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- In This Issue
- SOLITAIRE OGRE
- Notes for Novice DMs
- Character Contest Results
- More Psionics for Traveller
- 1980 Game Survey
- Featured Review: The War of the Worlds
- GAME DESIGN: Theory and Practice
- Capsule Reviews
- Reader's Commentary
- LORDS of VALETIA
- Letters
- News & Plugs
OLA d NUMBER 35, BA
SPACE GAMER
THE MAGAZINE OF ADVENTURE GAMING
;
| UXO) Te) 0.)
| NOTES FOR NOVICE DMS
Bee enon Nery aits7
SOLITAIRE OGRE
ca
AND 9 PAGES OF REVIEWSWHAT IS THE MOST DANGEROUS BEAST
IN YOUR ADVENTURE?
a constipated unicorn in heat CO a pyemy with a backfiring blowgun
a
Ci a frostgiant that has reloceted a eross-eyed wizard with the evil eye
to Miami Ti I plead the fifth amendment;
CO a nazgul with diarrhea evil spirits may rise
Oi a onelegged giant with bunions C1 All equally dangerous
CO Saruman’s mother-in-law CO None of the above
Answer: None of the above. It may he YOU or it may be someone you know, What de you
look for? A emer who i locking for some game but can't find it. A gamer who hee read about
a game but no one is stocking it. A gamer who is desperately tying te find some 20 sided dice.
How cons gstemaster or character rid himself of such a dangerous beast? Send him to THE
COMPLEAT STRATEGIST. We can calm the beast with a selection that would be o treasure
trove fit for @ wiser.
IF he's not near any of our shroo locations, then let him call or write our New York store ond we
wall gladly help the beast
THE
OMPLEAT
TRATEGIST
WAR GAME HEADQUARTERS
In New York: II E, 33rd St., NY, NY 10016 212-685-3880-1
10:30-6 M-S, Thusstl 9:00
In New Jersey: 209 Glenridge Ave., NJ 07042 201-744-6622
11-7 Tue-Sat, Thurs-il 9:00
In Florida: 5406 Stirling Rd., Davie, FL 33314 305-961-5660
117 Tue-Sat, Thurs-al 9:0009282 XL ‘uysny
1-S088L xog
YAWVD JOVdS JHL
swan
aWvis
avd
“pavdiassnyy 40 Ws14, sno
0132 afunyo pun *** Aopos aquosqng YAWV) TOVAS HHL J anss} uv ssp J,uoqeSubscribe to The Space Gamer
and help stamp out turkeys!
THE SPACE GAMER is doing its part to
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the hobby. We review every fantasy or s-f game
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its strong and weak points. If it’s not so good,
we're honest about it. You deserve fair reporting
on games before you buy them, Read the TSG
reviews — THEN buy.
‘And there’s much more in TSG. Every issue contains game
variants, strategy articles, computer game information, art, letters,
humor, and more. We do “Company Reports” to let you know -
what's new in wargaming. TSG covers the entire s-f and fantasy
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SPACE CAMER
NUMBER 35 — JANUARY, 1981
Articles
SOLITAIRE OGRE * by George Collins
‘Humans against the Ogre ~ programmed to kill)... . HE
NOTES FOR NOVICE DUNGEON MASTERS * by Lewis Pulsipher
Finding and remembering good adventuring ideas... .. . =A
WINNERS OF THE CHARACTER CONTEST
Characters no one would want in a untverse!
INSANE VARIANTS ON “STOMP!” ® hy John
‘Combining games — in rather offbeat ways se
MORE PSIONICS FOR “TRAVELLER” * by Kenneth Burke
Expanded abilities for psioniousers f
1980 GAME SURVEY
Your chance to cheer your favorites and shoot down the turkeys...»
GAME DESIGN: THEORY AND PRACTICE * by Schuessler and Jackson
Part IX: Deriving combat results tables
Computer Gaming
DEUS EX MACHINA * by Bruce Webster
Play-by-phone games with computers
Morrison
Reviews
THE WAR OF THE WORLDS * by Tony Watson
CAPSULE REVIEWS
(GAMES: 4th Dimension, li, Knights & Magick, Later Tan, Stagie Wood, RuneQuert,
10
“
18
20
19
22
‘Skull & Crossbones, Starfire IL SUPPLEMENTS: Apple Lane, Circe f Ie, The City of Care,
‘Encounter fn the Corellon Quadrant, Mission to Zephor, Queen of the Demonweb Pits,
‘Slave Pits ofthe Undercity, Tanered, The Toughest Dungeon inthe Worl, The Village of
‘Homme, PLAY AIDS: Campaign Sevis Grid Sheets, D&D Player Character Record Sheets
COMPUTER GAMES: Beneath Apple Manor, Glax) Invasion, North Atlantic Conroy Raider,
‘Space and Sport Games, Super Tnvsion|Spacowar. HISTORICAL GAMES: Operation Pesos.
‘BOOKS: How to Sell Your Wargame Design,
Departments
WHERE WE'RE GOING
ERRATA...
ADVERTISERS . .
GAME MASTER
CONTEST
ABBREVIATIONS
‘READER ADS...
CALENDAR .°
NEWS & PLUGS
THE GOOD GUYS
ART IN THIS ISSUE: Virginia Campbell: 3; Corky Caraway: 2; Joanie Chladek:
cover; George Goracz: 28; Janet Jackson: 2,
22; Denis Loubet: 10; Richard Mather:
25; Will MeLean: 21; Patrick Owens: 8; Roman Scott: 4; Roger Stewart: 12, 31;
ED. Webster: mailer cartoon, 6, 32.
In This Issue
Te’ survey time again. This year, we've
put the survey on the center four pages
Of the magazine, rather than the back
cover — s0 you don't have to tear things
up to retum the survey. OF course, 2
Xerox copy is OK, too.
‘As usual, los of reviews, The featured
roviow is Task Force Games’ new The
War of the Worlds, I’ about time some-
body worked up a good game based on
that old classic; good show, TFG! And,
‘wending your way toward the back of the
‘magazine, you'l finde generous sampling
of capsules. (Thanks to all of you who
hhave been sending those reviews in — and
keep them coming!)
‘What elso have we got? Well, you can’t
go wrong with @ Traveller article or an
Ogre variant; there’s one of each. Lewis
Pulsipher, that notorious raconteur of
ERP gaming, has contributed some
thoughts on the refere’s role. And Nick
Schuesser, in Game Design, tells you
‘more about CRT design than you thought
there was to know.
Gripe of the week: Why doesn’t eny-
‘one send us some good D&D material?
Or RuneQuest, T&T, or C&S? T mean,
TET is fine ~ but there are other games
out there ... How about it?
