These gad-
gets don’t feel right next tothe ether ones. but
‘his is only @ minor law: you can leave them
‘out without affecting the game.
User-Friendliness
‘The source material provided is very well
presented. John Hewit's essays are reminis-
‘ent of Niven's writing. providing a very en-
joyable read. The history of Known Space is
Covered thoroughly. with descriptions of the
various human worlds and their cultures. Each
alien race is thoroughly described, with is his-
tory. physical characteristics, skill percen-
tages, psychology. and such all provided.
Many native creatures and plants are also
described. The descriptions ae very thorough
soany ofthis material could be used in another
science-fiction game with some work. The
‘only lapses concer the Ringworld itself —
there's no drawing ofthe Ringworkd anywhere
in the game! You have to read the novels or
buy the Ringworld Companion to find out
What the Ringworld looks like. Also, no map of
Known Space is included in te game. Couldn't
the Chaosium have left outa eriter or two and
ut those things in the gare?
‘The advice (0 the gamemasier on how (0
‘run this game is nearly nonexistent — 4 pages
tt of 208, You get mostly negative warnings
= “don't allow players to smash and grab
‘eause it's not fac" type of things. There's a
teemendous amount of information provided
about creatures (both sentient and nonsentient)
on the Ringworld. This information, stile
very complete and nicely presented, seems not
very worthwhile when a character wearing im-
Pact armor and carrying 2 flashlight laser can
‘walk over almost any threat (despite what they
say in the rules), And who cares what the
native plants are like, when whatever you stufT
into your avtochef turns into edible food?
a
‘of Known Spee, a exh of he Ringword,
fd a mp of the Great Oval Ocean —
‘ough why they aw fi to change the dis-
tances and geographic relationships Niven
created is beyond me.
‘The contents are a briliant addition to
the material in Ringword, despite some
problems. The scenarios are (er can be)
conned to the one presented in Ring-
‘word, and are just as plain. They have
‘thing 1 do with te kindof actives or
‘excitement in Niven's novels. The art and
‘raphics are very good, although for some
Featon two different pestle and formats
‘are used inthe book, whichis rather con
fusing. Perhaps an hommage to Grifia
Mountain?
if you've got Ringword, you realy
sould have this book, even Bough i
Tings your tual investment op 10:35.
‘och the high rie of having fun these
ays.
Steve Peterson
A Missed Bet
Really. the Ringworld universe is not an
ally good roleplaying situation in theta
ditional sense. Most of Known Space is t00
‘civilized for true action and adventure, The
Ringworid itself is "uncivilized" enough, bat
the technology of the explorers is so much bet-
ter that they can walk ight over most native
teas, Think of starting out your D&D
adventurers in a first level dungcon, only the
fadventurers are armed with +5 armor and
vorpal swords. You'd quickly get bored.
However. the Ringworld game is a good
simulation, because the characters inthe
‘tories were much more powerful than the
sates. But the ehallenges of he Ringword
Sories arose from situations that could
Tangled wah 2 Tasight sr ova varie
ssword. Those neat weapons didn't mater
when the whole Ringworid was falling into its
sun, as in Ringworld Engineers. The charac-
ters had to solve problems with their heads,
‘not with their gadgets.
Unfortunately. the authors of the Ringe
world game miss that point entirely. They
‘come heartbreakingly close when they include
2 section on Ringworld mysteries — they dis-
‘euss many ofthe very important questions eft
‘unanswered in the books. But they fll short
when they doa’ tte you how to use those mys-
teries to create scenarios
Plotlines
‘The Ringworld campaign 1° like 10 run
‘would be a "third novel” in the Ringworld se-
fies. I'd bring the characters tothe Ringworld
‘nce again, with some ARM or Kzinti or Pup-
peteer plot behind the expedition, and then
reveal some of the Ringworld mysteries (while
creating more questions, of course). Then the
characters have to deal with some universe-
shaking problem. lke the return of the Slavers
for the arrival of the Proteciors. Ringworld is
the perfect senting for such epic plots. How-
ever, the scenario included in Ringworld (only
fone!) is very pedestrian — characters spendwo years gorting to the Ringworld, get shot
‘down by the meteor defense, and are stranded.
‘The big excitement comes when they get to do
«research project to find out they can't fx the
hyperdrive. Ho hum,
"More tothe point, nowhere does the game
discuss events that happened in Ringworld or
Ringworld Engineers. The events in those
novels ave a tremendous effect on any future
Ringworld expeditions, or adventures in
Known Space, for that mater. Ringworld
adventures that don't take those events into ac
‘count don't make much sense — they fel hol
Tow. Where's the writeup for Louis Wu or
mee, who are sill on the Ringworid and
‘would certainly interact with the characters?
‘What about the UN goverament or the Patriar~
chy? Wouldn't they be interested in another
Ringworld expedition? These are annoying
“Ringworld mysteris."”
Consumer Report:
All ofthese complaints can be fixed with
litle work on the partof the GM. Overall, the
authors have done a very good job making a
roleplaying game out of Ringworld. The tech
nology is suitably deadly, the background is
well detailed, andthe creatures are thoroughly
described. The Ringworld game is defintely
rot for beginners. though. With a $25 price
tag, it's not much of a bargain unless you're
prepared to do some work, oF unless you're a
real Niven fan. The technology isso advanced
that you really can't use it in Traveller or
Space Opera or Star Frontiers, but the aliens
STATE OF THE ART ROLE-PLAYING
Games $12.00 suggested retail
What Niven Thinks About Ringworld
Niven himself is not_an experienced
roleplayer; he's seen the Ringworld game,
‘bat "some of it is too technical for me.
‘What I understand, I like."” Niven spoke
swith Space Gamer long-distance from bis
‘home m Tarzana, California.
‘Are there any features of the geme he
‘specially likes? “T haven't studied it —
‘but I can see I've been studied 1 know for
about a year people [the designers} would
‘come up 10 me at conventions with ques-
tions about Known Space that would take
‘up an hour or more.” And was it worth it?
don't know. I haven't played the game.
[But] the LASFS (Los Angeles Science
Fantasy Society) has a group that games
‘once a month; I gave it over to them io test,
and they tell me it plays well.”
‘What ifthe Chaosium wanted to publish
‘a Ringworld scenario giving an explanation
for some fot Known Space “mys-
tery"? Would Niven allow it? “They
and animals presemed will work well in any
‘science fiction game with some adaptation
“My recommendation: Niven fans should buy it
forthe essays and background materials. Role-
players should be prepared to do some work
‘on scenarios: but if you do, you'll have some
terrific roleplaying in a beautifully deulled
‘world. Science-fiction gamers who want to use
it for source material probably won't get their
's worth,
EVERYONE’S TALKING ABOUT..
TIMEMASTER™ ROLE-PLAYING GAME
Adventures
Crossed Swords
‘The Cleopatra Gambit
Missing: PT 109 (TIMEMASTER Screen)
CHILL” ROLE-PLAYING GAME
Adventures:
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FROM
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Adventures $600 suggested retail
‘Available through your local hobby store or from Pacesetter. Ltd. Dept M POB 451 Delavan, WI 53115
‘Add 1.50 postage and handling when ordering from Pacesetter.
7 © i924 Pacesees Li. All Rights Reserved,
bought the rights, so I certainly couldn't
stop them. Anything they guess at is their
‘own problem." He himself, though, would
‘ot fel bound by anything 2 game scenario
established.
"This brought up the obvious question:
‘Will Niven write any more Ringworld sto
ries or scenarios? “To the best of my
Knowledge. there will be no more Ring-
‘world books — and no Ringworld sce-
narios written by Larry Niven directly. But
sometimes my subconscious plays tricks on
sme; who knows?” AL any rate, i seems
Niven isn't quite done with the Keown
‘Space universe; he’s thinking of buying
fights to Ringworld background author
John Hewit’s essays on the Kzinti, and
‘assigning the information to other writers
1 produce 2 series of siories on the
Man/Kzin Wars. Stand by for funber
developments.
The Editors
RINGWORLD (Chaosium, Inc.) $25
Designed by Jon Hewitt, Sherman Kakn,
and a host of others. Four 846" x 11"
booklets, a Reference Sheet, 27 standup
‘cardboard figures, 2 rwentv-sided dice, 2
sicsided dice, | eightsided die, boxed.
Playing time and number of players indef
rive. Published 1984. aNEW GAME
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Oklahoma residenis add 3%
sales tax
ee ee‘As one of many gamers who thought Meta-
gaming's Fantasy Trip was the only really
playable FRP system, I was prety upset athe
demise of Metagaming, and wortied more
than T should have about whether there would
lever be any new TFT material. Reluctandy, 1
began looking at other systems. I had already
tried many of them and gotten no satisfaction,
and most of the ones I found on sore shelves
seemed no better. Then I happened on Tun
rnels & Trolls, and realizod my ick had
changed.
