Showing posts with label fgu. Show all posts
Showing posts with label fgu. Show all posts

Tuesday, September 16, 2025

The Articles of Dragon: "Luna, The Empire and the Stars"

Heads-up: over the coming weeks and months, you'll be seeing a lot of posts about articles that appeared in the Ares Section of Dragon. To some extent, that's just a function of my own personal preference for science fiction over other genres. However, it's also a function of just how good so many of the articles that appeared in that section were or at least how strong my memory of reading them still is decades later.

A good – but also peculiar – example of what I'm talking about appeared in issue #89 (September 1984). The article in question is "Luna, The Empire and the Stars" by Niall C. Shapero. As its title suggests, it's another entry in the series detailing the state of Earth's Moon in various SF RPGs, such as Gamma World and Traveller. I was a big fan of these articles, all of which were intriguing in one way or another. This one was no different.

However, what did separate "Luna, The Empire and the Stars" from the others in the series is that it was about a science fiction roleplaying game that I had never read, let alone played – Other Suns. I knew of the game, of course. Its publisher, Fantasy Games Unlimited, ran regular advertisements for it in the pages of Dragon throughout 1983 and into 1984. Based on the fact that FGU had already published Space Opera, a kitchen sink SF RPG with a notoriously incomprehensible ruleset, I assumed that Other Suns would be more of the same.

While this assumption on my part would ultimately prove to be wildly incorrect, I plead that this article – by the game's designer no less! – played a huge role in leading me astray. "Luna, The Empire and the Stars" describes the future history of the Moon, starting with the establishment of Colony One near Copernicus Crater in in 51 AE (1996). The use of the Atomic Era dating system from H. Beam Piper's stories was the first of many things that gave me a false impression about Other Suns. Piper proposed an alternative dating system that used the detonation of the first atomic bomb in 1945 as its starting point. It's a little silly in some respects, but, from the perspective of a sci-fi author writing in the aftermath of the Second World War, it's somewhat understandable, given all the popular talk of "the Atomic Age" and the like.

Besides being wildly optimistic about the prospects of a manned lunar colony just a dozen years in the future of when the article was published, Shapero postulates many other equally implausible things, though, to be fair to him, he wasn't the only person to assume the Soviet Union would survive beyond the 20th century. The article likewise buys into speculations about the rise of Japan as a Great Power that were commonplace in the 1980s, especially in SF literature. However, in Shapero's vision, Japan's rise is quickly countered by the USA, forcing the Japanese to form an alliance with Communist China. Worsening relations between the Sino-Japanese alliance and America eventually lead to World War III, resulting in the deaths of two-thirds of Earth's population.

Fortunately, the American and Soviet lunar colonies are unaffected by the devastation and agree to work together to rebuild Earth in the aftermath of the war. Through their efforts, some semblance of normalcy returns to the planet, though life is still difficult. The newly-established world government is weak and corrupt, leading the military to launch a coup that eventually replaces it with a hereditary monarchy. The First Terran Empire is born. If you think this all sounds vaguely reminiscent of the CoDominium of Jerry Pournelle, you're not alone. That's what I thought too, when I first read the article and yet another reason why I assumed that Other Suns was a hard-edged military SF game.

I can't say that I loved this article or thought it was particularly innovative, but it intrigued me. In 1984, long before the Internet, I was limited in my knowledge of any games that I didn't see on the shelves of local stores. While it was certainly possible to make use of mail order to buy games I only ever saw advertised, I rarely availed myself of it, because I wanted to see the game and hold it in my hands before I bought it. This was especially true of games like Other Suns, whose advertisements were cryptic at best. That's why articles like "Luna, The Empire and the Stars" were so important to me. In principle, they gave me a sense of what the game was actually like.

But, as I said in my original Retrospective post on Other Suns, this article did a very bad job of that. That probably explains why, even now, it looms so large in my memory. 

Tuesday, September 27, 2022

White Dwarf: Issue #51

Issue #51 of White Dwarf (March 1984) features a cover by Iain McCaig, an artist many will know from his work in the film industry, as well as his album covers. The issue is also notable for its editorial by Ian Livingstone, in which he states that the magazine continues to expand in size (and price) and that it would soon be available at newsstands. The expansion of its availability is important, I think, because it's an indication of the relative popularity of RPGs in the UK at the time. On the other side of the Atlantic, I don't believe I ever saw a copy of White Dwarf – or Dragon for that matter – at a newsstand, but that's probably just a reflection of differences in the British and American periodical markets at the time.

"Gifts from the Gods" by Thomas Mullen is, according to its subtitle, an examination of "religion and magic in AD&D." The two-page article is an interesting and thoughtful one. Mullen points out the confused nature of the cleric class, drawing inspiration as it does from Christianity and various flavors of paganism. He proposes that referees should give greater thought to religion in their campaigns and modify the cleric class to accord with whatever he decides. This might necessitate altering the cleric's abilities, restrictions, and spell list. It's hard to disagree with what Mullen suggests here. By this point in D&D's history, I suspect his perspective was becoming much more widespread among the game's players (and even designers) and likely encouraged TSR's decision in Second Edition to alter the presentation of the class.

"Open Box" kicks off with a review of the Cthulhu Companion, which gets decently high marks (7 out of 10), with the reviewer grousing that the supplement is mostly of use to Keepers rather than players. Chaosium's Superworld, a game I've still never seen, let alone played, gets the same score and compares the game favorably to Games Workshop's own Golden Heroes (a game I did own and play). FGU's Daredevils receives a score of 8 out of 10; that seems frankly high to me, though Daredevils is probably one of the better designed RPGs FGU ever published. Reviewed along with the game itself is the second Daredevil Adventures collection (the first being included in the Daredevils boxed set), earning a score of 7 out of 10. Wrapping up the reviews is Knight Hawks (8 out of 10).

Dave Langford's "Critical Mass" discusses a number of frankly forgettable contemporary SF and fantasy books. Much more interesting in my opinion are his thoughts on how "terribly inbred" the world of publishing is and how much influence "The Old Boy Network" has on what is published and what is not. Nearly four decades later, I gather not much has changed in this regard, at least when it comes to "mainstream" publishers, though desktop publishing and print-on-demand have begun to make it possible for authors to sidestep the apparatus of the old publishers and make their work directly available to readers. It's an amazing development in my opinion and one of the few unalloyed goods to come out of wired age.

"Watch Out, There's a Thief About" by Richard Hanniwell introduces thieves for use with Warhammer Fantasy Battles. It's a fun little article, particularly if you have fond memories of what Warhammer was like before it started to take itself too seriously. "All in the Family" is another bit of RuneQuest fiction by Oliver Dickinson that follows the adventures of Griselda and her comrades in the city of New Pavis. "Extending UPPs for NPCs" by Bob McWilliams is a Traveller article, in which the author suggests adding four new characteristics to help the referee better describe NPCs. They are: Loyalty, Determination, Charisma, and Luck. The intention behind all these new characteristics is that they take some of the burden off the referee in deciding how a NPC might behave in a given situation. For example, Loyalty indicates how likely a NPC is to stick by his employer, while Determination measures how likely he is to give up when a task becomes too difficult. While I appreciate the intent behind this article, I'm not entirely persuaded this is the best way to achieve its intended goal.

"The Black Broo of Dyskund" by Ken Rolston is, by its own admission, a "cavern crawl" for use with RuneQuest. Reminiscent of Snakepipe Hollow, the scenario is a deadly one, filled with lots of dangerous enemies devoted to Chaos, including a rune priest of Thanatar. Rolston states that the adventure is intended to be a companion piece of sorts to Cults of Terror and I think it certainly succeeds on that score. It's an impressive piece of work that presages Rolston's stint as the developer of RQ during the days its renaissance at Avalon Hill

"A Ballad of Times Past" by Dave Morris and Yve Newnham is an AD&D scenario for characters of 4th-5th level. Like several previous AD&D adventures in the magazine, this one takes place in its own setting, one reminiscent of late Dark Ages Britain and where magic is much scarcer than it is in traditional D&D settings. The scenario itself, which involves a quest to protect a dragon, is a bit heavy-handed in places, particularly when it comes to lengthy passages of NPC dialog. Nevertheless, it has a very distinct flavor of its own that's worthy in its own right. I found myself wishing there were additional scenarios set on the island of Beorsca.