-83
THE SPACE GAMER
Publisher: Steve Jackson
Editor: Forrest Johnson
‘Art Director: Denis Loubet
Contributing Editors:
William A. Barton
Ronald Pehr
Nick Schuessler
Bruce F. Webster
Business Manager: Elton Fewell
Circulation Manager: Aaron Allston
Utility Infielder: Elisabeth Barrington
THE SPACE GAMER (SSN 0194-9977,
USPS 434-250) is published monthly by The
Space Gamer, 7207 Onion Crossing Dr., Austin,
TX 78744, Second class postage paid at Austin,
‘TX. POSTMASTER: Send address changes 2
‘Tho Space Gamer, P. ©. Box 1880S, Austin,
1K 78760.
‘All maiezial is copyright 1981 by The Spece
Gamer. All sihts reserved
Printed in U.S.A. by Futura Press, Austin
‘Subscription rates, effecdve $/15/80:
US. Canada Other foreign
Oneyear $2124 ur
Twoyesrs $39. $45 $79
Lifetime $250 $260 NIA
All prices are in U.S. dollars; payment must
bein US, dollars,Errata
Contrary to what we reported in our sur-
vey, Bouthug Entorprios does sell by mall. A
fatelog is avilable. Write them at POB 12, Mls
slon, Kansas 66201 or call 913/262-4453,
Where We’re Going
T am sorry to have to report that my
differences with Metagaming are appat-
ently going to have to be resolved in
court, Attempts at negotiation have failed
and new problems continue to arise.
On October 15 — the scheduled re
lease date for ONEPAGE BULGE —
cour attorney received a letter from How-
ard Thompson, in which he claimed that
“ONE-PAGE BULGE is the property of
Metagaming” and demanded that we not
publish it.
‘Thompson subsequently obtained a
temporary restraining order which pro-
Hbited our selling or advertising ONE-
PAGE BULGE. Since advertisements for
that game appear in all our products, this
order effectively closed down our busi-
ness for about a week; it also delayed
the appearance of the last TSG, For
tunately, our attorney was able to get the
order modified, allowing us to ship the
magazine and the other games.
‘On November 26, a hearing was held
con the restraining order and on Meta-
gaming's request for a permanent injunc-
tion, After heating from both sides, the
judge ruled in our favor, dissolving the
‘TRO and refusing to grant an injunction.
[As reasons, he cited testimony indicating
‘that (1) since the date in late December
‘when Thompson hed seen an early draft
fof the game and apparently rejected ft,
Metagaming had demonstrated no interest
in. publishing or working on the game
unt F hod announced my own plans to
publish it, and (2) during the intervening
time (on May 9) Thompson and I hed
entered into & contract which very clearly
disposed of all game-design matters
Next Issue
Our February issue will include an alternate ship damage system for Star
Fleet Battles;
“The Pawn of the Fire
Web,” with a new artifact for
Traveller;
A featured review of the
new computer adventure game
Akalabeth;
A company report from
Eon Products;
The winner of the computer
graphics contest;
The 81 Origins Awards
nominations ballot;
And enough capsule reviews
to choke a sand worm.pending between the two of us ~ and this
contract did not mention ONE-PAGE
BULGE. His conclusion was that Meta-
‘gaming had no right to enjoin our publi-
‘cation of the game. This is nor a ruling
fon the merits, though; Metagaming still
has the right to press a claim before a
trial court,
So — if your order for ONE-PAGE
BULGE was a litte late, that’s why. But
things are back to normal — for the
‘moment — and all orders are being shipped
as soon as we receive them. Thanks for
‘your patience.
T apologize to those of you who don't
ike reading about lawsuits in TSG. Be-
lieve me — I don’t like having to write
about them, But I think that people have
a right to know what's happening ... and
Thave nothing to gain by concealing mat-
ters. Td much rather everyone knew
exactly what was going on than have
rumors flying all over the hobby! If any-
‘one wants to know all the details, they're
public record; check Cause No. 314,286,
Howard Thompson v. Steve Jackson, in
the District Court of Travis County,
Texas.
A brief note on $} Games: everything
seems to be going pretty well. The games
fare now being distributed in shops across
‘the US., a5 well as Canada and Great
Britain, RAID ON IRAN has been the
best seller; the other three seem to. be
about even with each other at this point.
One interesting note: The big distrib-
tutors have been very leery of CARD-
BOARD HEROES — a couple of disiri-
utors that gave us big orders for the other
games wanted no Heroes at all. But the
shops that ordered them seem to be doing
pretty well. .. | know both of the Aus-
tin shops sold out of their first order very
quickly. I don’t know wht that means,
but it’s interesting.
Futuze plans: still up in the air: We're
‘working on several games; when it
looks like one of them is a sure thing,
Til Iet you know. In the works are a
‘couple of space games, a couple of fan-
tasy, a historical game similar to ONE-
PAGE BULGE, and one wholly unelas-
siftable little diversion. Watch this space
for more info.
As you see, this issue is back to 32
pages. We had a couple of ads cancelled,
and ® couple more delayed until next
issue — which took us back below the
point at which we can afford 40 pages.
We hope to be back up to 40 soon —
cross your fingers.
83
Hil This is the editor, I'm not shy, 1
just don’t use this space unless I have
something to say. This month, I do:
1, The use of art in the gaming in-
dustry Teaves a lot to be desired. New
publishers often get by the first couple
of years with third-rate art obtained from
friends or playtesters, because they don’t
know of any artists less eminent (or ex-
pensive) than Frazetta, Meanwhile, a lot
of talented but little-known artists are
‘wasting their abilities, doing portraits of
their D&D characters, because they have
no contacts.
Starting yesterday, I am compiling
list of recommended artists, who are
interested in working with game publish-
crs. The list will be available to publishers
‘on request. They will be able 10 see sum
GAME
GAME MASTER exists t0 answer questions
on your favorite games. I you have @ rules
{quettion or play problem, sed It in. Questions
{2 be anrwered wl be chosen om the bass of
eneral interext, They vil Be fst refered 1
the game publisher or designer. 1 no response is
recetved, CAME MASTER wil offer tts own
Interpretation of the rule. Sorry ~ no individual
replies are possibe.
GAME MASTER also invites publishers 10
send errata orearifeations jor thetr new game.
‘They will be printed as space allows.
A. woent review of Task Force Games’
Spellbinder raised twvo questions. concerning
‘apparently loglcal rules Task Force has since
Informed us that those rules don't say quite
‘what they were supposed to, R. Vance Buck
‘writes with aclusfication that solves both prob-
Toms
1) A wicard does not exert a Zone of Con
rol on an army tnt; neler does an army unit
exert @ ZOC on a wlzard. Armies do exert @
OC on armies and iteards do exert a ZOC on
other wizards.