T&T and TFT have an awful lot in com-
‘mon. Both require only ordinary, six-sided
dice. Both are easier to learn than most other
systems, Most importantly, both systems pos-
‘35a logical framework which makes it easy
to apply & simple procedure — the saving roll
= t0 any aumber of tasks in the game world.
TAT is even more free-form, however, than
TET: There is no need for a playing board 10
regulate movement, it is easier to anempt
tricks and original stratagems in combat; and
the monsters. can be easily adjusted to the
powers of the player characters. Now that L
have some experience as a GM, T ean accept
this freedom a8 a positive value, and realize
that in T&T T have found not a TFT substitute
Dut a system with many unique virtues of its
‘When I first med 10 T&T, thovgh, 1
realized that my players would be more likely
to uy iif allowed them to use their favorite
TFT characters, so had to work out a method
of convening TFT sats to T&T.
‘At frst sight, this task might seem simple:
TET characters have ST (Strength), DX (Dex-
terty, and 1Q (Incelligence); why nat jst roll
for CON (Constitution), LK (Luck). and CHR,
(Charisma) in order 10 complete their T&T
profiles? This method did not strike me as fair.
Imagine an experienced TFT character with
‘ST 20 rolling a5 for CON. In TFT, the char-
‘acter might have been used to charging reck-
Jesaly at his foes. confident he could take on
‘almost anything. But in T&T he would be 3s
afraid of facing trouble as & feeble old blind
beggar. Clearly, he would not be the same
character.
TOM RILEY
“The method I finaly setied on was to base
CON, LK, and CHR on the average of a 366
roll and one or more TET attributes. Thus a
character's TFT strengths (and weaknesses)
would be carried over into T&T, but atributes
could stil diverge markedly, a€ they are sup
posed to in T&T. 1 base CON on ST because
ST in TFT serves the sume purpose CON does
in T&T; [ base LK on DX and 1Q because a
nimble, clever TFT character tends 1 be
luckier than his or her cohorts: and 1 base
CHR on ST and 1Q om the theory tat fit, wity
people are more attractive than oUt-of-shape
ullards. (Most people who say muscles are
‘ugly — on women of on men — are just plain
envious.) With a few more adjustments for
race, possessions, and magic, this system
achieves a fair and accurate translation from
TET 0 T&T.
“The steps in the adaptation process are as
follows:
1. Find the number of attribute points the
TET character has gained since entering the
ame by subtracting his or her beginning at-
{eibute total from the present total. From the
result, subiract 2, chen 3, then 4, et. until the
‘next subtracted number would bring the result
below zero, The last number you subtracted is
‘the character's TAT level. For example,
TET human with attribute total 45 is 4 4ih-
level character in T&T.
2, TET ST, DX, and 1Q equal T&T ST,
DEX, and IQ respectively.
3. T&T.CON = (TFT ST + 346)2.
T&T CHR = (TFT ST + 1Q +
26464.
T&T LK = (TFT DX + 19 +
2464
4, TAT adjusuments for non-human races
are now applied if the TFT character belongs
10 one of those races. However, in any case
‘where the ratio reduces an attribute, and where
that auribute, in TFT terms, is less than 1
the difference between I and the TFT ate
ute is added to the T&T ancibute afer the ratio
is applied. Likewise, in any case where the
a
rato increases an anribute, and where tat ai
ute in TET, is greater than 10. the difference
‘erween the TFT atcibute and 10 is subveacted
from the TAT ataibue after the rat applied,
Finally, after applying these adjustment. the
GM should calculate minimum attbutes for
the T&T races concerned, and make sure none
of the character's atrbutes fall below these
(TFT Reptile Men arc weated in T&T as
permanent were-types, except that they retain
their normal DEX and can stll use weapons.
Friendly Reptile Men should be extremely
rare in the T&T universe, TET Prootwaddles
can safely be kept out of T&T altogether.)
5. T&T characters receive AP approp
‘o heir level, plus any TPT EP they have
squirreled away.
6. Possessions are translated into T&T as
nearly as possible. A magic saff in TFT is
equaltoa T&T staff ordinate. A TFT staff-of-
Power isa staff deluxe, but as yet possesses no
spells its owner does not have.
‘There are few weapons in TFT that cannot
be found in standard T&T. One exception is
the boomerang, but itis not hard to come up
with @ T&T equivalem for it. In TFT, a
boomerang requires a ST of 11 and does as
much damage asa light crossbow. If the GM
assumes that a boomerang is similar in effect
to a light crossbow in other ways. he might
decide tat in T&T it does 4 dice damage, re-
aires ST 11 and DEX 10, weighs and cosis
about as much as a baton (20 WU, 10GP), and
has about the range of a javelin (40 yds. This
is just an example. and GMs may have other
interpretations (especially if they are more
familia with Boomerangs than 1). but it should
not be difficult 10 come up with fair asess-
ments.
GMs may translate TFT magical items into
TAT as they see ft — or simply declare that
‘he magic in the item has worn out.
7._A wizard whose DEX ot IQ. inherited
rom TFT, is too low for a wizard in T&T has
low attributes adjusted up to the T&T mini-
‘mum: DEX 8 and 1Q 10.Alien Worlds
Every world is a universe.
Every world is a unique and com-
plex environment, and there are
‘thousands in the Traveller universe.
Traveller boxed modules are designed
to demonstrate the immense scope
for adventure of a single world,
described in detail. The world of the
first module, Tarsus, has a gigantic
axial tilt and a year only 70 days
long, a diverse population with a
lengthy history, and much more.
Alien Minds.
In Traveller, aliens aren't just
people in funny suits.
They're different in the way that's
important to a roleplaying game:
they come supplied with their own
highly unusual thought patterns,
customs, and civilizations.
Each Traveller alien module
describes one race in detail, in-
cluding extensive explanatory
material, a complete character
generation system, and an alien
Alien Mystery:
The Secret of the Ancients:
Who were the mysterious An-
cients? They appeared suddenly
300,000 years ago possessed of
unguessably high technology, ruled
the known universe for a few thou-
sand years, and then destroyed
themselves in a great war which left
behind the shattered remains of
worlds. They carried humans to the
stars, created the Vargr, and left
behind a few puzzling artifacts. Each
TRAVELLER:
BeltStrike is the newest module; its
subject is the sparsely settled Bowman
asteroid belt, a lawless collection of
(potentially valuable) rocks. It in-
cludes detailed information on
Bowman's history, inhabitants,
and mysteries, plus extensive
rules for prospecting and mining the
asteroids, Also included are a map of
the asteroid settlement Koenig and four
folders with scenarios ranging from a
claim-jumping attempt to an archeo-
logical dig. Each boxed module is $12.
adventure. Asan covers a race of carni-
vores, with males and females divided
nearly into separate cultures: males
are warriors, fighting ritualized clan
wars, while females take care of
almost everything else. K’kree (or
Centaurs) are militant and aggres-
sive vegetarians, their society strict-
ly controlled with @ complex caste
system. Their social unit is not the indi-
vidual, but the ““family”” with members
of several castes; each player controls
a “family” Each alien module Is $6.
known Ancient site is different, as if
there were hundreds of independent
super-races, each with its distinctive
technology, but everything fits the
hands and bodies of the Droyne,
an unassuming race inhabiting
a few worlds in the Spinward
Marches. Who were they? Why did
they disappear? A band of adventur-
ers has the chance to find out as they
discover a functioning Ancient base.
The Secret of the Ancients: an adven-
ture for Traveller. $5.
Game Designers’ Workshop
P.O. Box 1640
Biocmington, linois 61702-1646
GDW
Write for our free catalog.8. If TET wizards have spells similar ¢9
higher-level T&T spell, and if they have the
DEX and IQ to cas those spells, they are
awarded those spells fre of charge. Likewise,
any heroes with spells in TFT become T&T
rogues, and get the equivalent spell they
ready possess if they have the DEX and 1Q to
use them. Wizards naturally inberit all the
Level | TFT spells, but rogues do not
9. TET heroes without any spells must
choose whether they will be warriors or
rogues in T&T. The GM may allow qualified
heroes to become warrior-wizards
Now that the guidelines are spelled out,
let's take atypical TFT character and see how
be converts to T&T. Our convert is Arkebus,
an Elvish Wizar,
TFT Character Record
Name: Arkebus.
Race: Elf
‘Type: Wizard
ST 12. Spells and Talents:
DX 12 Human, Elvish, Literacy; Light
1Q 14 ning, 4-Hex Mlusion, Glamor,
MA I2 Curse, Sleep. Summon Bear,
Reverse Missiles, Dazzle, Fie,
Aid, Staff, Detect Magic
EP =32
Possessions: Labyrinth Kit, 2 Rations, Staff, 2
GP, 30 SP.