"Creatures in Exile" by Paul Harden is a translation of the creatures and characters of Julian May's The Saga of the Exiles into AD&D terms. Never having read these books, I can't comment on how faithfully they're presented. I will only reiterate my long-standing amazement at how often articles like this one are published. I've never cared much about using D&D to play in a literary setting myself, but it would seem this is a common desire. "RuneQuest Economics" by Russell Massey teases out the implications of the costs of various items and services in Glorantha, with an eye toward tweaking them in the name of "realism." This, too, is a fairly common type of article in gaming magazines and one I likewise have little interest in myself – to each his own.

Naturally, we get new installments of "Thrud the Barbarian," "Gobbledigook," and "The Travellers," all of which I continue to enjoy. There's also "A Page of Many Things," an odd collection of short articles. One presents information about dungeon carts (including a schematic) for the hauling of treasure, another rules for drowning in D&D, and lastly a thief-themed word search. Odd though this medley is, I'm sympathetic to the editor's need to plug holes in each issue's layout with little bits of text that might also be of interest to readers. Having done this myself many times while preparing a new issue of The Excellent Travelling Volume, I can hardly pass judgment.

With this issue, White Dwarf is settling down into a comfortable rhythm in terms of content and presentation. No longer is the magazine solely devoted to Dungeons & Dragons. Most issues now contain a wider variety of material for a wider variety of games. Likewise, there is a new generation of writers appearing in the bylines, some of whom will go on to become significant members of the hobby in the years to come. While not as anarchically creative as its early days, White Dwarf remains an excellent periodical during this time and well worth re-visiting. 

Tuesday, April 19, 2022

White Dwarf: Issue #34

Issue #34 of White Dwarf (October 1982) features a cover by Emmanuel, the artist responsible for the cover of the Fiend Folio. Although it's a very simple piece in terms of composition, I've always been quite taken with it. Almost as interesting is the fact that the cover describes the issue's AD&D adventure, "Troubles at Embertrees," as "epic." Such hyperbolic language is commonplace nowadays, but I was rather surprised to see it used here. I'll have a little more to say on this topic when we look at the adventure in question.

"Droids" by Andy Slack is yet another attempt to provide rules for robots in Traveller, which somewhat inexplicably lacked them (and wouldn't get official rules for them until 1986). Unlike many such articles, Slack doesn't present a system for creating robots patterned after the rules for starship construction (or vehicles in Striker). Instead, he simply offers up many examples of robot models, such as robodocs, valet droids, and guardbots. It's a reasonable approach and one I personally like, since I've rarely cared much for "build-your-own" systems, though I imagine it would be something of a disappointment for the gearheads that Traveller tends to attract.

"Space Invader" by Mike Costello is a brief article discussing the pros and cons of purchasing a "microcomputer," as personal computers were sometimes called back then, for use with RPGs. The article is mostly of interest as a historical artifact from the dawn of the PC era. On many levels, the same can be said of Part I of Lewis Pulsipher's "A Guide to Dungeon Mastering." In this article, Pulsipher covers many well-worn topics about how to create and set up adventures. While most of his advice is solid, I don't think any of it would come as a surprise to referees today, since what he says had long since passed into the realm of conventional wisdom. That's no knock against the article, only an acknowledgment that there's been a lot of water under the bridge in the last four years (!).

"Open Box" reviews three RPG products, starting with Cults of Terror for RuneQuest, which receives a rating of only 6 out of 10. Why it's judged relatively harshly is unclear from the review, since the reviewer calls it "tremendous stuff." Meanwhile, FGU's Aftermath! is given 10 out of 10, albeit by a different reviewer, and even I, a fan of the game, think that's a bit much. Finally, Chaosium's Worlds of Wonder receives 7 out of 10; this seems fair, given that three included games are more "skeletons" than fully-fleshed out systems. "Runebeasts" presents two new monsters for use with RuneQuest, in this case the humanoid pterodactyls known as the Vrak and the Nachak, weasel-like beings associated with the Darkness and Disorder runes.

"Trouble at Embertrees" by Paul Vernon is a lengthy introductory scenario for use with AD&D characters of levels 1–2. Like so many White Dwarf scenarios, this one is presented in tiny, dense type and is filled with loads of details, some of them quite extraneous to the actual play of the adventure. The basic set-up is that the characters are hired by a woodcarver who wants them to investigate rumors of strange goings-on at Embertrees, a remote village named after the magical Embertree that grows nearby. Once at Embertrees, the characters are thrown into a mess of conflicting factions, allegiances, and secrets, all presented in a way I found both intriguing and downright confusing. I think there's a good adventure here, buried under all the detail, but it's hard to determine, based on its organization (or, rather, lack thereof). Whether it deserves to be touted as "epic," I can't rightly say, but there can be little doubt that there's a lot here for the referee to wade through before he even thinks of running it.

"Morality in Traveller" is an odd little article by Bob McWilliams in which the author is reacting to the apparent fact that many Traveller characters behave badly in adventures and campaigns, owing in part to the game's lack of a morality/alignment system à la D&D. It's a very strange thing to say in my opinion, but then I rarely had to deal with the kind of amoral behavior McWilliams alludes to. Duncan Bisatt's "The Mahwrs" introduces a bat-like alien race for use with Traveller – nothing to write home about in my opinion.

"Fiend Factory" this months focuses on "More Dead than Alive," meaning five new types of undead or undead-like creatures. I'm a sucker for new undead, so I enjoyed this article more than I expected. Finally, "Treasure Chest" details five new magical weapons, another favorite topic of mine, though I can't say any of the five detailed here are stand outs.

This is another solid, workmanlike issue, though, with the exception of "Trouble at Embertrees," of whose actual value I am still not certain, most of its contents are utterly ephemeral. I don't mean to be harsh; that is the nature of periodicals, after all, even ones as storied as White Dwarf. Still, I will confess to some small disappointment that issue #34 was not as memorable as its immediate predecessors.

Tuesday, October 5, 2021

White Dwarf: Issue #12

Issue #12 of White Dwarf (April/May 1979) features a cover by Eddie Jones, who had previously done the cover for issue #10. According to Ian Livingstone's editorial, Jones was the favorite cover artist in the poll he commissioned in the previous issue. For myself, I am regularly struck by how commonly 1970s fantasy art include spaceships and other elements we might today consider science fictional. It's a reminder of just how fluid those two categories were once upon a time. 

Livingstone also comments on a couple of other interesting topics. First, he notes that, thanks to the increase in its readership, White Dwarf is expanding to 32 pages from 28. By my lights, though, it doesn't seem as if those extra four pages are being used for content but rather for more advertising. Second, and relatedly, he notes that "the hobby industry" is not "mass market" and its prices will be accordingly higher. Livingstone then takes aim at "photocopier fanatics" who make copies of rules or magazines rather than buying them. He encourages his readers to give such miscreants "a bad time" and to support game companies by buying their properly printed products. 

"The Fiend Factory" presents eight more monsters for use with Dungeons & Dragons. Five of these are creatures I recall from the Fiend Folio, including the githyanki. Notable too is the fact that many feature illustrations by the inimitable Russ Nichsolson. Indeed, some of the illustrations look identical to those that would later appear in the Fiend Folio itself, though it's possible that my aged memory is simply playing tricks on me again. Lew Pulsipher's "Useful Dungeon Equipment" is a short article presenting a collection of pieces of specialized equipment he feels would be of use in dungeon exploration, such as a crowbar, an eyepatch, and noseplugs. I remember reading many articles like this over the years and have a strange fondness for them. They reflect, I think, a real culture of play, in which players regularly came up with inventive solutions to equally inventive obstacles created by referees. Articles like this speak to D&D "as she was played" back in the day and they're every bit as important to understanding the history of the hobby as the ins and outs of designers and companies.