(2). The Spellbinder and Regeneratton
salle are “cast” on an opponents wleard or
‘army, but the results of the spell apply 10 the
layer casting the spel. A player may tell an
fy that he is going to tse one of these spells
tnd the aly might agree 20 allow the player
fasting the spell to cast it on his (the als)
3
ples of the artists’ work in the magazine
before they send out that flrst inquiry
2, Starting lest year, The Space Gamer
is interested in every science fiction and
fantasy game publisher. In particular, we
solicit “designer's notes” on recently
released games. An excellent example of
what wo like — Glenn Wiliams’ article in
issue 34, Glenn not only told us how he
designed the game, he also included a set
of rules which had been omitted because
of design constraints, and some fascin«
ating little moduler articles. Very well
done.
3. In some ways, this issue is very
close to the priorities we got from the last
survey — no fiction, lots of game articles,
lots of reviews, and a three-page survey. Is
this what you want? Yea or nay, please
let us know.
4, As for those two Websters — Bruce
and JD — I deny any responsibility for
their choice of names.
MASTER
witard, However, he may wish 10 doublecross
and blook the spel 0, hese spells do strength
fn the player casting the spells, but tke all of
the other spells, they are not eufomatie and
‘may be blocked with a defensive spel
Forrest Johnson
Not many questions this month — and most
fof the ones we got were about TFT, and/or
tepeated questions we've already answered.
ow about same now problems?
ADVERTISERS
The Chaosium . 2s
Complees Sent << ide ont cove
Deeper @ Co, ve. cic ceveee eee dS
Emprise Gome Systems ap
‘Flying Buffalo, Inc. 25
Gamemasters Publishers Assoc 30
Gamer’ Gulde 5 aay,
Indica Associates > a
Martian Meuals back cover
Sclbet & Son -27
Sleecc vce es sss hide back mailer
‘Steve Jackson Games’ |< jnside back cover
Superior Sinuations. 0. TT eo. 2
ask Fores Games Back aler
ISGs, «rashes snr 118,29
Yaquinio a eee
oooh Diributors LTTSOLITAIRE OGRE
by George Collins
My biggest disappointment with the
game OGRE was th lack of detailed rales
for solo play, since the game is perfect
for it. There is « vague mention of Ogre
“programming,” in. which the player
swites dovn the Ogre's plan of attack in
advance. Unfortunatly, the game quickly
becomes boring, because the defender
always knows what to expect from the
Ogre. And what fun is 2 game without
surprises?
‘What is needed are rules which make
the Ogre unpredictable but not haphaz-
ard. While programming a computer to
play Ogre T created a set of rules by
Which you can decide how the Ogre wil
move and fire, simply by rolling dice.
These rules are a compromise between
random play and strategy. They. work
so well that no handicap is needed when
Playing most scnarios
Setup. The human player always
takes the defense. He picks his units and
places them in accordance with the scen-
ario he has chosen, The Ogre will enter
at the bottom of the map on Turn 1, in
the same hex-column as the CP.
Movement. If the top of the map is
“north,” then the Ozre will always move
north, northeast, or northwest. Example:
If the Ogre is in 2525, it may move NW
to 2425, N to 2424, or NE to 2524,
The Ogre will always use all its avail-
able movement points. For every hex its
to enter, roll one die. A 1 or 2 means it
will move NW. A 3 or 4 mean it will
move N. A'S or 6 mean it will move NE.
However:
(a) The Ogre will never move NE on
a tum when it has already moved NW, or
Vice versa, If this happens, roll again
(unless no other movement is possible)
(b) The Ogre will not move into &
crater or off the mapedge. If a die roll
indicates that this happens, roll again
(©) The Ogre will cease random move-
‘ment when it comes within 3 hexes of the
south edge of the map, OR 5 hexes of the
CP. At that time it will move directly for
the CP. It will not tum aside to ram units,
‘but will ram them if they are in the way.
(@) Until it fulfills condition (e), the
Ogre will ram enemy units whenever it
can do so without turing around, [¢ wil
sometimes tum around to ram a unit, See
below.
Overruns. The Ogre will not change its
course to overrun enemy infantry. Hlow-
fever, it will overrun them if they are in
the hex that itenters,
‘Ramming. If one of the thre hexes in
font of the Ogre (that is, N, NE or NW)
contains an enemy unit, the Ogre will
always enter that hex to ramjoverrun. If
there are moro than one enemy units in
front of the Ogre, the Ogre will choose
‘one to ram, using the same priorities as
for firing (below).
I there are units directly behind the
Ogre, but no units directly in front, the
Ogre’ may tum to ram one of those
‘behind, It will not do this unless there is
an enemy unit adjacent to it. To see
whether it does s0, roll one die. Oi a
result of 6, it reverses one hex to ram
an enemy behind (determine which one
as desexibed above). On any other result,
it ignores the enemies behind it and
moves normally
Tf the Ogee rams an armor unit and
aesely disables it, roll one die. On aS or
6, it wil stay in thet hex, expending one
movement point, to ram it gain and
destroy it, Otherwise, it moves on.
Tf the Ogre is down to 5 tread units or
tes, i wl sill overrun the CP or infantry
if it can, but it will not ram any amor
units other than howitzers unless it must
do so in order to reach the CP.
Combat, After it finishes movement,
the Ogre will fire its weapons in the
following order:
ar.
(2) Secondary batteries.
3) Main batieres
(4) Missiles.
IF there are enough AP units to get
more than a I-] attack on each adjacent
Infantry unit, the Ogre wall divide its
fire as evenly as possible between them,
without “wasting” points, Example: It
would never make more than a 3-1. AP
attack on a single infantry uni, because
43+ attack insures its destruction
If there are mot enough AP units to
get LL attacks on all adjacent infantry,
the Ogre will make as many 1-1 attacks
as it can, and put the rest into a singe
12, if possible
The secondary batteries fre after AP.
‘Targot priorities are: (1) the CP; (2)
howitzers; (3) other armor units; (3)
infantry. Given the choice, the Ogre will
fire on a disabled unit rather then @ non-
disabled unit of the same prority. When
the Ogre must choose between two units
fof the same priority, it picks one ran-
domly (rll a die).
“Main batteves fire after secondary bat-
teres, They have the same targeting
ptiorties, Note that each main and
secondary gun fies individually. The
Oere never combines fice from any ofits
‘weapons except the AP units
Mises fire last. The Ogre will always
fire a missle at « CP or howitzer within
range. If there is no CP or howitzer with
in range, roll one die. On 2 1 of 2 the
Ogre will fire one mise. It picks its
targets as sbove, except that GEVs have
a higher priority than tank units, and
sissiles are never wasted on infantry
Leaving the board. If the Ogre suc-
ceeds in destroying the CP, it will try to
leave the map, Substitute SE, 8, and SW
for NE, N, and NW in the movement
rules, and continue play. When the Ogre
seis within 10 hexes of the S map edge
St will head directly for that edge, ig-
noting opportunities to ram. If it makes
it, the robot has beaten you!M
Shootings Stars
Reread
A Tactical game of Fighter
Combat in Space.