Step 1: Atkebus stated with 32 atribute
points. He now has 38.38 — 32 = 6.6-2=
4.4=3= 1,1 = 4 = =3. Since subtracting
4 brought the tral below zero, we disregard
the 4 and go back to the 3 subtracted before
‘Arkebus i 4 3rd level character.
Step 2: Right now, Atkebus has TFT ST
12, DEX 12, and 1Q 14.
‘Step 3° Arkebus roils 11 on 346, then
‘averages this roll with bis ST for a CON of,
11.5. Rounded up, this gives him a CON of
2.
‘Arkebus rolls 346 again, and gets a 4. He
wulplies this by 2, adds his ST and 1Q, and
divides by 4. Result: CHR = 8.25. Rounded
up, CHR
‘Arkebus rolls 346 a third time and gets @
12. He multiplies by 2, adds DEX and 10, and
divides by 4. Result LK = 12.5, rounded up to
13,
‘Step 4: The TFT Peters-McAllister ratios
for Arkebus" Elvish heritage are applied. ST
12, 19 = 21,LK = 13, CON = 8, DEX
18, and CHR = 18, However, because Arke-
bus! TFT 1Q was already 4 points over 10, his
TAT IQ = 21 ~ 4 = 17. Likewise, his DEX
= 182-16
Step ‘5: Arkebus’ AP tial = 3,000
(Gecause he is level 3) + $2 = 3,082.
Step 6: ln exchange for his labyrinth kit,
‘Arkebus might be given the standard T&T
clothes and pack. His two rations might be
worth two days’ provisions. His magic staff is
TAT salf ordinate. And be has 2 GP and 30,
SP.
‘Step 7: Not applicable to Arkebus.
‘Step 8 In adétion 10 his Level 1 spells,
‘Arkebus might be given Blasting Power (L3)
for TFT Lightning, Rock-A-Bye (L3) for
Sleep, Curse You (L2) for Curse, and Mirage
(12) for 4:Hex Mlusion. Although he has the
DEX and IQ to leam LA spells, none of his
TFT spells parallel them, so he doesn't get
them. (And ifhe wants to buy them, he'll have
to increase his assets considerably),
‘Step 9: Not applicable to Arkebus
‘The final result:
T&T Character Record
Name: Atkebus. Type: Wizard,
Kin: Elven male. Level: 3rd
ST12 1917 IK13_ CONS
DEX 16 CHR 18 ADDS 5
‘Weight Possible: 1200
‘Weight Carried: 132
Gold: 2 GP, 30 SP. AP: 3,052
‘Weapons: Magic Staff (Quarter Saif, 2D,
‘Costs 10, weighs 50)
Armor: None’
Languages: Eivish, Common, Dwarvish,
Goblin (the ast two rolled randomly from the
Language Table).
‘Magic: All L1 spells, plus Mirage (2), Curse
‘You (12), Rock-A-Bye (L3), and Blasting
Power (13)
‘Other Possessions: Clothes and pack (10
WU), 2 days’ provisions (40WU).
“Askebus’ height and weight can easily be
rolled up without reference to his TET exis-
tence. And if his brother Arbeles a warrior
wants to keep his TFT skills, they can easily be
Adapted into T&T with the sil system from
‘Mercenaries, Spies, ond Private Eyes. (Any
TET skills without specific MSPE equivalents
‘can be treated as Special Interests). V think
‘Arkebus and Arbelest will enjoy their adver
‘ures in the T&T universe, and I believe they
‘can carry on their careers from TFT with a
minimum of system shock. Moreover, do not
think the two Elves will be alone in their new-
found gaming pleasure. o
s-
--. And
Adapting Them
Back Again
‘Characters who have found and enjoyed,
adventures in the T&T universe may none-
theless not want to stay there forever. Pes
haps they eft frends inthe world of Cid.
Perhaps they have a favorite Microquest
they're dying to get back to. Or perhaps
‘things are just geting to hot in a world of
MR270 Flame Demons. Whatever the rea-
son, players may want to convert their
‘characters from T&T back to TFT. (ln my
‘campaign, for insiance, Tam using T&T
for PEM encounters and both T&T and
TET tor face-to-face play.) The reconver
sion is not difficult at all.
‘An imporant diflerence between the 0
systems is that T&T tends toward bigger
numbers. Weapons do more damage, amor
‘Stops more hits, magic costs more ST, and,
‘once characters have begun to advance, at
‘ibutes increase to much higher levels. ST
‘@) characters are quite common in TAT: ia
TFT, the suggested natural lid on the ST of
thurman characters (30 pts.) is rarely need-
ed, for few characters even get that strong.
(The T&T character will need this extra ST,
and it can be argued that ST 60 in T&T is
‘actually equivalent to, say, ST 25 in TFT).
The point is that, once a character reaches
the higher levels of T&T experience, high
attributes eannot be transposed unchanged
imo TFT.
‘The fae thing to do is to keep a copy of
your TFT character sheet once you have
‘finished transiting imo T&T. Every time
your T&T character goes up e level, add
‘ne attribute point 19 his or her somnolent
TET counterpart. If T&T level bonuses 89
to ST, DEX, of IQ, add the point othe cor-
responding TFT atribut; if CON, add
to TFTST. Ifo LK, add either TFT DX
oF 1Q (player's choice; if to CHR, add
either to ST or 1Q (again. player's choice).
‘The basic rae is that after some time inthe
T&T world, one T&T character level
‘equals one TFT atibute point — a conver
son factor which allows 9 fair balance
between systems. (And if you choose the
T&T option which allows you to add to ST
‘and CON, be careful to add only one point
to your TFT ST.)
‘Conversion of property, spells, and
skils ftom T&T to TFT requtes the old
zamer’s standby, common sense, Just re-
Verse the guidelines in the main article.
T&T Adventure Points and TFT Expe-
rience Points may be considered roughly
‘equivalent, s0 points gained in a quick ad-
Venture in one system may benefit the char-
acter inthe other system,
‘Soe the first warrior on your continent
to go through both Deathtrap Equalizer
and Death Test. And don't be surprised
when the innkeeper says: “There's some-
thing strange about you, traveller.”
Tom RileyAIDING THE
OMnOCAWAVE
ANALYSIS AND STRATEGY
BY PHILIP RENINERT
Steve Jackson's long-awaited expansion set
for Ogre/G.E.V. has been published. 1's called
‘Shockwave, and it includes a bunch of new
‘nits and scenarios (also 2 new map which fits
‘onany side ofthe G.E, V. map). The new units
introduced are the cruise missile, which comes
‘ona missile crawler (MSL CRWLR). the laser
and laser tower, the light GEV (LGEV), the
GEV personnel carrier (GEV-PC), the super
heavy tank (SUPERHVY). and earine infan-
tay. There ate also trucks and hovertrucks. but
these are unarmed and tend to be targets only
like to discuss how these new units interact
cach other and the older units, and offer
some strategy suggestions forthe new scenar
ios. (And I'l be making a few comments on
Phit’s ideas here and there — Steve Jackson.)
WER UMTS:
‘The first and most devastating of the new
nits is the crise missile. They cary fairly
large nukes: They're what made the eraters on
the Ogre map, When acruise missile goes off,
everything in its hex is destroyed, and a shock
wave is generated which atacks units up to 5
betes away, depending on unit type.
I's easy to see that cruise missiles are
death on everything, and especially on hover
craft. However, there isa defense: You con
shoot down the ervise missile before it gets to
‘you. When a cruise misile is launched, every
‘thing stops while the missile is moved, a hex at
a time. If the missle passes within range of
defending units, cach unit gets one free sex at
it. The odds aren't very good, bu ifthe missile
has travelled fr, it's easier to track and hit. IF
crue missile ie hit, it's destroyed, but it has
2% chance of exploding in the hex where it
‘was shot down.
‘Sore things can be seen from ths:
1) Cruise missiles can be used in two
‘ways: Fly ino the target's hex and obliterate
him for sure (if you make it), or detonate just
‘outside his range and kill him with the shock-
wave. The frst method will ppeal to gamblers:
‘The oxids will often be that your expensive
cruise missile will be shot down, but if you
‘make it, you can wreak great havoc. The sec-
‘ond method is more conservative: There's no
risk, but the damage will be less against
anything except hovercraft; GEVs are excep-
tionally susceptible to destruction by shoek-
wave. It's clear that nai-biting decisions will
‘be made about whether to detonate now or 30,
for one more hex. Cruise missles introduce a
not entiely welcome element of “he whole
‘game on one big roll (actually alot of low=
‘odd rolls) into. Ogre/G.B.V., which has
remained relatively free ofthis until now.