"Open Box" presents five reviews, only two of which are of products with which I am familiar. The unfamiliar products are FGU's Rapier & Dagger (rated 6), Conflict Interaction Associates' Pellic Quest (rated 7), and Gametime Games's Spellmaker (rated 6). The last review is interesting, because the game's creator, Eric Solomon, is given a small space in which to reply to the review's criticisms. The two familiar reviews treat Chaosium's All the World's Monsters (rated 5) and The Arduin Grimoire, Volumes I, II, and III (rated 4). The review of the Arduin books ends with the following comment:
All this issue's reviews are by Don Turnbull, who, in my estimation, tends to be quite harsh in his judgments on non-TSR products. As I've commented before, I can't help but wonder if the combination of his obvious industry – he is one of early White Dwarf's workhorses – and his largely uncritical promotion of TSR played a role in his being made head of TSR UK in 1980.

"Pool of the Standing Stones" by Bill Howard is a "mini-dungeon" for 5th and 6th-level characters. Like so many dungeons of the past, it's an odd mixture of elements. There's a druid who's interested in maintaining the balance between Law and Chaos, bandits, martial artists, mad scientists, and more. There are a few genuinely imaginative elements, like the talking entrance doors, but it's mostly a bizarre mishmash that, while not bad, is still far from good. The best I can say is that it's certainly no worse than many dungeons I created in my youth, though that's very faint praise indeed. 

Part five of Rowland Flynn's "Valley of the Four Winds" appears in this issue, though, as with the previous installments, I can't say much about it, as I lost interest in it several issues ago. "Treasure Chest" offers up a large number of new magic items, a few of which are decent, if not necessarily inspired. Brian Asbury also offers some modifications to the barbarian class that appeared in issue #4, in light of the publication of the Players Handbook. On that very front, Don Turnbull's "A Dip into the Players Handbook" is a two-page examination of certain aspects of the AD&D Players Handbook from the perspective of its innovations over OD&D. I found the article strangely enjoyable. It's a piece of history and provides some insight on how the piecemeal publication of AD&D was received by the existing players of D&D. Turnbull, as one might expect, is a fan of most AD&D's changes, but, even so, his comments are useful bits of data for anyone with an interest in the hobby's history.

Wednesday, September 22, 2021

Retrospective: Casino Galactica

When it came to "adventures among the stars" science fiction roleplaying games, Traveller was my preference. Consequently, FGU's Space Opera was merely a game of which I was aware but whose unique pleasures I did not appreciate until many years after the fact. This was partly the result of not knowing anyone who owned, let alone played, the game, as well as the fact that, for whatever reason, the hobby shops and bookstores I frequented never seemed to stock Space Opera products. Looking back on it, this strikes me as odd, since there were actually a large number of these products – not as many as Traveller but more than, say, Star Frontiers

Today, I think the Space Atlas series tends to get a great deal more attention and perhaps understandably so, since it's in these volumes that we get a sense of the wider "kitchen sink" setting of Space Opera. Yet, FGU also published a fair selection of adventures for use with the game and some of these are well worth examining, starting with Casino Galactica, published in 1984.

Written by Steven B. Todd (of "Gnome Mountain Workshops," a would-be third party publisher of Space Opera support material under license from FGU) and illustrated by Steven S. Crompton, Casinto Galactica is billed as an "adventure setting & scenarios" on its front cover. That's a good description of its contents, as we'll see. The bulk of the book consists of an extensive description of the eponymous Casino Galactica, a luxury resort hotel on Arcturus VI established by Cosmo Filroy, a wealthy man with a mysterious – and possibly criminal – background. It's a decidedly clichéd set-up for a location, but clichés are Space Opera's bread and butter. I don't mean that as a criticism. Clichés persist because they're useful and fun; one of the genuine joys of Space Opera, in my opinion, is the way it leverages pulp SF clichés to present lively, if not necessarily coherent, settings and situations for roleplaying.

Casino Galactica is divided into several sections, the first of which focuses on "personalities," which is to say, important NPCs. Each NPC is given game statistics, as well as a background and suggestions for using them in an adventure. Accompanying many are illustrations by Crompton. The NPCs run the gamut from Filroy himself to the staff of the casino to notable guests. As one might expect, many of the NPCs have hidden agendas and goals, with some being agents of governments both foreign and domestic. The book also includes maps of the casino and its environs, along with keys of the same. Much like the NPC descriptions, some of these include suggestions for their use in an adventure. This being a casino, the book discusses the various types of gambling that take place here, along with rules on how to use them in the game. There's also a series of random encounter tables, for use with the NPCs descriptions. Likewise, the flora and fauna of Arcturus VI (with illustrations) get write-ups, completing the description of the planet on which the casino is located. 

The final section of the book outlines a series of six scenarios set in and around the casino. I use the verb "outlines" advisedly, since none of these scenarios consist of no more than three or four short paragraphs presenting a skeleton of an adventure. If you're expecting fully fleshed out, ready to run scenarios, you'll be disappointed. On the other hand, if you're simply looking for a few hooks on which to hang your own ideas, they're not bad – nothing amazing, mind you, but enough to get the referee started if he's in need of a quick adventure to drop into an ongoing campaign.

I really like RPG supplements like Casino Galactica. They're reflective of an approach to refereeing that largely matches my own. I prefer to be given lots of "raw materials" from which to craft my own adventures. Give me lots of NPCs, maps, and hooks rather than a highly structured scenario anytime. Of course, I rarely use any published adventure as-is, so perhaps I'm biased. Nevertheless, I can't help but feel positively toward a book like Casino Galactica, which is both gleeful in its use of pulp SF tropes and very flexible in the hands of a confident referee. It's not for everyone, but what is?

Tuesday, September 7, 2021

White Dwarf: Issue #8

Issue #8 of White Dwarf (August/September 1978) features a very striking cover by Derek Hayes. The story depicts a scene from Rowland Flynn's short story, "The Valley of the Four Winds," which appears later in the same issue (about which more shortly). Ian Livingstone's editorial returns to two common subjects of his pieces: first, that the USA produces more games than does the UK and, second, that "traditionalists" are slow to accept that "the presence of monsters and magic does not mean the absence of skill in play." If nothing else, these editorials offer one perspective on the British gaming scene in the late '70s, a perspective of which I might otherwise not be aware.

"Monster Modelling" by Mervyn Lemon is a wonderfully practical short article, in which the author provides four examples of how to turn wire, tissue paper, and other bits of household materials into miniature figures. The article includes fairly detailed diagrams on how Lemon created the monsters, much to my pleasure. Being utterly lacking in handicrafts, this is a subject that fascinates me. The "Fiend Factory" returns with eight more monsters for use with Dungeons & Dragons, including the tween, the carbuncle, and the coffer corpse, all of which would later be reprinted in the Fiend Folio.

Lewis Pulsipher offers up "Critical Hits," which is a relatively simple system for handling, in his words, "the odd chances of combat." Interestingly, Pulsipher's approach requires first a natural roll of 20 followed by a second roll that must be high enough to hit the target's armor class. This is similar to the approach adopted in Third Edition D&D and makes critical hits rarer than the 5% chance found in many other systems from the same era. If a critical hit is indicated, there's a d20 roll on a table to determine the effect, with double damage occurring only on rolls of 17–20 (all other rolls indicate some sort of temporary impairment, such as the shield arm becoming useless or unconsciousness). All things considered, it's not a bad system.