Ship to Ship Combat ‘© Simultaneous Movement
© Several Solitaire Scenarios © Vector Movement
Components: The boxed game components include a 21)" by 27/4" mapboard, a sheet of die cut unit
‘counters, game table cards, Ship Specification Cards for the major crafts used in the game, Ship Control
Console Cards, a complete rule book with scenarios, two dice and a sturdy plastic tray
Scales 100 Kilometers per hex, 5-10 seconds per Tum. individual ships.
Number of Players: Two to Four
Average Playing Time: Thirty minutes to three hours depending on scenario,
Shooting Stars is 8 tactical level game of fighter vs. fighter combat beginning in the near future. Scenarios
range from the fist .S-Soviet Space War, to Asteroid Pirates, to Alien invaders. The unique movement
system gives the feel of piloting a one man craft in space while at the same time providing a fast paced,
‘smooth flowing game, The Advanced Game and Optional Rules allow for Energy usage in fifteen areas of
ship's functions and provide a myriad of special weapons, Scenarios range from Solitaire scenarios such es
battling an unmanned outpost, destroying “Rebel Blockade runners” and protecting an Orbital Depot from
‘Asteroid Pirates’ to mul player situations where 2 group of fighters attack a space station. Ship Specifica-
tion cards provide information for eight different types of fighter craft, while the scenarios provide the
information for space stations, larger craft, the movement of Asteroids, fighting in the gravity influence of a
Black Hole and much, much more
AVAILABLE AT BETTER STORES EVERYWHERE
(OR YOU CAN ORDER DIRECT. SEND $16.00 CHECK OR MONEY ORDER TO:
y" — Yaquinto Publications, Inc.
AYE P.O. Box 24767
“TAY _ Dalias, Texas 75224
Ada $1.00 postage and handing Allow 3-4 weeks for delery. Somy, no C.O.D.s, Overseas orders add $4.00.Notes for Novice Dungeon Masters
by Lewis Pulsipher
Faced with the task of constructing
a place of adventure for a fantasy role-
playing game, many people feel lost. A
ferious gamer won't want to construct
and populate the ares by means of die
rolls and tables; such places tend to be
dull end unbelievable
‘The first thing to do is get 2 small
notebook to devote exclusively (0 ideas
for the dungeon, forest, or whatever
Keep the notebook handy at all ies,
especially when you play fantesy games
or read fiction, Countless good ideas have
been lost solely because memory is fal
When you get an idea — and you will,
regardless of how difficult it seems at
first — wate it down immediately, When
you have a spare moment, read through
your “idea book” to embellish on the
notes; you'll also find that the old ideas
generate new ones, As you play games or
read rues think about the implications of
‘ideas which, in themselves, are not use-
ful, The most offhand joking remark of
a fellow player can stimulate a fruitful
train of thought.
Second, read the rules agen and again
Not only’ will this improve your ef
ficieney, it will stimulate ideas. What
would happen if this spell were used in
that situation? What spells or traps would
a high level magicuser use to protect
himsel® What if these two monsters
joined forces? And so on
Third, read from. the sourcebooks
listed atthe end of this article, Any fan-
tasy oF science fiction story can suggest
usable ideas, but the books listed are par-
ticularly helpful.
Now with the ideas from your note-
book you'll find it easy to constnict
places of adventure, Don’t worry too
uch about why the place exists, though
4 good rationale will guide you in con-
struetion and population. Dungeons and
other such monsier-infested places tend
to be artificial in any case, and no reason
at alls better than a silly reason such as
“the mad wizard built it.”
Random population ean be used where
Inspiration fails, but in such cases a more
realistic form than dicing for each hex or
room is desirable, Dice for the kind of
monster to be used, decide why itis wan-
dering into the area, and actually let it
move along your map until it (or they)
finds what it seeks. Use weighted die rolls
to decide which way it goes when there is
1 choice ~ for example, it is more likely
to go straight at a crossroads than to turn.
Tt may encounter monsters alzeady in
place. Decide what happens — don't
take time to play it out — and go on
from there, Groups may be decimated or
wiped out, others may coalesce, inhabi-
tants will build additions to the area, and
slowly the population will increase. Not
only is this more interesting than straight
‘ice rolling, it results in a more believable
place without (for example) monsters
‘secupying a room accessible only through
another room which is occupied by other
‘monsters which are naturally hostile to
‘the first group.
Unless you have very strong concep-
tions, it ig better not to try to plan an
entire world at once. Most referees
‘change thelt views 2s they gain experience,
and their initial efforts go into the in-
active file, Don’t spend a lot of time on
details you're likely to change later.
Stick to the construction of an interest
ing localized place of adventuse, whether
dungeon, city, forest, or island.
When’ you do plan the world you'll
probably borrow ideas from many
sources including historical literature and
films as well as fiction. There's nothing
wrong with this — original ideas are rare
— but don’t borrow literally and don’t
base the entire world on one author's
conceptions. Whatever you have read the
players may have read also, If they recog-
nize your source, and you haven't devi-
ated significantly’ from that source, the
entire adventure or campaign may be
ruined.
Some adviee about mechanics is called
for. Make a time chart using one square
per melee round, or tum, or segment
(Gopending on which rules you use). Put
it in a plastic shoet protector and use
grease pencil to mark off game time, You
‘ean easily indicate when spells of long
duration expire by marking the appro-
priate box, During non-melee movement,
‘groups of boxes constituting longer time
periods can be marked with a single
stroke,
Roll dice for wandering monster #p-
pearance and characteristics before the
‘game begins. You can mark the time of
‘appearance on your time chart. The more
you prepare before the game starts, the
smoother and more enjoyable it will
be forall participants.
Use a square-grid board for indoor ac-
tion and a hex grid for outdoors. It is
easy to convert movement rates to a num
ber of squares or hexes (depending on
scale) and a board with definite locations
climinates much argument inherent in
miniatures gaming methods. Use metal
miniature figures or cardboard pieces for
player characters, and mumbered card
board for monsters. The latter make it
easier to differentiate between several
‘creatures of the same species.
Sourcebooks
‘The most obscure but most important
sourcebook is a massive sixvolume work,
Morif Index 10 Folklore Literature by
Stith Thompson. It comssts entirely of
listings of motifs (basic plot elements) of
folk stories from around the world. From
these you can derive events, scenarios,
villains, and magic items. Some sections
fare mote useful than others, and it usual-
ly isn't worth reading every motif, as
‘most are variations in minor details of
‘more general beliefs. You'll need access
to good university library to find this
work, but i's worth the search,
‘The second source you should read is
‘Thomas Bullfinch's Mythology, a nine-
teenth century retelling of Greek, French,
British, and other myths and legends. The
adventures of Charlemagne's knights are
particularly germane to fantasy role-playing.