2) The distance a cruise missile flies i ex
tremely important Infantry, for instance, is
twice as likely to shoot down a cruise missile
which has flown II hexes as one which has
flown 10. A laser tower will esttoy 72% of
‘off-board cruise missles the instant they enter
the map. Ifyou plan to attack with the shock-
wave, it doesn't matter, bu if you're going to
give anyone a shot at your expensive cruise
‘missile, you must make every effort to launch
it from within 10 hexes of the target.
3) Infantry has found a new purpose in
life: shooting down cruise missiles. For the
price, nothing is as good at it as infantry
Every big. expensive unit needs an infantry
MIESILE CRARILER
10
screen around it to help proteet it From mis~
siles.
4) For reference purposes, to have a 50%
chance of stopping a eruse missile you need:
(© 8 squads of infantry oF lage armor
© A laser and 4 INF
Ifthe missle has gone moze than 10
henes, 3 INF, ora laser and 1 INF.
‘An intact Mark IIL Ogre has a 79% chance
of stopping a close-range cruise missile: this
drops 0 60% if the Ogre's missles have been
fired. For a Mark V, these figures are 97%
and 77%. To turn this stound, a close-ange
cruise missile has a 40% chance of destroying
an otherwise intact missile-less Mark Ill Ogre
23% for a Mark V) if no other units are
round 10 help the Ogre. A few squads of
infantry or some nearby armor can be a big
help here.
'5) The shockwave/range ratings. (12.,
how strong an attaca cruise missile ean make
without coming into range ofthe unit) of vari-
ous units:
© AllGeys 41
© LeTank 1
© nr 2
© MyyTank Ld
(Other units can’t be shockwaved from out-
side their range.
Cruise missles are expensive. For the
price of three armor units, you get a missile
Crawler (defense 2. moveinent I) carrying. a
single crvise missile. When the missile is
fired, what remains is an unarmed crawler
{enovement goes up to 2) which you then try 0
evacuate off your board edge, since the enemy
‘counts one armor unit (6 victory points) if be
day” work.
“This is nota work for immature gamers, howe
lever. Ebon Bindings is graphic nis descriptions
Of various Demons and uals — Vd give ita
“PGI” ating i were 2 Mlle, However, there
has always been a sighy “grity” side 1 the
religious fe on Tekumel and Fbon Bindings ca-
Fleson tis wadition.
Demons described include Missum, He
Whose Name is Death, Master ofthe Forty Sih
Cirle, Servitor ofthe Lord of Worms; Vela, The
-Matd of Despaing Delight, Mistess ofthe Fit
th Circle, She ofthe Thousand Acts of Lubricity:
Geveshma’s, He of the Mound of Skulls; and
others. Tht book Is another fascinating facet of
‘he EPTISAG game universe. and one well worth
exploring f you're not faint of heart
THE TSOLYANI LANGUAGE, VOLUMES 1&1
(Tokumel Games, Inc}; $11.95. Writen by
MAR Barker Two 515” x8” 59. and 128:page
books. Gaming supplements (OF the Empire of
the Petal Throne and Swords & Glory roleplay-
ing systems. Published 1978,
“Totally the invention of MAR. Barker, the
languages of Tekurnel add an extra dimension 10
the EPFIS&G games, 3 dimension missing from
‘many other gamer sich s Dungeons & Dragons,
The Tselvani Language is meant for reat EPT
fanatice — thove who want to get deeply ito the
Universe of Tekumel. Not everyone will be inte-
‘ested in noun clases, quantifies, and personal
atttude prefixes. However, even if you delve
‘nly britly into the language, twill certainly 2dd
22 new dimension of mystery and exetement 10
your game:
Volume One is devoted to the basis ofthe
‘Teolyani language and includes discussions of
Pronunciation and grammar. This is followed by
{in excellent section ealed "A Guide for Travel
less” which features many stock phrases and an
example of conversation. Referees and players
should be able to employ many of there stock
Drases, thus incorporating the language ito the
{ame with 3 minimum of work
Volume Two isan Engish/Tsolyani —
Teolyanienglsh vocabulary. THs contains most(not all) ofthe words that one should need in
‘he course of any gaming situation. Theres ako a
Section on the rghriove. linear Tsolyan serif
‘Aga, this could be alate to gaming use qule
simply by wating English using Tsolyanileners —
ding 2 puzzle tothe game.
These volumes are highly technical and not
for casual veading, Given Professor Basher’ lin-
suite background, they are technically correct
{and s lite dy). They are not meant for every
gamer or referee, butt you want add an excep
onal smount of realism toa game of FPTIS&G,
‘his will prove tobe an invaluable guide.
"Me, masun umraraatekh gual dopa”
DEEDS OF THE EVER-GLORIOUS: HISTO-
RIES OF THE TSOLYANI LEGIONS (Tekurel
Games, Inc), $7.95. Weiten by MAR. Barker.
(One 51x84" 102-pape book. Gaming supple-
rant for the Empire of the Petal Throne’ and
‘Swords & Glory roleplaying systems.
‘Deeds ofthe Ever Glorious outlines the histo
ties of 85 of the legions in the Empire of
Teolyanu. Mentioned here are the great Imperial,
Legions, such as the Omnipotent Azure Legion
the eves of the Emperon, The Fist Legion of
EverPresent Glory, and The Legion of Potent
Destiny, the Legions of the various temples —
The Legion of Hala, Master of Light, The
Phalanx of Loud Dultamish ofthe Roted Face;
and the Legions of the various cites ~ Legion of
Mighty Jala, te.
‘Legions in Tsolyanu ao raised in a varity of
fashions: by direct Imperial writ, by individual
‘ovens of temples, and sometimes by individual
Lords o Ladies. These Leglons become "pesoni=
fied as time passes. Their deeds are recorded
and sung about feasts are held in their honor.
Legions may die in dishonor and be expunged
from the Book of Records, or new Lesions may be
bin, with es much joy a6 the bith of a new
chil,
Dads a fascinating supplement for EPT
player. The other EPT supplement: and rule-
Books have not really detaied the histories and
personalities of these impotant_insttutions.
Many of thete — especially the Omnipotent
‘Azure legion — play an important loin the day=
to-day afairs ofthe Imperium. Deeds goes deep
Inv the history ofthese various Legions — outline
ing theirbinh,Imporant events, and how various
Emperors and Empresses have influenced them oF
abused them,
‘Deeds is an excellent supplement for those
Involved with EPT/S&G. Much of the history
Bivona be used in campaigns on Tekumel, 0
‘embellish adventures, fil in backgrounds, tc.
Highly recommended.
PUBLICATIONS
THE MAN OF GOLD (DAW Books) $3:50
writen by Profesoe MAR. Barker, One
367-page novel, set inthe universe of Tekuma,
as popularized by the Empire of the Petal Throne
and Swords & Glory roleplaying systems. Pub:
ished 19,
The Man of Golds the fs ofa series — may
itbe a long one! — that takes place on the planet
‘of Tekumel. Iisa fie novel, much beter than
‘other effors to “novelize” roleplaying games,
‘2g, Andre Norton's Quag Keep of Rona fale’s
Mazes and Monsters
The sory concerns a priest of Thumis fone of
the “Lords of Change”) named Harsan. Harsan
a scholar, a student of languages — especially of
the “dead language of Llyanl an ancient empire
‘ofthe planet Tekumel, Harsan ges caught Up in
the quest forthe Man of Gold —an ancient ech-
nological device of unknown powers. The Baron
Of Yan Kor is seeking. revenge upon all-of
Teolyanu and has launched an allour military
tack "with his own ancient technological
‘weapon. As the book progresses, Harsan is
Caught in a mysad of ples and counterploss
Invoiving those who are tying to help or hinder
the quest, Many of the names familiar to players
Of EPTIS&G ~~ General Keto, Prince Eselne,
Prince Ohichne, the Baron of Yan Kor ~ are 2
countered a5 the Book progresses. Harsan also
travele to several famout sites of the game-uni-
verse, inluding one ofthe Underwords
[enjoyed this book immensely. It made
Tekure! come alive for me, more alive than any
of the other source materials I've seen. It is
expecially useful in “showing how diferent
‘Tekumel is from our own society. For example,
‘one of the main characters is "siafigured’” in the
a captivating
novel
‘Tekumel is a distant world popu-
lated by humans who have, over
thousands of years, built up a vast
legacy of lore filled with gods and
‘demons, alien races, and mon-
archs ancient, medieval, or still
Ibis the setting of the
inning fantasy-role game,
Created and masterminded by
MAR. Barker.
Follow now the quest of
Harsan, acolyte of the temple of
Thumis, ashe goes forth to seek
a forgotten empires super-
weapon, known only asthe
Man of Gold...
DAW SUPERSTAR/$3.50
“The Excusive Scenca Fiction
and Fantasy Lines Selectod by
‘DONALD A, WOLLMEINA
DAW.
FANTASY
yes of her society by something that we would
Steept as commonplace.