Part IV of Brian Asbury's eponymous "Asbury System" – the last part, he explains – focuses on percentile abilities, such as those employed by thieves and bards. Each success in using these abilities grants experience points, with diminishing returns. As I have said before, while I genuinely appreciate what Asbury is attempting to do with his system, I'm not sure the added complexity and bookkeeping justifies its use. "The Man-Beast" by Greg Foster is a new character class for D&D, representing a character who, through the use of a magic ring, can transform between being, well, a man or a beast. The class is thus similar to being a lycanthrope and is intended primarily for characters "with a tendency towards evil." I'm honestly a bit baffled by it, but I nevertheless enjoy seeing weird experiments like this one. They're a good reminder of the reckless inventiveness that the early hobby encouraged.

"Open Box" includes reviews of FGU's Space Marines miniatures rules, Starships & Spacemen, TSR's Monster Manual, and War of Wizards. All these products get good reviews, with the Monster Manual receiving the most effusive praise. Meanwhile, the "Letters" page contains four missives from readers and previous authors responding to comments and criticisms. The most interesting of these is Roger Musson's reply to Gary Gygax's intemperate letter in issue #7. By and large, Musson takes Gygax's criticisms in good spirit, which is to his credit. At the end of his reply, he nevertheless cannot resist – and I do not blame him – calling out Gygax's hyperbole:

Well said.

David Lloyd's "Kalgar" comic continues, followed by part one of the aforementioned short story by Rowland Flynn, "The Valley of the Four Winds." When I saw the title, I initially thought of the adventure scenario for FGU's Bushido, which has the same name. Instead, it appears to relate to a collection of figures produced by Miniatures Figurines Ltd. of Southampton. An advertisement depicting the figures appears on the page immediately after the short story.
This issue felt strangely light by comparison to previous ones, even though it's the same length (28 pages) as its immediate predecessors. Perhaps it's my imagination, but there appeared to be more advertisements, several of them full-page in size, in this issue than there had been previously. True or not, issue #8 is not a stand-out one for me. If anything, it's yet another reminder of just how difficult it has always been to produce consistent quality in a periodical. With even my minimal experience in this area, I have great sympathy for what Ian Livingstone and his crew were doing, which is why I find it difficult to offer much criticism when an issue does not fully seize my attention. On to issue #9!

Wednesday, September 1, 2021

Retrospective: Villains and Vigilantes

II've never been a huge fan of superheroes. As a kid, I liked them well enough, but my interest in them paled in comparison to fantasy or (especially) science fiction. This was true even of the few comics I read in my youth (like Marvel's The Micronauts – don't judge me). Consequently, once I got into roleplaying games, I was in no hurry to seek out superhero RPGs and, in fact, didn't play one until 1982. Even then, my interest was fleeting and limited, which is why I don't think I was all that aware of the existence of any games in this genre beyond Champions

That's not entirely true. I was aware of the existence of Villains and Vigilantes, thanks to a series of interesting advertisements in the pages of Dragon. If I remember correctly, the ads features full character write-ups, complete with game stats and a portrait by Jeff Dee, whose art I knew well from D&D. Intriguing though they were, I never sought out V&V nor did I ever meet anyone else who played it. I don't believe I ever laid eyes on the game until sometime in the 1990s/

That's a shame, because Villains and Vigilantes is not only the second superhero RPG ever published (the first being Superhero 2044) but also includes a number of unique features that set it apart from other games in the same genre. Written by Jeff Dee and Jack Herman and first published by Fantasy Games Unlimited in 1979, V&V clearly owes a lot to Dungeons & Dragons. For example, V&V uses the full set of polyhedral dice, has levels, alignment (Good and Evil), and basic characteristics rated between 3 and 18. In addition, like Gamma World's mutations, super powers are determined by means of a series of random rolls rather than player choice. 

Most significantly, the basic assumption of V&V is that the characters are "duplicates of the players themselves with the addition of superpowers." The game goes on to say, "It has been our experience that playing oneself in V & V is definitely more enjoyable than creating an entirely random character." That's right: in Villains and Vigilantes, you play yourself as a superhero. How's that for a premise? Of course, reading that right after I'd noted that super powers are determined randomly no doubt makes one wonder what is meant by "an entirely random character." This is another way in which V&V differs from other superhero RPGs. Remember that basic characteristics are rated between 3 and 18? Those ratings are not randomly rolled. Instead, each player gives himself a rating based his own estimation of his abilities. Furthermore, the rules counsel the GM to "allow players the benefit of the doubt" when it comes to making these judgments, though it also notes that very high and very low scores are "extremely rare."

Though there are levels, there are no character classes. Instead, each level represents an experience point threshold – starting at 2000 and increasing roughly geometrically thereafter – that grants the player a choice of ways for his character to improve, generally in the form of bonuses to characteristics and combat skills. All characters also gain points in Charisma with level, representing growing fame and recognition. V&V doesn't include any clear means of gaining new powers or improving those one already possesses, which is generally fine by me, as it's pretty uncommon for superheroes to change significantly in that respect over time. Combat is, at base, fairly straightforward, consisting of a roll against a target number to succeed. However, that target number of determined by recourse to a chart that cross-references attack and defense powers and then modified in many ways. Ultimately, it's no harder than D&D combat, but it's got many more modifiers to consider.

Villains and Vigilantes is very much an old school RPG in that it doesn't include extensive rules for most situations, instead offering only advice and trusting the GM to demonstrate good judgment. I personally have no problem with this, but I am sure it won't be satisfying to me many people, especially those more accustomed to games like Champions. Indeed, I'd say that the biggest way that V&V differs from most other superhero RPGs is that it's not "effects based" in terms of powers, which is to say, powers are not easily customizable to taste. I think this, more than any of its other peculiarities, probably hampered the popularity of the game, especially after the release of Champions. Ironically, I see this as a plus rather than a drawback, but then I generally prefer much simpler systems for any genre.

Tuesday, August 17, 2021

White Dwarf: Issue #5

Issue #5 of White Dwarf (February/March 1978) features a cover by Polly Wilson. Ian Livingstone's editorial is about copyright laws and their enforcement. The reason he broaches the subject is because several companies (including TSR) have had to remove their Middle-earth wargames and miniatures from the market, owing to the threat of legal action from the copyright holders. What's fascinating is that Livingstone takes the position that "nobody will gain from the strict enforcement of copyright laws." I'm honestly not sure how to take this, because he makes it clear earlier in the editorial that he believes copyright law "rightly exists to protect an individual or company from piracy." 

The issue kicks off with Lewis Pulsipher's extensive review of FGU's Chivalry & Sorcery. By and large, Pulsipher thinks very highly of C&S, in large part because it has a coherent philosophy and perspective, basing itself on a specific period of medieval history and society rather than the generic fantasy seen in other RPGs like Dungeons & Dragons. That said, Pulsipher nevertheless opines that there is still a need for a game that combines the "versatility, variety, and simplicity" of D&D with the "clarity and completeness" of C&S. 

"Der Kriegspielers Fantastiques" by John Norris is a review of a series of 25mm miniatures based on the inhabitants of Middle-earth. Norris finds them a mixed bag, with some of the figures being excellent and others not so much. "Monsters Mild and Malign" by Don Turnbull is a collection of ten new monsters for use with Dungeons & Dragons. None of them are standouts, except possibly the Kzin, based on the cat-like aliens from the works of Larry Niven, and even then the only reason I remember it is because of how odd I found its inclusion. A much better article is the third part of Lewis Pulsipher's "D&D Campaigns." In this part, he discusses various aspects of the game – alignment, treasure, resurrection, etc. – that he feels the referee should consider before starting a new campaign. It's a good collection of advice and suggestions overall. However, I do find it amusing when he refers to the "revised rules" for D&D, by which I assume he's talking about those in the Holmes Basic Set (since the Players Handbook hadn't been released at the time this issue appeared).