‘Any gazetteer (for example, in an atlas
‘or dictionary) will supply ‘you with
strange names. (Did you know that Gon-
dor is an area in Turkey as well asa coun-
tury of Middle-earth?) A foreign language
ean be used for character names when
invention fails you, In an English-Danish
dictionary, for example, you could look
up words like hero, lightning, thief, and
‘use the foreign equivalent as 2 name.
More Sourcebooks
IRR. Tolkien: The Hobbie and The
Lord of the Rings trilogy. Many gamers
adopt Tolkien’s dwarf and elf societies.
Balrogs, ents, and ores are famous mon-
sters. The Fellowship’s trip through the
Mines of Moria makes an excellent intro-
ductory scenario since most novice play-
ers have read the trilogy and can identify
immediately with the characters even if
they don't understand the mumbers
assigned to them,
Michael Moorcock: Elric, Hawkmoon,
Corum, and Bternel Champion series (c.
20 books). Some gamers use the semi-
elven races (Sidhe, Vadagh), There are
many characters of demigod proportions,
and magical artifacts of similar power
(such as Eltic's sword Stormbringes), but
few monsters in all those words. Moor-
cock is originator (or, rather, popularizer)
of the struggle between Law and Chaos.
Andre Norton: Witch World series
(8 books). Many magichaunted places
can be adapted to your wildemess;
Aeseribes a closed magieuser group, all
females.
Fritz Lieber: Fafhrd and the Grey
Mouser series (c. 6 books). Lankhmar is
the quintessential swords and sorcery
city. The Sinking Land is worth putting
in yout world, as well as a scattering of
‘monsters and bizarre societies.
Philip Jose Farmer: World of the Tiers
series 5 books). A Lord’s stronghold
‘would make a wild (and dangerous) tech+
nological adventure setting. Black bellers,
the hom of Shambarimen, and the half
horse are other useful ideas. The unique
artificial nature of each Lord's world
could be incorporated into a multi
versal campaign
Stephen Donaldson: Chronicles of
Thomas Covenant trilogy. Ucsviles and
ravers ate fine monsters; the tunnels
beneath Mt. Thunder would make a good
scenario, (A Dungeons ard Dragons ver-
sion of the monsters is in White Dwar
10, 16.)
Piers Anthony: Xanth trilogy. Plenty
Of ideas for magic spells or items and
monsters, especially plants. How about a
wand enabling the user to speak with
inanimate objects?
Jack Vance: The Dying Earth, Eyes of
the Oversorld. Original source for much
of the D&D magic system; describes a
few monsters and magic items and a very
strange way of life in a magieal world.
Christopher Stasheff: The Warlock in
Spite of Himself and King Kobold, Fea-
tures psychic “magicans” in a world
where they are hated. An interesting
touch is witch moss, a substance which
can be shaped to create a new creature
which will breed true.
Gordon Dickson: The Dragon and the
George. Shows what more-or-less new-
tral, not-toosintelligent dragons are like
Sand-mirks are unusual monsters. Gives
another view of the struggle for cosmic
balance.
Roger Zelazny: Amber series (S books),
Creatures of Light and Darkness, Lord of
Light Amber is good for demigods and
interplanar travel; “trumps” are good
‘magic items, Magical artifacts, and Ze-
lazny's incarnations of Egyptian and In-
dian gods are in the other books.
E.R. Eddison:.The Worm Ouroborous.
Shows how the irue Romantic Hero acts
E.R. Burroughs: Barsoom (John Car
ter), Venus, Pellucidar series (¢. 20
books). Excels at creating societies; no
magic items, but some useful monsters
are depicted.
w
‘Alan Burt Akers/Dray Prescott: Scor
pio series (20 odd books and counting).
‘A few monsters and many near-uman
species, each with its own “personality”
characteristics and physical oddities. If
you want a world not dominated by
jnumans, adopt some of these “diffs.”
John Norman: Gor series (14 books
and counting), One new non-western,
though nonsmagical, society is described
at length in each book. The few useful
monsters appeer in the first few books,
which are much better than the male
chauvinism and masochism of the later
books.
Finally, RE. Howard et al, Conor
series (umpteen books). The quintessence
of barbarian swords and sorcery, often
imitated but rarely equaled.
See also books by Fred Saberhagen,
Karl Edward Wagner (Kane), Poul Ander.
son (Broken Sword, Three Hearts and
Three Lions), Joy Chant, John. Jakes,
Jane Gaskell, Patricia McKillip, LS. de
Camp, Fleicher Pratt, Samuel Delaney,
CJ. Cherryh, Andy Offut, Alon Gamer,
Lord Dunsany, Leigh Brackett (Erie
John Stark), Katherine Kurtz, Stewart
Lanier, Tanith Lee, and Ursula LeGuin. (1
have given the most attention to the
books from which I drew the most in-
spiration; I had to draw the line some-
where.)
cto
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SHIPPING & HANDLING
INDICIA ASSOCIATES.
P.O, Box 2000
Oakland, CA 94818Our contest in Issue 32 was based on
the article “Ten Characters 1 Wouldn't
Let in My Universe.” Readers were in-
vited to submit characters they wouldn't
let in shetr universes, with entries being
judged on cleverness inanity, and prob-
able ability to throw a party into despair.
We got a lot of entries on this one. All
cof them were terrible; we were delighted.
‘The winner, who will get 12 issues added
to his TSG subscription for his pains, is
Steven Winter, His entries:
A Halfore Named Sue: Not s bad sort,
as halfores go. He claims to be looking
for his father, an_orcish gambler and
boozer who ran off when Sue was only
3 years old. He's an awesome fihter, and
will travel with your party a while if
you're going his way. He is little sen-
sitive about his name, though. If anybody
‘or anything so much as snickers at it, Sue
will go berserk and try to batter their
brains out, He'll smash some furniture,
too, ust for effect
MePherson “Starjack” Strut: & highly
skilled starship engineer, McPherson can
fix just about anything, including the
odds. He's a compulsive gambler, and will
constantly be betting with the crew. If,
after @ week in hyperspace, you haven't
lost everything you own to him, itis
because you didn’t bet it. His favorite
pastime, though, is playing Starck for
big money. If he gots out of your sight at
a starport, he'll head for the nearest ik
legal Starjack game and promptly lose the
title 10 your ship. You probably won't
see him after that, but somebody Is going
to show up intending to collect abigdebt.
Ob+-Gon Kaworskt: A member of the
old and venerated Order of the Neti
Knights, Obi-Gon just seems to have a
Character Contest
Results
fait for talking people into things, He
will try to enlist your aid in some good
and uptight mission, but before Jong any-
‘one working with him will realize he’s
just a senile old meddler with crazy ideas.