“The only complaint I've heard about he book
Isthat some feel that you need to have played the
sume (or have some familiarity with Tekumel in
‘order to understand fully all that oceurs. While it
ig tue that thee is no separate inoduction
designed to fll in background, the story itself
xp sins al “reign” terms anda good poron of
‘Telumel’s history and customs. itmay ake few
hundred pages 10 get it all, But the time spent
‘well worth
Gy "bravo" © Professor Barker and Impa-
sionly await the next Tekumel novel, lamesong.
you love the fantastic Fiction ofA, Mere, Clark
‘shin Smith, or lack Vanes, you wil find anew
love in The Nan of Gold. An excellant fst navel
and another fascinating facet of one man’s un
verse — the Empire of the Petal Throne
THEMIAN OF GOLD
JAR. BARKER
Tekumel:The Empire of the Pata Throne
Distributed by
NEW AMERICAN LIBRARYTHE JOURNAL OF TEKUMEL AFFAIRS/THE
TEKUMEL JOURNAL (Tekumel Games, Ine):
‘Salyer, Edited by Jeff Barry. Published se times
2 year. Gaming magazine devoted tothe Empire
Of the Petal Throne and Swords & Glory role.
playing systems.
“The ournal is a periodical that has appeared
sporadically so faras Ive been able 10 deter-
rine! since 1977. Recently, it was acquired by
Tekumel Games, the new gaming company that
is devoted to products reloted to the EPT/SEG
roleplaying systems.
‘Volume Il, 2, the isue reviewed, i a rans
tion isu — thee are thee diferent ypelacesur-
ted in the magazine! The magazine features lew
pieces of artwork, made up of 16 xeroxed
ages, s stapled, and has many handwrien page
humbers, “continued roms”
Now, from the above description, i¢ would
sound asf completely panning the magazine,
However, as sated, this fs tansiion sue —
probably rushed out in order to meet on Origin
‘04 deadline. Once you get pas the production
problems, you'll find an invaluable source of
ideas and materials about Tekumel. For example,
the lead aticls is a description of “The Temple
‘of Karakan,” by none other than MAR. Baker
imei. The atcle is more than a rehash ofthe
Information given in the various editions of the
‘les — it contains much new information, espe
Cally specifies on the Temples and ries of
Karakan, War God ofthe Lords of Sabilty
‘Also of use is an article on New Magical
Items for EPT" by Mark Penigrew. Fieen new
‘magic items are listed, with physial descriptions,
explanations of special powers, and statistics for
“gaming” the items. Especaly amusing "The
Marvellous Inkpot of Gratis the Wise” and
‘Ae Chol warrior, from Qadardaliko
“The Talisman ofthe Blue Lady." Other articles
Include a description of armor and some brief
‘ews items that could be nicely worked fo 20
‘ongoing EPT campaign.
“Tekurel Games has 2 few back issues stil
available. The company plans to issue 2 single-
‘olume "Best of he Journal” that would include
the most uieful and interesting tems. from past
Tssues, Submissions 10 future issues are being
eagerly sought
in Sum, 9 useful item especially ifthe com
pany can overcome production and transition
problems and son puting out an item of higher
production quality. Well wort looking at
MINIATURES
QADARDALIKO! ("The Great War")
(ekumel Games, inc: $9.95. Designed by fell
Bary and MAR. Gatker. One 8" x 11"
.page book, Foran indefinite number o pay
es, playing time indefinite. Published 1983.
‘Not being 2 miniatures but, and having been
asked to concentrate on items useful for the
Foleptaying versions of EP, | can't really com-
‘ment dretly on the quality ofthese rules. How:
ever, Qadardaito is a wellpredced rulebook,
vwellweten, and e3sy to understand. Athough |
2 sill not minitures bull | understand that
panicular gaming passion alot more row.
“This book dots have some use for RPGs. It
describes the Armies ofthe Five Empires the a
‘les of the various nonhuman races: and 3 lage
fhumber of tacical and sialic maneuvers and
formations, The book s embellished with 3 large
numberof beautiful lustrations of various ma
tial scenes Spells employed onthe bated are
described, and naval bates and equipment are
mentioned,
“The book can be applied to the EPT roleplay:
ing game in a variety of ways, Descripfins of
rly equipment are ceralniy usetul; depic
tions of all ofthe Human Empires and most othe
‘ronhuman races ctainly come in handy. Aref.
‘ree willing to work ean adapt the description® of
naval batles ard banle magic to a roleplaying
Situation.
‘Qadardalkol is thus a mixed blessing to £PT
IRPGers. Most ofthe information pertains to mini-
atures, and will most likely be useless. However,
there is much usetl stuff for those who are wi
Ing to work a litle
THE ARMIES OF TEXUMEL (Tekumel Games,
Inc: Volume | — Tsolyanu (WA.. Barker and
Cary Rudolph, $4.95, 1981), Volume ll — Yan
Kor and Alles (Barker and Rudolph, $4.95,
1981), Volume I~ Mu’Upatavya (arker and
Bob Brynaldson, $3.95, 1983), Volume IV. —
Salareya (Baker and Brynaidson, $3.95, 1983),
Volume V — Livyanu and Tsol| (Baier and
Brynaldson, $3.95, 1963). Five 4" x 11" books.
Foran indefinite numberof payers; playing time
indefrite
‘This: fvevolume series Is designed prima
rly for use. withthe -EPT mioiatures” rules
(Qidardalikes, Each volume describes the armies
of one or two Tekumelani empires: Fist itgives 3
{general description, then i aiscuses each of the
Various legions — eg, Tsolyanu's “Ormipotent
‘Azure Legion,” Mu'Ugalavja's "Verillion Ba
talon,” and s0 on, llusation are provided for
‘many ofthe ypes of soldiers, showing diferent
armament, vations between legions et. Finl-
iss each volume provides a punting guide keyed
10 the illsvation, including color guides to the
‘avious nonhuman races.
‘Although much ofthe information provided is
a
eyed for use with Qadardalil, there are some
items useful to 2 reeree ofa roleplaying game.
Names, locations, and strengths of various le-
sions Can be used in encounters or rumors. Ref
frees can use the illustrations and painting guides
ot oly or painting miniatures, but ast help
in descibing people that players encounter
‘Volumes 1 and i ae typeset using 2 fal
clean, readable typeface. Later volumes use 2 dor
‘marrx prnface which is almost unreadable in
Several places. We may hope future editions will
be reset using a more readable type.
‘This-can be a sell tem i you're willing to
ig out the information for RPG scenarios. Other
‘wisa, you can probably skipit and your eampai
willbe just 5 exiing Definitely 9 “look belo
buying item,
PT Miniatures (Tekumel Games, Ine. prices
vary fror 608 to $35. Sculpted by’ill Murray,
“Tom Myer, lef Barry, and Brian Apple, Produced
in 1983.
Tekurel Games ' producing quite line of
ERT rriniatures. Currently for soon to be) avail
‘ble ae afl ine of Tsolyani, Yan Koryani and
‘Ma'Uglavyani military figures 2 number of
fHendly nonhurnans (Shen, Pe Cho, et several
tnfiendly nonhumans (Su, et); tree ereatres;
‘nd four cleisl figures.
| purchased a variety of Tsolyani military fig.
resto Black Ssu, a Huss, and a priestess of
‘Avanthe, The miniatures are 25mm in sale, and
‘arericelysculped. Most do noteeauie assembly
ae Seu and one ofthe mltary figures come in
‘wo pieces, and only the Hluss came in more
than two ports. Each miniature was fee of fash,
Fighly detailed, and painted up nicely and clean:
hy
Problems withthe line are few. There isa pre:
ponderance of miliary figures, mosy because
the fgures are primarily meant for use in the
vniatues game Qudardalikol. There are no
lian” miniatures townspeople, generic”
‘adventurers, etc) as yet, and only three females (a
Driestess of Avanthe, a priestess of Dlamelish, and
‘59 A‘idani with 2 javelil.
Tekumel lends tell to beautifol miniatures,
what withthe elaborate costumes worn by the
Briess and priestesses and the detailed armor
‘worn by the military. is nice to se that Tekumel
‘Games has been able to care this beauty nto the
miniatures.
Future Tekumelrelated products include 2
series of adventure modules designed for begn-
ning gamers. By the ime you finish these sarer
‘modules, you will be familiar with roleplaying
and with the world of Tekumel. Other future
Teleares include an intioductory version of the
Source Book, more miniatures, more adventure
‘modules, nd acolection ofthe best ails rom
past sives of The Tekume! oural,
‘Outside submissions for The foural, mod.
ules, adventures, and supplemens are’ being
sought
“To otder protic fom Tekumel Games, In,
senda check forte amount ofthe product) plat
TO% for shipping and handling wo
“Tekurnel Games, Ine.