"Open Box" reviews Book of Monsters, Book of Demons, and Book of Sorcery (all by Little Soldier), War of the Ring (FGU), and All the Worlds' Monsters (Chaosium). Interestingly, none of these products gets a solid endorsement. Instead, most are described as flawed in some way, particularly the Little Soldier books. There's a brief report about the events of Games Day III, a 1000+ person convention held on December 17, 1977. Included with the report are sample questions from a D&D rules quiz. I thought I knew the game's rules quite well, but, reading through these, I realized how little I actually new (to be fair, many of the questions are more about memory than anything else – how many potions are listed in the game? – so perhaps I shouldn't feel so bad).

"Food and Water on the Starship Warden" by Richard Edwards is an article supporting TSR's Metamorphosis Alpha. It's a decent article, providing lots of ideas (and examples) for the referee to use in establishing the ecology of the starship, as well as how to make use of it in his campaign. I continue to be struck by the presence of MA articles in White Dwarf. It's a game I knew so little about in my youth and yet, from the looks of things, it seems to have been quite popular in its time. The first installment of a fantasy comic called "Kalgar" appears in this issue, written and drawn by David Lloyd. Rounding out the issue are three new magic items by Joseph Nicholas and Brian Asbury's new experience point system. The system, which he facetiously dubs "the Asbury System" is based on hit points of the creatures defeated, not hit dice. This enables him to dole out XP to characters based on the amount of damage they do to an opponent. I can see some value in this sort of approach, but, as with most of Brian Asbury's articles in WD, the new rules seem more complex than they ought to be.

To my mind, this issue is a weak effort, compared to some of its predecessors. Overall, I was none too impressed by it, but such is the nature of periodicals. Here's hoping the next issue is better.

Tuesday, August 3, 2021

White Dwarf: Issue #3

Issue #3 of White Dwarf is dated October/November 1977 and features cover art by Alan Hunter, who did a number of illustrations in the Fiend Folio. Its first article is entitled "Solo Dungeon Mapping" and is credited to Roger Moores – please note the terminal "s." I assume, though do not know for certain, that this is a typographical error and that the author's name is, in fact, Roger Moore, better known as Roger E. Moore, who would later go on to become editor of TSR's Dragon. Moore's byline appeared extensively in the pages of gaming periodicals starting in the late 1970s, so it seems very likely that this is the same person, but I could be mistaken.

In any case, "Solo Dungeon Mapping" is an unusual article. First, though intended for use with Dungeons & Dragons, it makes reference to Empire of the Petal Throne as another game for which it could be useful. Second, the very loose system that Moore presents seems intended to create dungeons with few rooms per level but lots of long corridors and passages up and down between levels. Now, there's nothing wrong with this approach, of course, but it's quite different from the much more cramped style I tend to associate with dungeons.

Fred Hemmings offers another installment of his "Competitive D&D," This time around Hemmings presents more details on the chambers of his competition dungeon, Pandora's Maze, which I welcome, given what he implied about it in his previous two articles. The intention here is to provide examples of the mix of encounters, tricks, and traps he uses in scenarios of this style. Likewise, Don Turnbull continues to plug away at his "The Monstermark System," with a third entry. As before, I found the article long and tedious, with an emphasis on mechanical and mathematical minutiae of little use to me. It's odd because, for years, I had heard people speak so glowingly of the Monstermark and assumed it was easy to use – apparently not!

"Open Box" tackles a large number of Judges Guild D&D products: Ready Ref Sheets, The Judge's Shield, TAC Cards, Tegel Manor, City State of the Invincible Overlord, Character Chronicle Cards, and The First First Fantasy Campaign. By and large, these were all well received by the reviewer, Don Turnbull. For myself, I was struck by how much Judges Guild had already released by this relatively early date. Also reviewed was FGU's Citadel, Fourth Dimension (its original, pre-TSR version), and TSR's Battle of the Five Armies. 

Lewis Pulsipher continues his "D&D Campaigns" series, with a lengthy discussion of his philosophy of refereeing. Early on, Pulsipher describes his vision of the referee as a "friendly computer discretion," who interferes in the course of play as little as possible, because "the referee is neither infallible nor completely impartial." It's an interesting perspective and one with which I am largely in agreement. He then elaborates on just what he means by this, offering many examples of how this philosophy operates in practice. I know that Pulsipher is often regarded as smug and stuffy in his approach to gaming, but I found this article engaging and look forward to future installments.

"Colouring Conan's Thews" by Eddie Jones is an overview of miniatures painting – another reminder of this hobby's roots. "The Loremaster of Avallon" by Andy Holt presents more D&D house rules, most notably his card-based combat system, whose use eluded me somewhat. I shall have to re-read it several more times to get a better sense of how the system, which uses 100 cards, each bearing a symbol on it, actually works. John Rothwell's "The Assassin" is a variant of the class presented in Blackmoor, while Ian Waugh's "New Magic Rooms" presents two chambers for placement in a dungeon whose interiors operate according to unusual rules. 

I have to admit that I was less impressed with this issue than I was with the previous one. Aside from Lewis Pulsipher's article, there was little that stood out to me as being either original or useful to me. That's the nature of periodicals, of course, but I had hoped that White Dwarf, compared to Different Worlds, would hit the ground running. I guess it's still too early to pass judgment on that score.

Tuesday, June 15, 2021

Different Worlds: Issue #19

Issue #19 of Different Worlds (February 1982) is filled with tentacles, starting with its cover by Roland Brown. Inside, many of its articles are devoted to Chaosium's then-new horror roleplaying game, Call of Cthulhu, which of course pleases me, as it's one of my all-time favorite RPGs. 

The issue kicks off with two excellent side-by-side articles by Sandy Petersen and Lynn Willis, in which each of them discuss the process of creating Call of Cthulhu from their perspective. These are both excellent articles and I wish I could do them justice with a brief summary. In general, Petersen focuses on the design of the game's rules and setting, while Willis talks about the "nuts and bolts" of making the game as a physical product, though each touches on other aspects as well. I already knew some of what was presented in these pieces, such as the origins of the game, but there was much more I'd never heard before. Good stuff!

"Guns Against Cthulhu" by Dick Wagenet presents variant rules for handling firearms in Call of Cthulhu and other modern Basic Role-Playing games. "Underground Menace" meanwhile is a Call of Cthulhu scenario by Sandy Petersen, set in and around Lake Superior in northern Michigan. Following it is a single page of errata and "second thoughts" on the rules of Call of Cthulhu. Not specifically related to Call of Cthulhu but relating to the 1920s time period is "The Gang Leaders" by Glenn Rahman. It's a collection of biographies and game statistics for famous criminals like John Dillinger and Pretty Boy Floyd for use with FGU's Gangster! I enjoyed reading it, even though I've never played Gangster!, helped no doubt by the terrific contemporary photographs of the gangsters themselves.

"Safe Storage for Figures" by John T. Sapienza reviews several cases and storage containers intended to hold and protect miniature figures, complete with photos. "Thieves of Sparta" by B. Dennis Sustare presents guidelines for adapting Task Force's Heroes of Olympus to the setting of Thieves' World. The article is notable for the fact that Sustare is himself the designer of Heroes of Olympus. This month's reviews include Call of Cthulhu (very favorable), Adventure Class Ships, Volume 1 (for Traveller, also favorable), and Palace of the Silver Princess. The latter review is interesting in that the reviewer, Anders Swenson, comments on its conflation of "player" and "player character," a pet peeve of mine, which Swenson calls "the perennial FRP identity crisis." That said, his overview opinion of the module is positive.

There are also reviews of the notorious roleplaying game, Spawn of Fashan, other reviews of which I recall from my youth. Amusingly, the reviewer, Charles Dale Martin, spends the entirety of his review criticizing various aspects of the game, but still concludes "it may be still worth buying" on the strength of its referee's section. No similar charity is extended to Patrick Amory's review of Deities & Demigods. Amory lambastes it for its overall approach, saying it "contains monsters not religions." While I largely agree with that particular point, he is much harsher than I, concluding that it "is not of the slightest interest to anyone in the FRP market and should be avoided like leprosy." Ouch!