He's also an extremely powerful telepath,
however, and even after you leave him
there’s no telling wien he'll pop into
your head, distracting you from what-
fever you are doing to make stupid sus-
gestions like “tum off your targeting
computer” or “close your eyes and use
your sword.” Since he usually doesn’t
hhave anything better than this to do, he
can be very persistent.
Second place (with six issues) goes 10
Ben Butterfield, who was guilty of:
HP. Lorecraft: Though not physi
cally strong, this renowned bard can be
a real. morale-booster_ on your next
chthonian sortie. He claims to know
about every monster since the beginning
of time, and will entertain your party
with descriptions of same down to the
last detail (the last detail invariably being
that it “was indeseribably horrible”).
Periodont, son of Orthodont: “Perry”
is a very efficient leader; he can be relied
‘upon to organize and instruct your troops
to maximum preparedness, When morale
is decaying among your front ranks, he
‘ean provide tight and incisive discipline,
and instill canine loyalty with his con-
stent drilling. And if any of the troops
are wavering, he can straighten them out
and brace them for their daily brushes
with doath, Despite all of his talents,
Porry is usually shunned because the price
of his services is much too high.
‘And a number of dishonorable men-
tions:
Robin the Hood: This elvish archer is
famed for his incredibly precise ambush-
os, always taking on strangers and parties
who (a) have monies and valuables, and
(0) are just passing through. The local
guardsmen will not be too coneemed
With allthis, as Robin has never yet robbed
a local, and the money he and his married
‘men bring in helps boost the local econo-
my. At least one of Robin's married men
will be hanging out around sny and all
the local taverns in the area, scouting out
new prospects . . . (Michael T. Moore)
‘Shylock Holmes: This small goblin has
his agents out everywhere (“THE BET-
‘TER HOLMES PEOPLE”), always ready
‘to Tend out money to impoverished par
ties, limit. $5,000 per individual, pleas.
Ensy terms, up to one (1) year t0 pay.
People must, of course, agree to. be
“gened” 0 that they do_come back at
the end ofthe year, as Shylock does not
even ask for collateral. Due to the un-
usually generous terms of the loan, the
repayment wil be the principal, doubled.
(Weekly, of course, I thought even bod
Knew that, Here it, right on the back of
this parchment, these scorchmacks . «
What; you don’t read High Fire-Element-
ese?) Anyone who disents, or attempts
to renege on his loan, will be harshly
dealt with by Shylock’s partner, the fire
elemental, WattSun, How? Elementary,
of course. (Michael. Moore)
‘Dr. What: You may bea bit put off by
the good doctor's unorthodox appear
ance, but don't let the floppy hat and
fourmeter scarf fool you — he is «bri
liant scientist. 1 8 only after your ship
is underway that you discover his one
fault. He doesn’t hear so well. Either —
a. By the time he finally gets whatever
you're saying straight, it wil be too late or
%. He'll hear something that’s alto-
gether different. ("Not razor! Laset!”)
GKerin S, Cook)
‘Kimg Fool: This priest of an obscure
‘Chinese cult wanders about the country-
side helping. people (friendly or other-
wise), whether they ike it or not. He will
Force’ any characters he joins to help
everyone in need, without reward. He is
‘unconcemed with material wealth.) Fond
fof making profoundly memningles state-
ments, he is often assaulted over mis-
Lnderstandings, When attacked, he im-
Inediately enters @ 3 to 5 mite flash
back of his boyhood in China. If he sar-
vives his catatonic withdrawal (he is
Inther vulnerable), he- will immediately
disarm his opponents with = funy of
carefully choreographed slow-motion
blows. He will then set them free, un-
harmed. Kung Fool is pursued by a band
cof fanatic assassins who will Kil ruth-
Tessly to capture him alive. He always
manages to escape; you-may not. (D.
Edwin Holzer)
The Barbellion: Wielding his massive
weight sot, this immensely song warcior
is attired in a shining breast plate with
“Gold’s Gym” incised in runic letters
upon its surface, When a party encounters
the Barbellian, he wil immediately at-
tempt to whip them into shape. Charac-ters with above average. strength will
find themselves doing curl, leg thrusts,
and other mystic exercises. Weaker party
members will be subjected to a series
of push-ups, squat thrusts, and similar
‘muscle-building activities. The Barbellian
will not leave a party of adventurers
until a) all characters are in excellent
shape, or b) all characters die from ex-
hhaustion, (Richard Griffith)
The Incredible Bulk: This mild-man-
nered Elven research alchemist thought
he had discovered an elixir of strength
Gulping it down, he was disappointed to
find that it only made him hungry. Now,
whenever his appetite is aroused, he i
transformed into an immensely obese
creature of awesome proportions. Burst-
ing forth from 2, suit of used chainmail,
this uncontrollably ravenous beast will
proceed to devour everything within a
three-smile radius, Unable to remember
his fits of hunger, the Incredible Bulk
spends most of the following hours
wondering what happened to the sur
rounding forest. (Richard Griffith)
Grandlaff the Grey: Apparently
powerful wizard thinly disguised as an old
‘man. After gathering a party of characters
for a grand quest he turns out to be an
‘old man thinly disguised as « wizard. His
“magic” is flashy pyrotechnics. Very
good at vanishing during sticky encount
ers, he retums when the danger is past to
hhog all the glory. (Ronald James)
Red Sonyuk: Female barbarian with
faming red hair. She wll allow no man to
possess her until he defeats her in com-
bat. Usly as sin, she constantly starts
‘brawls and loses intentionally. (Ronald
James)
Dr. Heckle/M.R. Hide: Usually found
sitting despondently in a tavern of ques-
tionable repute. His genteel manners and
elegant clothing will dissolve, if he is
befriended, into a tale of woe. Once a
brilliant physician, he is now doomed to
constant transformations — into the seven
foot, savage, obnoxious MR. Hide. His
tales of Hide's ferocity will awe a group.
He scems like a great companion: at one
stroke a skilled doctor and a berserk
fighter!
‘Alas, your hopes will soon be shat-
tered. From a position of safety in the
rear, Dr. Heckle will (rudely) tell the
party how to handle any situation they
‘meet. And he won't transform in the face
of danger!
Finally, though, M.R. Hide makes his
appearance, He is, indeed, seven feet tall.