1278 Selby Averue
‘St Paul, Minnesota $5104
Copies of The Man of Cold should be
available at your local bookstore. To order By
taal, send $3.50 per copy, plus $1 for shipping
‘nd handling. to:
DAW Books, Ine
New American Library
P.O. Box 999
Bergenfield, New Jersey 07621COMPANY REPORT
Tékumel Games, Inc.
‘Tekumel Games, Inc. is a company dedicated to the promotion
ofthe game warld of Tekumelceaed by Profesor MAR. Bakar
and fist brought tothe public eye in 1975 in the game Empire ofthe
Petal Throne. Working in cooperation with Gamescience of Gulf-
port MS and Professor Barker, Tekumel Games is developing and
producing a number of Tekumel-elated items
Since Tekumel Games is based in the Twin Cities, we have direct.
access to Professor Barker. The company policy isto do everything.
‘possible to insure that all Tekumel Games products are fully com-
patible with the “real” world of Tekumel as envisioned by Professor
Barker. To enhance this process, Professor Barker isa member of the
company’s Board of Directoss, giving him direct and quick access to
the workings of the company. This access has also been extremely
helpful to Tekumel Games, enabling the company not only to insure
Broduet authentic, bu alo giving us ready accesso a valable
Tekumel Games carries a diverse line of products. We offer a
bimonthly magazine, The fmperial Courier. This journal of things
Tekumelani includes studies of languages and scripts, suggested
rules for covering things such as the Hirlatke arenas and military ser-
vice, war news, chronicles, new races — anything on Tekumel,
This magazine replaces The Journal of Tekurel Affairs and The
Imperial Miltary Journal. Both these earlier magazines have been
absorbed into The Imperial Courier. Also, a “Best Of" compilation
is being prepared from these earlier magazines.
We cary the entire line of Tekumel miniatures, not only the line
previously offered by Old Guard and Ral Partha, but new figures as
‘well, with more planned. The Northwest Frontier maps give the er-
ran for the batlefields of the great war between Tsolyanu and her
northern neighbor, Yan Kor, to be complemented in spring of 1985
by the Northeast Frontier maps
In non-military marters, we have The Book of Ebon Bindings, the
definitive work on religion, magic, and demonology on Tekumel.
The language of Tsolyanu, the largest and greatest empire on
Tekumel, is presented in 2 two-volume work entitled, logically, The
Tsolyani Language. In addition, The Tsolyani Primer offers a course
‘on "*basie Teolyani in 17 easy lessons" in a less technical, though
less complete, manner than the Language volumes.
Tekumel Games is a young company, having incorporated only
earlier this year, withthe support of the new Gamescience products
and the fist Tekumel novel, The Man of Gold, we have a strong
‘growth potential. We are actively seeking submissions of any sor
relating to the world of Tekumel, and expect to be limited only by
what we can afford to do at one time. Thanks to the support of
‘Gamescience and Professor Barker, we are in a very trong position
regarding Tekumel, and we hope to continue making more and
more of the world of Tekumel available,
‘Michael Momard, President
TTekumel Games, Inc.
THE WERGAD EMPIRE WAS AT THE CENTER OF THE UNIVERSE. IT WAS THE
STRONGEST AND WEALTHIEST — AND RULED ALL OTHERS. AT THE HEAD OF THE
EMPIRE WAS DUNCAN MACLUIA. HE WAS DESCENDED FROM A LONG LINE OF
WARRIORS, ALL OF WHOM ADDED TO
THE FAMILY'S HOLDINGS THROUGH
INTELLIGENCE, CUNNING, STRENGTH AND BRAVERY. HIS WIFE, VERA, WAS WEALTHY
IN HER OWN RIGHT. TOGETHER, THEY HAD
‘THE STRENGTH OF INHERITED WEALTH
AND TRADE; AND THEY WERE ABLE TO GOVERN ALMOST AN ENTIRE UNIVERSE WITH A
STRONG, BRILLIANT HAND. ..
IT WAS THE LONG AWAITED DORTCHIAN RISING AND REPRESENTATIVES FROM ALL
PARTS OF THE EMPIRE HAD GATHERED FO}
R THE HOLY CELEBRATION. AFTER THE
FINAL RIGHTS AND PRAYERS HAD BEEN GIVEN, ALL RETIRED. DURING THE “SLEEP”,
DUNCAN AND VERA WERE MYSTERIOUSLY MURDERED. ..
‘A Computer Moderated PBM of Science Fiction
Planets and be creative.
and Fantasy. Command Starships, Conquer
$12.00 for Rulebook and your first excursion Into
THE ULTIMATE
$3.00 per
NO HIDDEN CHARGES, DISCOVER THE LON
ADVENTURE
move
|G LOST PLANET FOR A CASH REWARD.
SHANNONDATA
P.O. BOX 208 « UNION
3
CITY, GA. 30291by Walt Mizia
‘The most neglected weapon in Star Fleet
Battles is xe mine. Be ita devastating nuclear
space mine or a mere transporter bomb, this
‘orphia offers a muldiude of tactical options to
the player who can be creative with the rules
By making the most of each ship's mine load,
‘you can increase your combat potential signfi-
‘cantly — and surprise your opponents,
“There are many different types of mines
available in the Star Fleet Battles arsenal
‘This article will deal withthe two types nor
rally carried by mos starships: the nuclear
spice mine (warhead strength of thiry-five
damage points) and the lowly transporter
bomb (T-bomb), which does ten points dam-
ge.
Background
‘The normal mine load of staships in Star
Fleet Battles is twelve transporter bombs per
Ship. Romulan War Birds, War Eagles, and
‘helt derivatives also pack a nuclear space
‘mine. Mine layers have varying mine capaci-
ties, depending on the class of ship. You can
lay an effective minefield using the normal
mine complement of an average starship. A
‘euisersized ship carries a forward shield of
bout tity boxes. One T-bomb will puta sub-
stantial dentin this most important shield. A.
clear space mine will take it out completely
‘Starships lay mines in two ways. Small
Figure 1
Mine Laying. The £3 and shields are dropped
to allow the transporters to place T-Bomb ou fo 2
range af five exes, Other mines canbe oped ott
ofthe shure bays withthe shields up ifthe drop i
prep
IN ae FLEET BA aoe
mines ee as transporter bombs are trans-
ported up to five heres from the ship, using
one transporter per T-bomb (Figure 1). A
Shield must be dropped for the entre aura to
‘use this method, and this condition must be n-
nounced to the opponent.
‘While in most cases shields away from an
cenerny’s line of fire can be safely dropped for
lwansporter use, two weapons, the Hydran
Hellbore and the Enveloping Plasma Torpedo,
can thwart this tactic. Either ofthese weapons
‘will affect all shields of a target simultaneous-
ly. However, the Hellbore requires two turns
to load and fire, while the enveloping Plasma
Torpedo takes three turns. The mine laying
player ean wait fora reloading turn to safely
‘rop masked shields,
"when faced with an enemy that can use
multiple eaveloping weapons with staggered
Toading eyeles to provide complete coversge
every tur, the mine layer has two options
eof up tho general shield reinforcement to
mitigate internal damage through the open
shield; or forego using transporters to place
mines, relying exclusively on pre-ploted
‘drops through the shutle bays.
‘That's the other method. Mines can be
dropped. in hexes that the starship passes
through by dropping one mine per shutle bay
cach tum. Shields stay up, but the mine henes
‘must be pre-ploted. You can drop both
nuclear space mines and T-bombs this way.
‘Mines laid by starship inthe heat of batle
normally operate in the automatic mode. Once
sctivated, a mine will detonate if any moving
object enters is own hex or the six hexes sur
rounding it. All nits in this area suffer the full
effects of the mine blast, Mines can also be
designated o explode only when influenced by
‘specifi size of ship, ignoring any that donot
‘meet the criteria for detonation, Only one
‘mine per hex, per impulse, per influencing ob-
ject can deronate. You should always use the
secret placement option — otherwise, what's
the point?
‘There are various ways o avoid detonating
‘mines. Stationary objects will not set off a
‘mine. Ships moving at five hexes per turn or
less can roll a die to detormine if the mine
‘explodes. Ships may be able to avoid mines
Depending on the ype of sip, its speed, and
the number of imines, detection is possible
from one to ten hexes away
‘Cloaked ships have cercin advantages and
disadvantages when dealing with mines. A
cloaked ship ean drop mines from its shutle
bays into pre-ploted hexes. It can employ
transporters to project T-bombs, bat this will
void the cloak for the impulse the transporter
is activated and the following impulse.
Uncloaked ships must roll adie upon enter-
ing 2 mine detonation zone to determine if the
‘mine will explode. Rolling a one, of any num
ber less than the ship's speed, will low up the
‘mine. Ships under the cloak get to ada three to
their die rolls, reducing the chance of seting
off the mine, However, cloaked ships lose the
ability to detec neal
Figure 2
“The Sanctuary. The placement ofthe mines allows a secret slo for frend ansit of the mine
field Shute and fighters are In position to challenge itrers, Nowe tha his Tormation uses only
the mines cartied by one average starship.