The issue ends with Gigi D'Arn's column. Most of this issue's gossip is filled with ephemera but a few rumors stand out. Among these are Richard Snider's hiring by Avalon Hill, Lawrence Schick's hiring by Coleco, the upcoming D&D video game for Intellivision, and GDW's cease-and-desist order filed against Edu-Ware for computer games illegally derived from Traveller. There's also talk of an upcoming RuneQuest supplement by Ken Kaufer called Dorastor. A product with a similar title would eventually appear, featuring some of Kaufer's work (along with many others), but it would not appear until more than a decade later during the brief RuneQuest Renaissance of the early 1990s masterminded by Ken Rolston.

Being a fan of Call of Cthulhu as I am, I enjoyed this issue a great deal. I hope I'll be similarly impressed with issue #20.

Wednesday, March 17, 2021

Retrospective: Flash Gordon & the Warriors of Mongo


Flash Gordon & the Warriors of Mongo
is an unusual game. Released in 1977 by Fantasy Games Unlimited, it was written by Scott Bizar and Lin Carter, editor of the acclaimed (and influential) Ballantine Adult Fantasy series, author of the Callisto and Green Star series (among many others), and L. Sprague de Camp's longtime partner in crime. That alone places the game in rare – though not exclusive – company. 

Mind you, I have no idea of the extent to which Carter was actually involved in the design of this game. My guess is his prefatory "note" at the front of the 52-page rulebook is his biggest contribution, though I cannot prove that. Like De Camp, Carter was good at self-promotion and finding new ways to wring a few bucks out of his name and status within the fantasy and science fiction world at the time. I suspect this is the case here, though I should stress again that I have no direct evidence one way or the other and may be demonstrating a lack of charity toward Carter. 

All that aside, the game's structure is quite fascinating. Its introduction begins as follows:

It is the intention of these rules to provide a simple and schematic system for recreating the adventures of Flash Gordon on the planet Mongo. These adventures are free-wheeling and widely varied with the final goal of overthrowing the evil government of the Emperor Ming the Merciless.

I find this short paragraph noteworthy. First, it states upfront that the game will be "simple and schematic." Second, and more important, I think, is that the characters' actions are placed within a larger context, namely the defeat of Ming the Merciless. In this way, the game offers a greater context for all those "free-wheeling and widely varied" adventures to take place. Flash Gorden & the Warriors of Mongo is thus a campaign game.

The introduction continues:

Our schematic or representational outlook simplifies the situation to make a game playable without the extremes of paperwork necessary in most roleplaying games. For those who enjoy the full detail of role playing campaigns, we provide enough detail and flavor to provide a backdrop to which can be added simple modifications of existing role playing systems. Try the rules as they stand, a simple and understandable system. Additional complexity in role play can be added without harming the basic structure of the game.

I find it amusing that, even in 1977, three years after the release of OD&D, we see talk of "the extremes of paperwork," suggesting that there was already a sense in some quarters that RPGs were becoming unduly complex. More interesting to me is that the game's explicit encouragement to add to and modify the rules. 

More:

The game requires from two to twenty player adventures and a referee … The basic idea is that teams of players will begin on the outer sections of the schematic map and attempt to gain the support of all nations they pass through. To do so they must defeat monsters, overcome obstacles, deal with traitors, and go to any efforts to enlist the support and aid of the rulers of the countries they pass through on the way to Mingo City.

While the large number of potential players might raise eyebrows from the vantage point of today, it was commonplace for RPGs at the time and reflective of a focus on the campaign, something that's evident in Flash Gordon as well. 

Characters possess four characteristics (Physical Strength/Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude), each generated by rolling three "ordinary dice." Three of the four characteristics map to a "role," warrior, leader, and scientist. Players make use of the aforementioned "schematic map," which consists of several rings of zones, with Ming's capital city in the center, to move their characters about. Each zone is a kingdom of Mongo and the bulk of the gamebook consists of descriptions of these kingdoms, their inhabitants, and hazards. The descriptions detail how large the kingdom is (and thus how many game turns it takes to traverse them) and, in many cases, the kinds of adventures that might be had there.

The game's rules are indeed simple – so simple that it's often difficult to see much evidence of them! The hazards and enemies of each kingdom generally have write-ups that specify how to overcome them. In some instances, this involves dice rolls, modified by high or low characteristics. For example, fighting the Dactyl-Bats of the Domain of the Cliff Dwellers requires a character to roll one die and add the result to his Combat Skill. If it exceeds 14, the Dactyl-Bats are defeated. The rest of the "rules" are like this: ad hoc and very simple. Whether one likes this or not depends, I imagine, on what one wishes to get out of the game. I would likely find it insufficiently detailed and engaging but tastes vary.

Like many early RPGs, Flash Gordon & the Warriors of Mongo comes across more as a sketch of a roleplaying game rather than a finished package. As a gazetteer of Mongo, it's excellent, far better than, say, the roughly contemporaneous Warriors of Mars. At the same time, I can't help but appreciate its focus on the overall arc of the campaign. The goal of overthrowing Ming by enlisting the aid of the various kingdoms of Mongo is a good one, as is the notion that said aid might be gained through adventures within each kingdom. This is not only true to the Flash Gordon comic strips of old but provides a terrific structure for a campaign. Had I come across this game in my youth, I doubt I would have thought much of it. Now, though, I can see what it was trying to do, even if it might have fallen short of its goal. 

Tuesday, March 9, 2021

Different Worlds: Issue #5

Issue #5 of Different Worlds (October/November 1979), featuring a cover by Tom Clark, begins with an editorial by Tadashi Ehara in which he alludes to the fact that "role-playing has been in the news more and more recently." Whatever could be driving this increase in coverage? Ehara also explains why nearly all published game reviews are positive, namely that "most reviewers write on games they like and enjoy." That's more or less been my philosophy since I started this blog and why I only rarely accept copies of RPG or other materials to review. Given my limited time, I prefer to write about products I like and there's no guarantee something I've been sent cold will be among them.

"Arduin for the Masses" by Mike Gunderloy is an interesting article. Ostensibly, it's an overview of The Arduin Trilogy, which Gunderloy calls "Dave Hargrave's masterwork." In point of fact, though, it's a defense of Arduin against those who criticize its rules, style, and general approach to gaming. Even if one disagrees with Gunderloy's many points, there's no question that it's an article worth studying more carefully and I intend to do just that in a separate post.

Rudy Kraft offers "Games to Gold Update," a follow-up to his article in issue #4. The update consists primarily of a listing of nearly a dozen additional game publishers one might consider as potential markets for one's designs. Of those listed, I don't believe of them are extant in the present day and, with the exception of Eon Products and Yaquinto Publications, none had any lasting impact on the hobby. John T. Sapienza's "Developing a Character's Appearance" is six pages in length, consisting of many random tables for determining eye color, hair length, voice quality, handedness and more – all divided by race. Two of the article's six pages are defenses of his design choices (such as randomly determining gender and race). It's exactly the kind of article I've come to expect from Sapienza and, while not my style, may be of interest to those for whom randomness is a way of life.

"Some Greek Gods" by Geoffrey Dalcher provides guidelines on using Greek deities as the basis for RuneQuest cults. It's limited in its scope but reasonably well done. "My Life and Role-Playing" continues with essays by John Snider and Scott Bizar. Snider was a player in Dave Arneson's Blackmoor campaign (his character was Bozero the Drunkard), as well as the designer of Star Probe and Star Empires. His essay is filled with fascinating bits of early gaming history and deserves a post of its own. So too does the essay by Scott Bizar of Fantasy Games Unlimited, which contains some intemperate remarks about TSR's games and their "infantile" designs. Stephen L. Lortz's "Encounter Systems" is the latest in his "Way of the Gamer series" and examines the random encounter systems of four games – Arduin, Bushido, Chivalry & Sorcery, and Dungeons & Dragons – with an eye toward producing a general random encounter system suitable for use in multiple games. The end result is not bad, actually, though it's clearly geared toward fantasy. 