He won't show up until the group isin an
extremity of danger... and his last
words, a5 he tums tail and runs, will be
“Sorry, lads. I can't risk My Reverend
Hide.” (Robert Banderwoude)
Gimmy Carter: Hie tries peaceful ne-
gotiations while his comrades are being
hacked 10 death. Gimmy will always es
cape. If any of his comrades survive
Gimmy will attempt a rescue mission,
which will fal due to “bad luck.” How:
ever, Gimmy can be useful. If your
enemy is humane (or easily amused)
Gimmy is a great one to send with the
surrender terms. (Bob Del Giorno)
Gore-Geous George: A peroxide-blonde
core, George is the vainest monster
around. His weapons, amor, and cloak
are elegantly (but cheaply) adomed, and
not one lock of his hair will be out of
place. He will be accompanied by hirling
soblins who catry his weapons and tress-
ure, keep his cloak off the ground, and
even open doors for him. George will
touch nothing that has not been first
sprayed by perfume, With all this, he is
still a deadly fighter. The threat of dirt
will only make him angrier. (Andrew
Elovich)
Bo Cleric: This female priest has an
incredibly high charisma and stunning
00d looks — which she uses to the ful
est — and no brains at all. While with a
group, she will cause great discontent by
dropping double-entendre suggestions
while remaining quite chaste, Worse she
strips to a G-string for battle, thus avoid-
ing encumbrance and DX
9
‘numan male combatants, unable to con-
centeate on the battle, will suffer a pen-
alty when attempting € accomplish any-
thing, If unflattering comments are made
about her unusual hair style she attacks
immediately (bare hands against party
members, weapons against anyone else)
with @ bonus to hit. (Lawrence Person)
Rommel MeDonmel:. Wis nuclear
powered tank fell through a timesvarp,
and now he’s back here with us barbar-
fans, Rommel’s tank ran out of ammo a
Jong time ago, but that doesn’t bother
him, When he gets hungry he just revs it
up and runs over an elk or an antelope or
something, He says it’s not bad... . you
even get t0 like ground elk after a while
In fact, he’s thinking of opening a restau-
rant... (Draper Kauffman)
Billy Carter of Mars: Bom on Earth
but mysteriously transported to the Red
Planet, he packs a beer-elly, lopsided
eveslasses, lois of teeth, and lots of space
between the ears, Though the low Mar-
‘an gravity gives him superhuman
strength, one can expect little from him
but talk and belching. (Larry Hall)
King Richard the Lizard-Hearted, Mery
Gryphon, and Joe Gargoylea: The names
(no descriptions) were submitted by Brad
Reppen and Julie Aman. Just on the basis
of the names, we knew we wouldn't
let them into our universe!
Vihen was the last time
you commanded a Warp
Force? Maybe you would
rather administer the
Empire or be a diplomat
10 allen civilizations?
To win at WARP FORCE
ONE you must be able to
do all three!
WARP FORCE ONE isa
computer-moderated
correspondence game. The
cost is anly $2 per turn;
turns will be mailed every
two weeks, Rendezvous
now with fifteen other
players from all over the
nation for an exciting
game of WARP FORCE
ner
For a rules booklet please
send $1 to!
Emprise Game Systems
P.O. Box 2226
Houston, TX 77001
Emprise Game Systems10
Insane Variants on
by John M. Morrison
Stomp is one of the better small war-
games on the market, Not only is it fast
playing, but it’s easy to grasp. (Eighteen,
Counters represents the upper limit of my
tactical skill.) In fact, it’s so. straight-
Forward that it would Seem that variants
would not only be superfluous but quite
beside the point of the game, Naturally, 1
started designing them immediately after
[purchased it.
‘After all, “to modify” is the root verb
of all wargaming, We are, as a breed, not
satisfied with the status quo; half our free
time is spent in either snipping rules out
to make a game more “playable” ot shov-
cling them in to make it more “realistic.”
In fact, so universal is this compulsion
that the wargame publishing companies
hhave been able to save millions by releas-
ing unplaytested games, giving hours of
fun as gamers attempt to balance the
thing out and then explain their arcane
notations to others, The Istter creates
arguments, which (in the final analysis)
is what gaming is all about.
Unfortunately, the Chaosium did not
have this goal in’ mind with Stomp. But
I do, The first “extra rule" is the Basket-
ball Option, At any time after the sixth
hour of play, one player may grab a near-
bby basketball (dogs, chairs, or boxed
games also usable) and throw it on the
board. His opponent then picks up the
pieces and may whale the tar out of the
tossing” player once for each piece that
disappears down the heating duct.
‘Stomp 1999: The elves marked “3”
have lasers, In any turn, instead of move-
ment, these elves may attempt to fuse the
glant’s sandals to the ground. This is re-
solved exactly as a spear attack, but the
laserelves need not be adjacent to the
sandal, although they must have line-of-
sight on the target. It is blocked by trees
‘of another elf unit, An elf may, however,
fire out of a tee hex. Only the slow-
moving elves are trained to use energy
weapons; if they are eliminated, no more
ranged attacks. They need two turns to
ready their weapons — thus they may not
attack on the first or second turns.
To offset this, the glant’s cub is ac
‘ually « plasma cannon. It may be used 2s
either; 8 a cannon, it tums one hex into
a “clear” no matter what was init (ake,
tees, elves, or marsh). This may be used
3 times per game (more for Tess exper-
jenced players — adjust for balance), on
the second segment of the tur (instead
of swinging). The chi remains off the
board for that turn. It may be used as a
club at any timo, but the delicate mech
anisms are broken and it's just a club.
‘Stomplomacy: At any time during the
game, the gant may stop and start dis-
cussing the special problems that giantism
entails, problems the diminutive elves
‘may not be aware of. Dosing this time,
the elves may put down their sily litte
spears and gather around Thunderpumper
to discuss their side of the situation, IF
the giant takes advantage of this oppor-
tunity to squish four at one blow, it will
be considered a darn shame.
Optional rales for high school tunch
break play: Hey, what’s this? Another
‘one of them games with the funny dice?
“No, it's...” Look! This looks like a
foot! “Hey, don’t throw it, I only have
one...” And these litle guys! “Those
are elves. Put them back.” Elves? Like
Santa Claus? Yeah! Take this one to the
North Pole. “Aw, get it out of the ice
cream machine, will ya” What's it
called? Stomp?’ Here ye go! STOMP,
crash, tinkl, clang
‘World War Il Prison Camp variant: The
“5 movement elves are actually dwarves,
armed with picks. They eannot use magie
stakes, but they cam dig. It takes 7 tums
fess the number working to put a tunnel
entrance into a hex. After than only one
figure is allowed in the tunnel at a time;
it may be extended in 3 turns. Dwarves
ray start digging on the 2nd tum, An
‘underground figure may be stomped but
not clubbed; all stomped tunnel hexes are
restored to. their previous status, For
‘purposes of tunneling, a wall section
counts as two hexes, and must be tackled
from underground. From then on, one
figure at a time may occupy the tunnel,
moving its allowance or less (wall sec-
tions, again, count a5 2). The elves win
if 6 ‘or more of them get out, It seems
slanted in favour of the elves but it’shard
to get a tunnel sunk, (Try combining
this with the “1999” variant I dare you!)