30The Fundamentals
‘The most common batle scenario is the
ship-o-ship duel. A minefield can tip the ods
‘oward en opportunisie commander. Concealed
by your batle maneuvers, planta secret garden
of transporter bombs. By deft manipulation,
you can coax your enemy to transit the mine
field. Two or three collisions with T-bombs
are not good for the forward shield
Ifthe enemy vessel isa different size from
your ovn, you can set the mines specifically
for the enemy's starship class. Then you can
cross the mine field freely. — and hope your
enemy will follow.
‘A mine feld can be used 10 negate an
enemy's strength. Ifthe enemy's strong suit is
drones or fighters, a string of T-bombs pro-
‘grammed for these small units ean erase their
threat in short order.
The Sanctuary
‘The sanctuary tactic is used to gain a
‘breathing spel curing a battle. Hide behind it
hil recharging plasma torpedoes; you pre-
fer long-range battles, build a wall of mines to
keep the enemy from closing in.
‘The sanctuary is setup by laying a string of
mines to form a barrier Figure 2). The mines
Should be thee or four hexes apt and at east
two hex rows deep. Leave secret openings in
the barre allow your forces to sally out for
close assaults. Seal the flanks with mines laid
at the end of the barrier and behind the prin-
cipal mine lnc, to catch enemy ships making
end runs, save some mines as a reserve for
‘opportune situations. Use fighters and shales
to guard the mine lie and to serve as a reac-
tion force to thvart penetrations.
“The first time the enemy commander stum-
bles into the sanctuary, he will hit few mines
due to his ignorance of the situation. Just
because he has alow, sloping forehead, don't
think he ean be had the second time around,
He will figure out counter-tctcs. So change
the rules by using one of these variations on
the sanctuary theme:
The Hoax. Fake the laying of the mine
field. Manewer frielly forees just a5 inthe
basic sanowary scenario. Operate the friendly
forces asia minefield were in place. Launch
the fighters and shutles to patol the phony
bari. The enemy's psychological fear of it
ting what he cannot see will keep him fom
pressing an attack. Afer observing. the
Enemy's pattem of movement, drop the mines
where he is sure to run into them. Don’t signal
this drop in any overt manner; lt him find ou
the hard way.
Tre Slot. Lay he batier, but lave a wide
slot for the fend forces to get uhrough the
nine field. Be obvious as its location. ‘Temp.
the enemy to use it and 0 attack through i
‘When he takes the bait, drop mines or trans
port them in place From ships sanding by for
Sich a purpose.
The Misplaced Mine Field. Lay the mine
field ten hones closer to the enemy than nor
smal. Deploy you forces o deceive the enemy.
Leave a few sally ports to run starship atacks
through. IF the enemy uses standard senctuery
fountersacties, he Will find out early in the
battle where the real barrier is waiting. Inslt
his intelligence when he blunders into the
‘mines, then finish him off.
‘The sanctuary concept lends itself to inf
nite variation, These are examples of many
possible mine deployments. The rule is, “Do
the unexpected.”
Mines as Anti-Drone
Weapons
Mines and transporter bombs canbe effec-
tive weapons against drones. All drones inthe
mine's three-hex-wide area of effect will be
destroyed. Ifyou set the mines to explode only
‘on drones, they woa't restrict your own move
ment, I the attacker's drone wave isin 2 tight
formation, one mine might take out the entire
drone wave. There are various ways of apply
ing mine tactics inthe ant-drone role.
Drone attacks on the mine layer can be
negated by allowing one of the batle line to
4rop is shield and lay a barrier across the line
of approach ofthe attacking drone wave.
‘Another method of laying 2 barrier for @
static bate: all the ships advance in line
abreast to the proposed barrier line. They all
the intended barrier line, then the ships pro
ceed to their bombardment positions (Figure
3). No shields need be dropped when laying
‘mine, nor need the enemy know mines are in
place. The first wave of enemy drones will
‘waste itself on the secret mine barrier. A ship
can be detailed to replenish the barrier with
transporters as the original mines inthe barrier
are used up.
‘A bate line can advance and use T-bombs
against drones. Each ship in line abreast drops
shield facing away from the enemy (e-., the
number two shield). Each ship can place
transporter bomb in front of his neighbor, in
this case, tothe right, As the drones approach,
they willbe killed wen they hit de T-bombs.
Only the ship on the left end will be unpro-
tected; it should be furthest from the enemy.
"This same tactic can be used to Kill enemy
fightors and shutles. Be sure to exempt this
class of your ships from seting off the mines!
Figure 3
“The Ant-Drone Bari. The mine layers 9
proach te itnded mine base, drop min io
Sree peponed postions, do a high energy rn,
tnd pecs wo bombardment poo foresee
a
Mines and Retreat
Mines dropped in the path of pursuing
ships can destroy the forward shields of the
‘chaser and break up the chaser's formation.
Go to top speed, to force the chaser to stay
‘as close to the reteatng ships’ plomed courses
2 possible. Ifthe chaser is too far toone side,
rake a few turs to bring him onto the same
‘course. If running at top speed, the chaser’s
power will be used for movement, not for
Shield reinforcement.
lotall mines to drop ina string inthe path
of the chaser (Figure 4). Only one mine ean
Getonate on one ship per hex, so don’t drop al
the mines in the same hex. Ifthe shields are
ropped to transport T-bombs, you have to tel
{your opponent the shields are dawn, so he may
‘suspect the trap,
“Mines exert psychological influence far out
cof proportion to their actual physical effet.
‘An enemy stung by a mine will be forever
‘mindful of the trick in fume high-speed
chases. This to0 can be of use to the runner
in those future retreats. Duplicate the condi-
tions of the firs incident and the chaser will
find himself spreading out his fleet (reducing
the effect of his firepower by dissipation),
reducing his speed, and increasing shield rein-
forcement (enabling a runner to increase his
sistance). This psychological handicap may
allow a runner that would fall easy prey to a
etermined chaser to escape
Conclusion
Mines obtain their potency from a combi
nation of surprise and uncertainty. An unex
pected explosion on the forward shield can
Shake the confidence of any commander; and
‘once mines ate known tobe in use, uncertainty
‘takes its toll, Precautions taken to avoid dam-
‘age hinder batle effectiveness. Power nor
mally allocated for offense is transferred to
shield reinforcement, Speed is curtailed to
allow for mine detection, Pursuit ploting
becomes an open invitation for a sting of
mines to be laid in the path of the starship.
Figure 4
A Surprte forth Chaser. Once te cater has
gone pursipoting, the runner ean dopa tag
‘mies inte chasers pth ad ake oth forward
Shel Drop one mine per he.Whispers of Things Lovecraftian
TOME’s Cthulhu Modules
by William A.
Chaosium's Call of Cthulhu RPG has
proven itself to be one of the most popular
roleplaying games of recent years. A lot of
‘gamers, it seems, enjoy becoming Cthulhu-
fodder. One mark of a Successful game is its
ability t0 spawn licensoes — geme companies
‘other than the parent who pay forthe right to
produce supplements and adventures for the
‘game. CoC has already spawned (hate 10
Sound repetitive, but the word is so apr for
(CoC) one such licensee — Theatre ofthe Mind
Enterprises, Inc., which has, to date, pub-
lished four Scena‘io books for the game. One
‘of the more recent isa 70-page, three-scenario
collection titled Whispers from the Abyss and
Other Tales.
Background
Before examining this lates glimpse of
‘ancient horrors, brief profile of TOME
might be in order. The name "Theatre ofthe
‘Mind” comes from Herman Hesse's Steppen-
wolf in which a character sees the name on a
sign'in an alley and finds himself mecting
Goethe, who tells him the meaning of life
‘Before ‘being applied to the company, the
name belonged to an “interactive theatre run
by Larry Flournoy, whose artwork graces the
‘over of Whispers and other TOME books.
(The theatre, TOME’s Steve Rawlings told
‘ue, continues under the name "Gaslight Mys:
tery Theatre," and presents live mystery
dramas in which guests come out of the audi
fence and take part in solving the mystery at
hand — very much like a roleplaying game.)
‘This theatre connection lives on in TOME's
‘senarios, all of which are divided into
“Acts,” the characters described as the
Cast," and soon.
‘TOME cuune into being in August of 1982,
when the people who now make up the com:
‘pany — all with various talents in publishing,
fart, ele, — joined forces to put together what
they conceived as 2 different type of RPG sce-
nario, one in which background detail would
bbe emphasized. They decided on Call of
(Ctfuilfus as the game best suited for this, and
secured a contract from Chaosium to publish
four scenarios: The Arkham Evil, Death in
Dunwich, Pursuit 10 Kadath and, of course,
Whispers From the Abyss.