James M. Ward a Gamma World variant entitled "To Be or Not to Be a Pure Strain Human That is the Question!" The variant is an entry in Ward's regular tinkering with Pure Strain Human rules, based on the not unreasonable notion that, compared to mutants, they are underpowered. "Clippings" reproduces a couple of news clippings related to the disappearance of James Dallas Egbert III, both of which emphasize that he'd been found and that D&D played no role in the affair. Gigi D'Arne's gossip column is back to form, with more inside information on upcoming games and game company doings. Among the tidbits that caught my eye was that producer Hal Landers was planning to make a D&D movie starring Robbie Benson and Tatum O'Neal with a $6 million budget; the arrival of Ares from SPI; the publication of the Dungeon Masters Guide; and rumors of a new Tékumel RPG to be published by Gamescience.

It's another engaging issue, filled with multiple articles deserving of greater examination. "My Life in Gaming," as always, remains a highlight of Different Worlds and I look forward to each new issue because of it.

Wednesday, February 10, 2021

Retrospective: Bunnies & Burrows

Looking back on my early introduction to the hobby of roleplaying, one of the things that strikes me is how many RPGs available at the time of which I'd never heard, let alone had the chance to play. 1976's Bunnies & Burrows by B. Dennis Sustare and Scott Robinson, published by Fantasy Games Unlimited, is a very good example of a game utterly unknown to me at the time. I think the very first time I ever came across a reference to it was in an editorial or article by Roger E. Moore (in either Dragon or Polyhedron), where he describes an AD&D session he ran in which the characters were all transported to the world of Bunnies & Burrows and he presented each of his players with a miniature rabbit painted to look like their characters. Sometime afterwards, I was able to confirm that B&B did in fact exist and was not a joke or a parody but quite serious, though it would be many more years before I ever laid eyes on a copy of the game (though I did read GURPS Bunnies & Burrows in 1992).

Subtitled "the fantasy world of intelligent rabbits," B&B states, in its introduction, that "a currently popular novel has demonstrated that rabbits are suitable subjects for fantasy games." The novel in question, I assume, is the 1972 novel, Watership Down, by Richard Adams, a book I knew only vaguely from having seen stills from the the 1978 animated film in the pages of Starlog or a similar magazine. It's also worth noting that the term "fantasy game" is, at this early date, a synonym for "roleplaying game" and doesn't necessarily mean that the game in question will include typical fantasy elements, like magic or monsters. Bunnies & Burrows strictly contains neither, though both appear after a fashion, at least from the limited perspective of rabbits. That said, the idea that rabbits have a society of their own, right down to having distinct professions (character classes) one might take up, is quite fantastical and is the primary conceit on which B&B is built. 

As one might of a RPG published just two years after OD&D, Bunnies & Burrows show a lot of influence from its illustrious predecessor. Rabbit characters have eight ability scores, consisting of D&D's six plus Speed and Smell. Again, like OD&D, they are generated by the roll of three six-sided dice. Unlike OD&D, these ability scores can increase over time through successful use. There eight professions, one corresponding to each of the ability scores: Fighter (Strength), Runner (Speed), Herbalist (Smell), Scout (Intelligence), Seer (Wisdom), Maverick (Dexterity), Empath (Constitution), and Storyteller (Charisma). Each profession offers a variety of skills unique to it, from the fairly straightforward (a Fighter's combat talents) to the more peculiar (a Seer's improved ability to see the future). There's quite a lot of fascinating stuff to be found here. I was simultaneously amazed at the comparative sophistication of the rules, despite their early date, and intrigued by the world implied by some of the sub-systems introduced.

The implied world has many elements that I like. The combat rules, for example, are explicitly presented as applying primarily to fights between rabbits. That's because almost every predator in the game is vastly more potent than a rabbit and any fight involving them will inevitably lead to the rabbit's demise unless he is very clever (or fast!). Likewise, there are extensive rules for locating and using beneficial herbs (hence the importance of the Smell ability score). Sustare and Robinson clearly put a great deal of thought into B&B, attempting to model what the world might look like from the perspective of a rabbit while at the same time presenting it in a way that might hold the attention of someone more used to Dungeons & Dragons.

If Bunnies & Burrows has a real flaw, it's that its audience is very small indeed. Even after reading the rules and admiring its designers' ingenuity, I nevertheless found myself wondering what one does in a B&B campaign. There is a section in the rulebook on running the game but it's brief and ultimately comes down to "use your imagination," which, while fair, isn't helpful to those of us who haven't read Watership Down and similar books. There are rules for creating, mapping, and maintaining a rabbit warren, which are interesting, but I'm not sure they're sufficient to hold one's attention long-term. Likewise, rules for mating and reproduction (the first in a RPG?) are included and genuinely necessary but, unlike similar rules in, say, Pendragon, they don't seem to have a clear use in the game beyond color. 

At the same time, I can't help but admire Bunnies & Burrows. Even today, it stands out as an oddity, a genuinely unusual subject for a roleplaying game likely aimed at a very specific group of players. In 1976, it was revolutionary – evidence that this strange new hobby had potential beyond the world of dungeons and dragons, potential that has been proved again and again in the decades since and shows no signs of running dry.

Tuesday, January 19, 2021

Imagine Magazine: Issue #28

Issue #28 of Imagine (July 1985) is another "special" issue, in this case "pulps." I try not to be too judgmental on this particular topic, since I understand what is meant by "pulps," namely broad, over-the-top action, as exemplified by many of the stories that appeared in the pages of pulp magazines during the 1920s, '30, and '40s. Yet, as I regularly point out, "pulp" is no more a genre than is anime (another term frequently misused by those unfamiliar with it); the pulps were filled with stories of many different genres, from fantasy to crime stories to historical fiction, with many more besides, most of which shared only the paper on which they were printed and nothing more. 

Paul Mason's "The Masked Avengers" presents itself as "an introduction to pulp rolegames," which in this case means Daredevils, Justice Inc., Gangbusters, Chill, and Call of Cthulhu. According to Mason, pulp stories were "stirring tales of two-fisted action" featuring "rugged individuals fighting for truth, justice, and the American way against the forces of evil in a variety of exotic locations." He's correct that that's the way "pulps" are popularly understood, though the pedant in me recoils at the narrow understanding of the contents of these magazines. Oh well.

".... And Action!" by Mark Davies and Derrick Norton is, in a bit of serendipity, an article that demonstrates well just how much of a mess AD&D's combat rules were. The article takes five pages to elucidate the game's initiative system, something that Moldvay Basic handles succinctly in a few short paragraphs. Chris Felton's "Lycanthropy," on the other hand, is a four-page discussion of lycanthropes in D&D and AD&D, fleshing them out for use as opponents, NPCs, and even player characters. As is often the case, it's not a topic that matters much to me personally, but the article is nicely done and engaging – exactly what I want out of gaming articles. Felton returns, along with Paul Cockburn, in "The Gods of the Domains," this issue's Pelinore article. The piece fleshes out a few of the gods, providing them with mythology and relationships to one another. Accompanying the article is "Carraway Keep and the White Order" by Graeme Drysdale, which describes an organization for magic-users and elves.

David Hill's "A Look at the Cthulhu Mythos" is an overview of its (literary) history, detailing all the authors who have contributed to it and the ways in which their contributions changed it. Short but interesting, I was glad to see an article like this in a gaming magazine. Marcus Rowland's "A Nice Night for Screaming" is a murder mystery scenario intended for use with a variety of "pulp" RPGs, including the Adventures of Indiana Jones. It's a tight, well written adventure, as one would expect of Rowland. Chris Felton has yet another article in this issue, "The English Daredevil," which examines this pulp archetype from the perspective of England in the 1930s, with suggestions for modifying the rules of various games to make them a little less USA-centric. It's a good article; my only complaint is that it's too short and narrow. I'd love to have seen a longer treatment of the subject.