TOME’s offerings are all intended for
CoC, though, in some instances, the Cthulboid
‘connection has been tenuous at best. (In one of
the scenarios in Whispers, tere isnone atl.)
This is a tendency for which TOME has re-
ceived. some criticism. Arkham Evil was
[probably the most Mythos-related product of
the lot so far, its three interconnected scenar-
fos featuring a mumber of standard Mythos
‘monsters and situations. The second TOME.
adventure, Death ia Dunwich, was almost
completely devoid of Cthulhoid trappings ex-
=
cept that Lovecraft's town of Dunwich was the
setting for part ofthe scenario, a version ofthe
(CoC Resurrection spel was in play, and there
were several clues (red herrings, actually) that
seemed to lead to answers of Cuhulhoid sign
‘cance, but which proved more mundane in
uth.
‘Death was lambasted ina least one review
for playing with the expectations ofthe inves-
tigators in such a manner. While this is valid
ctteism, especially for Keeper running a
‘group of inexperienced players, the scenario
‘could also be viewed as an interesting change
‘of pace for experienced CoC investigators
Ginilar to 2 couple in Chaosium’s The Asy-
Jum and Cthulliu Companion). With a few
‘changes, it could even prove suitable for use
‘as an oveulcoriented scenario for such sys-
tems as Mercenaries, Sples & Private Eyes,
Daredevils, ot Tri-Tac’s Stalking the Night
Fantastic. ‘iil, it did introduce even more
non-Cthulhoid occult influences — two warring
fccult societies (one associated with the
Bavarian Lluminati), zombies, and s0 on,
‘Pursuit to Kadath was TOME's worst of-
fender in this regard. While the main scenario
and shorter onus, The AllSeeing Eye of the
Alskall, di have more Cihulhian references
‘than their predecessor — including Nyarlatho-
tep, the A-aei, Yig, Father of Serpents, and a
new Cthulhoid race, the Alskali (one-eyed
‘giant cyclops) ~ the mix of non-Mythos occult
‘materials was even more pronounced. Yig, in
particular, was distorted almost beyond recog
nition as far as any past Mythos references.
The greatest criticism that can be leveled
‘aguinst this scenario, however, ists name: In
the stories of Lovecraft and his imitators,
Kadath was the mythical land of dreams — or
1 blasted plateau inthe cold waste — as noted
in The Dream-Quest of Unknown Kadath, Yet
in Pursuit, the Kadath ofthe tle isa town in
Turkey, not the Lovecraiian Kadath at all.
According to Rawlings, TOME felt that a sce-
nario set inthe surreal Kadath of the Mythos
‘would be to dificult oo right, s0 they opted
for the more concrete seting of the “real”
Kadath, The tte was not an intentional decep-
Whispers from the Abyss
Whispers from the Abyss and Other
Tales, a leet in the title scenario, turns avay
to an extent from the altered (or misleading)
Mythos trend ofthe lst two TOME produts.
I consists of three scenarios: On the Wings of
Madness by Chip Bickley, De Schip Zonder
Schadiew by Ed Wimble, and Whispers from
the Abyss by Tom Bally. In all thes sce-
ratios, TOME shows its commitment tem
‘asizing background data — expecially in De
Schip Zonder Schadaw, which includes sev-eral lengthy sections of log entries ftom an ae~
tual book called Voyages 10 the East Indies.
a Madness, the investigators must retrieve
a stolen papyrus manuscript ofa version ofthe
Egyptian Book of the Dead from its thieves
aboard the German zeppelin Friedrich der
Grosse, k's different from other CoC scenar-
fn in that it takes place not inthe "20s, but in
1933, and almost entirely aboard the zeppelin
‘This has one obvious advantage in that gunplay
must, of necessity, be kept to a minimum to
avoid the untimely deaths of the players in a
hydrogen fireball — a good way to Keep the
scenario from degenerating into a shoot-'em-
up, as can too often happen with “over-
enthusiastic" (translation; gun-happy) play
ters. The book includes a cardstock insert
showing a sideview of the zeppelin, with
Seckplans ofthe passenger gondola. Unforts-
nately, other sections of the craft, where
action may also occur, are not depicted.
‘This scenario isn't developed as well s it
‘could have been. The backgroud information
describes two versions of the Book of she
Dead, one a published version and the othe
the manuscript; the text of the scenario itself is
sometimes vague ot contradictory as to which
is being referred to. Other than interacting
with the passengers and crew of the zeppelin,
and snooping around in other people's quar-
ters, there isn't lot forthe investigators todo.
‘The Cuhulhoid tes are again somewhat tenuous,
=the only actual Mythos connection being a
‘group of Byakhees kept in a secret compart
‘ment (a second compartment contains giant
‘cagles). There are some touches of humor
here and there, and in the hands of a Keeper
and players who enjoy roleplaying characters
to the hilt the scenario could be enjoyable (as
long as the Keeper is prepated to improvise 2
Jot). Stil, On the Wings of Madness isthe
weakest of the three scenarios in the book.
De Schip Zonder Schaduv is more intr
esting in that player-characters actally find
themselves trapped aboard the legendary Flr-
ing Dutchman! This isthe longest ofthe three
scenafios, and also the only one with no
CCthuthu connections at all. Paradoxically. it
proves tobe the most intriguing ofthe lot, and
ice change of pace for veteran players. Cn
‘explaining way TOME's CoC scenarios often
have 80 lite 1 do withthe standard Loveeraft
Mythos, Rawlings affirmed that it was because
so many players are so familiar with the
Mythos, ether through the original stores oF
the CoC rulebook, that TOME prefers to ex-
plore variations on occult themes — not an
‘unreasonable consideration.)
Schip stars out with another zeppelin cide,
this time on the vessel Der Gross Kurfust
Player-characters have been hired by a Mr.
Feldspar (ihe patron in Death in Dunwich)
for one of three purposes: 10 “recover” —
ice, steal — a certain gem being transported
aboard the zeppelin: t0 protect the gem; or
they may simply be aboard the zeppelin for
‘other, unrelated reasons. Eventually, the inves-
tigators wil be throw together in a common
sicuggle for survival when the 2eppelin crashes
atsea, An old-time sailing ship near the site of
the crash rescues" the characters, but things
aren't quite what they appear to be, The char-
‘acters spend the rest ofthe adventure figuring
‘out just. what they've gotten themselves into
‘and how to extricate themselves from
trouble.
The back ofthe cardstock insert in the book
shows the deck ofthe sailing ship, De Theis,
‘hough no interiors are depicted. As an added
bonus, the scenario includes a section on gen
5 player-characters in CoC
variations as “Politician”,
‘with several new criminaloriented_ skis
‘These are all note options, unofticil, ad
lions to the rules, but they are helpful (0
Keepers and players.
‘The main problems in Schip are the
organization of the background material and
the slow development ofthe scenario once the
players become aware of what's happened 10
them. While the extensive background on
Captain Vanderdecken and his sip is intecest-
ing itis not necessary to playing the scenario;
‘a simmary would have done jus as well. And
the manner in which it is presente,
spersed with passages about the zeppel
‘confusing at times. Sul, for those who don’t
‘mind the absence of the Mythos. this is pos-
sibly the best scenario of the the.
‘The tile scenario, Whispers from the
Abyss, will probably be the most satisfying for
those who require at least some Cthulhoid
traces in # CoC scenatio. It concems the dis-
appearance of the colonists of Roanoke Island,
‘Virginia between 1587 and 1590, A number of
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ichigan“answers” to this mystery have appeared in
coccult, fantasy, and SF literature over the
years, and it" seems only natural that a
‘Cihulhoid explanation would eventually be ad-
vanced (and that TOME would be the company
to do it). Again, the Cthulhoid connection is
vague, but itis there, in the form of a new
Mythos creature, the Crowten.
‘One area where TOME's products have
really improved over the first couple releases
‘sin arwork, The interior antwork on Arkham
and, especially, Dunwich, was. atrocious.
‘While a couple ofthe illustrtions in Whispers
ae rather crude, most are of professional
‘quality. Sadly. while the artwork seems 10
have improved, the text has deteriorated.
ie eel
Whatever new typeseting system TOME used
{or this book produces text that is highly unat-
tractive, and there are a great aumber of
‘ypos, transposed pages (49 and 30), com-
pletely dropped lines, and poorly justified
‘margins 25 well 'm hoping ths was a tompo-
rary experiment and that in future publications
TOME will go back to its old type style
Whispers is the last of TOME's original
four-scenario CoC contract, It won't be theit
last scenario, however, as the contract has ap-
parently been renewed and more TOME CoC
adventures will be fortheoming. TOME has
also obtained the rights to publish a series of,
Napoleonic products and, among ether proj
ect, has plans to go into miniatures, CoC will
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