Hilary Robinson's "Time for the Little People" is a science fiction short story dealing with interactions between Terrans and an alien race. Sadly, this month's review focus entirely on TSR products, for AD&D and Marvel Super Heroes. Roger Musson's "Stirge Corner" discusses the potential pitfalls of a campaign less focused on dungeon delving and defeating monsters and more on politics and other social interactions. In particular, he ponders how to award experience points in D&D campaigns of this sort. As always, there's lots of food for thought. 

This month's "Fantasy Media" is written by Neil Gaiman, which is interesting from a historical perspective, if nothing else. Gaiman reviews a movie I've never heard of, Titan Find, which he dubs an "Alien rip-off," as well as Runaway (starring Tom Selleck, which he likes well enough), Repo Man (which he also liked), and Cloak and Dagger (another positive review). What struck me reading this column was how many movies whose existence I had forgotten; it was quite a trip down memory lane being reminded of these. And, as always, there are comics I didn't bother to read.

Imagine continues to intrigue me, partly because I'd never seen it back in the day and partly because its content is noticeably different from what I'd read in Dragon or even White Dwarf (to which I had more regular but nevertheless intermittent access). Articles are fairly hit or miss, it's true, but they also tend to be longer and off the beaten path in terms of content. There's quite a lot of good material here, along with some forgettable stuff too. The good material, though, is of very high quality and it's a shame that the magazine didn't last longer. As the conclusion of this series draws closer, I find myself slightly saddened.

Wednesday, November 21, 2012

Retrospective: Chivalry & Sorcery (1977)

Normally, when I speak of Chivalry & Sorcery, I'm talking about boxed second edition of the game, which was released in 1983. That's the version of the game I vividly recall from having seen its many advertisements in the pages of Dragon. That's also the version that secretly intrigued me, since it's the one I actually saw on hobby stores shelves. I say "secretly," because many of the older guys I knew, the ones who initiated me into this weird hobby, were really down on C&S, seeing it as unnecessarily complex and too concerned over "realism." So, it was generally best not to admit to having an interest in such a game in their presence -- and I didn't.

The thing is, even though no one admitted to playing C&S, at least no one with whom I had any regular contact, it still got talked about a great deal, much like the Arduin Grimoires. Despised or not (in my neck of the woods), it nevertheless had a big intellectual "footprint." What I didn't understand at the time was that the Chivalry & Sorcery the older guys were talking about wasn't the edition I instinctively associated with the name, but the original one, published in 1977 -- the so-called "Red Book" pictured above. Since I didn't play it and was discouraged from doing so, I never looked into the matter until recently and simply assumed that the version of the game advertised in Dragon was the only one.

The Red Book is a 128-page softcover book whose contents are presented in very small typeface in two columns. As FGU editor Scott Bizar says in his introduction:
The sheer mass of these new rules has made it necessary to print in small type rather than in our usual format, but this saving in pages will cause substantial savings in the purchase price of the book.
Bizar also goes on to call C&S "the most complete rule booklet ever published" and "the length of a novel" in terms of word count. He's certainly not kidding and I think Bizar reveals something very important about the game with his words. You see, lots of people criticize Chivalry & Sorcery for making a fetish of "realism," but I think, if one were to look at it with an unbiased eye, the game's real focus is on "completeness." C&S tries very hard to provide everything a referee might need in running
an all-encompassing campaign game in which dungeon and wilderness adventures were just a small part of the action.
That block quote above is from the first page of the game itself, under a heading titled "Chivalry & Sorcery: The Grand Campaign." There, the authors lay out the origins of C&S as well as their vision for it. My feeling is that it's here that one can really come to understand what this RPG was all about. That section also explains that
Chivalry & Sorcery began innocently enough with a discussion about the vacuum that our characters seemed to be living in between dungeon and wilderness campaigns. In the Fantasy Wargames Society of the University of Alberta a degree of dissatisfaction emerged over the limited goals that were available to our characters.
Thus, authors Ed Simbalist and Wilf Backhaus created a game that answered their own needs for an "all-encompassing campaign." C&S includes all the usual things you'd expect from a roleplaying game -- character generation, combat, etc. -- but it also has rules and discussions of social status and influence, costs of living, enfeoffment, castles, warfare, training, sieges, tournaments, and more. Whether it really qualifies as "the most complete rule booklet ever published" I leave to others to decide, but there's little question in my mind that Simbalist and Backhaus did create an extraordinarily broad and complete RPG, especially for the time period.

All that said, Chivalry & Sorcery is deserving of its reputation for complexity. Many of its rules, especially for combat, are quite complicated, moreso even, in my opinion, than Rolemaster, which is more "chart heavy" than complex. But I also think it's fair to say that the complexity of C&S reflects not only the mindset of its creators but the game's origins as well. Within a few years of the publication of OD&D, there were gamers who wanted more -- more realism, more complexity, more depth. And from those wants were born a wide variety of alternate approaches to fantasy roleplaying, some of which, I can't deny, I find very intriguing.  

C&S is one of those games.  God help me if the old guys I used to know ever find out.

Comments on this post can be made here.

Thursday, January 26, 2012

How Many?

Receiving my POD copy of Metamorphosis Alpha this week got me to wonder: how many old school RPGs are currently available in unadulterated print form? By that I mean original editions that haven't had been altered from when they first appeared. Most of the Fantasy Games Unlimited catalog (the primary exception being Chivalry & Sorcery) is available, as are Starships & Spacemen and Timemaster (both from Goblinoid Games).

Are there any others?

Wednesday, December 28, 2011

Retrospective: Space Marines

I've talked about Space Opera and its kitchen sink setting in several posts previously, but what I don't think I've ever talked about (much) is the game that laid the groundwork for both, 1977's Space Marines by A. Mark Ratner. To be honest, I've never seen the 1977 edition of Space Marines, which was self-published by Ratner under the FanTac Games label. Sometime after its publication, the game was sold to Fantasy Games Unlimited, which led to a second edition, published in 1980. That's the only edition I've ever seen, so I cannot comment on whatever differences there might be between the two versions, but I welcome details in the comments by anyone who has seen both.

Space Marines is a science fiction miniatures wargame that uses a scale of 25 meters to the inch and twenty-second turns.  The rules are quite comprehensive, covering wide range of topics -- unit integrity, suppression fire, bombing from air and orbit, electronic warfare, morale, and so on. However, the rules aren't particularly lengthy, especially when compared to other SF miniatures games with which I'm familiar, such as Striker. The relative shortness of the rules is at least partially a consequence of the fact that some topics are treated only sketchily. Orbital and sub-orbital bombardment and combat, for example, are largely left up to the referee to adjudicate, with only some very basic guidelines provided in the text. That's not to say that Space Marines is a simple game. It is, however, a lot more clearly written and intelligible than the game it spawned, Space Opera, which, despite my fondness for it, is far from a paragon of clarity.

About a third of Space Marines is devoted to background material. It was this material that Ed Simbalist drew on when creating Space Opera's setting. Indeed, I don't think I ever really understood the full scope of Space Opera's setting, until I'd actually seen a copy of Space Marines. Races and governments to which the RPG only alludes are given write-ups in the wargame. Granted, those write-ups mostly focus on military matters, such as organization, tactics, even uniforms, but at least they exist. Without the benefit of Space Marines, I'd never really know who the Mekpurrs were, let alone even more obscure races like the Rauwoofs or the Whistlers. Ultimately, that's the main reason I still find Space Marines interesting. It works very well as a supplement to Space Opera, filling in some blanks that the RPG's author didn't think needed to be filled lest precious page space be taken away from more important topics like ranged combat status modifiers.