‘The Giant that Ate Sheboygan: Thun-
derpumper has grown for this one. He
hhas an attack strength of 12 and a defense
of 3 for each foot half, His movement is
2 squares per foot; halves of the same
Foot must be in adjacent squares and may
riot go into a building, Movement costs
for the giant otherwise is 1 per square
The toppling rules remain the same for
awkward foot positioning. He may
“straddle” one or two squares of build
ings (ie, his feet may be separated by &
row of buildings, either high or low). The
giant may take no special powers except
those inherent within him. His ankles
block line-of-sight,
‘Thunderpumper's club is & weapon
with Building Destruct power of 8 and an
attack strength of 4, It may make a range
attack up to 2 squares from @ foot sec-
tion, It may also club helicopters, as the
sant (obviously) has Great Height. After
‘the club's attack, itis left on the board in
the position of its attack. It does not
block line-ofsight, and may not be de-
stroyed.
‘TP's main attack comes during move-
sent, He must specify how big a “stomp”
each foot helf is performing (in other
‘words, how much attack strength is going
into the attack in that particular area). If
he specifies “zero,” or the attack fails,
the unit(s) underfoot must retreat one
square. An unsuccessful club-swing has
the same effect.
‘The human gets 24 points to start, He
also gets the 12 elves and both ropes,
together with all populace units, Elves
have a movement as printed on their
counters, and an attack/defense of 7
‘minus. their movement. Elves must ex-
pend all their movement to enter « build-
ing, end must start adjacent to a popu-
lace unit.
Once foot half is reduced to 0, it
is assumed to be “pinned.” At the end of
his tum, the giant may restore 1 defense
point to one pinned section, thusly un-
pinning it, If all sections are pinned, and
the elves meet the “Lassoing the Giant”requirements, an attempt may be made to
topple Thundie. This is the victory con-
dition for the humans. Victory for the
siant consists of either 40 points or fig
uring out how he got there in the first
place
‘Stomp in the Pacific: The elves drown
‘on the first tum, the giant on the second,
‘The game then’ proceeds under normal
Victory in the Pacific rules.
Cosmic Encounters of the Worst Kind:
‘This was an especially hard one to work
out, However, itis every bit as unplayable
as itis hard to set up. The giant and the
elves set up on different systems. All 21
elves are used; the giant has 40 counters
(two colour sets). In addition, the giant’s
(onpinned) feet are placed on any two
separate planets on his home system,
and the club is placed on another hom
system planet. Victory conditions are
different — the elf must topple the slant,
while the giant must establish three bases
‘on the elf’ system while maintaining four
‘more of his own planets.
Each player draws a 7-card hand, and
the elf goes first. He may withdraw one
of his counters from warp (if there are
fany there), then he may attack. This is
done in the normal CE fashion with one
difference: elves count as their ‘“move-
‘ment” in tokens while the siant’s count
as only one apiece, (For purposes of col-
lection consolation, though, elves count
as 1 token apiece.) After attacking he
‘may attempt to pin feet, if his tokens are
on the same world as 2 foot. This is done
in the normal Stomp fashion; the elf may
allocate any number of his units (which,
again, must be on the same planet as the
foot under attack) to the task, on either
half ofthe foot.
On the giant's tum, he may either
uunpin one foot half, or retrieve as many
tokens from warp as the “movement” of
the most recently retrieved elf. In attack,
hhe may first send one to four elf tokens
to warp (each unpinned foot half on the
same planet as elves may stomp one),
then fie may move one (unpinned) foot
to the planet on either side of it, then he
gets his conventional attack which is
resolved as under CE rules and may be on
either the elves’ system or an elf base on
his own planets
If a deal is called for but not made, 12
points of elves (or more, if not possible
to get exacily 12) and 12 giant tokens are
taken to warp, Feet never go to warp.
The club may be placed on any planet
sight after the giant’s turn is over. Ifon a
planet with two or more elf units, one of
them must move to another elf base. If
used against @ planet with only one elf, it
has no effect.
‘Toppling: A rope must be on both of
‘the feet planets. a two-finger resolution
then takes place,
For greater complexity, alien powers
may be drawn. You may wish to draw
little spacesuits on the elves,
Stomp meets the only OFFICIAL
fantasy wargame ©: Thunderpumper has
943 hit dice. Each player takes a number
of elves s0 as to total 18, All charact
istics are rolled up in accordance with
restrictions on elf requisites, To stake a
1
foot, the “to hit” roll must be made (a
‘magic usquebaugh spear, +1/+2 vs. larger
than elfsized feet, counts as a “thrust
speat”), For toppling, atleast one elf who
can pull must make his “open doors”
roll, Once this is achieved, they can go
to Lord Dam’s castle, where they will
find that the Lord has died of bad dice
rolls and has left them one of everything
in the DMs guide, Wandering monsters
may be thrown in.
Contest
One of our readers once wrote that “if
there are N games on the market, there
are N(N-1)/2 possible variants made by
combining them, and I don’t want to read
about ANY of them.” Now, if anything,
his math was conservative; that formuls
only allows for combinations of two
games, What about throo? Four? Aigeeee!
This month’s contest: follow the noble
example of the article above and think of
a reelly peculiar variant involving at least
‘two games, You don’t have to stop at
two, What about using a Snir’s Revenge
board and Snapsior rules to play a game
{in which the board represents the inside
of an Ogre? The Snits are invading infan-
trymen; the thingies in the Bolotomus are
defense robots. You play the game in tan-
dem with an ongoing game of Ogre. The
snit-troopers win if they can destroy the
Ogrelotomus before (on the other board)
it gots to the CP and destroys it
Entries will be rated in ingenuity,
weirdness, humor, and playability. They
don't have to be playable — but it helps,
All entries become the property of
TSG. First-place winner will receive a
[[Link] subscription; runner-up will get
6 issues, Their entries, and any especially
good honorable mentions, will appear in
TSG, We reserve the right to award no
prizes if no entries of publishable quality
are received. Entries must be postmarked
no later than January 30, 1981.
STATEMENT OF OWNERSHIP, M
‘Title: The Space Gamer Publication No:
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snes Published Annually 12
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7207 Onion Crossing Dr., Austin, Texas 78744
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Editor; Forrest Johnson, 4502 8. Congres No. 10], Austin, Texas 78745
Manasing Editor: None
(Owner: Steve Jackson, 7208 Onion Crossing Dr.
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Extent and Nature of Circulation
‘otal No. Copies Printed
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‘ales
‘Mall Subscriptions
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‘Tota Distbuton
Copies Not Distributed
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after printing
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and counter
Avg. no. copies each Actual no. of single
iseduringpzeveding 12 is. published nearest
months to fling date
6,000 6,000
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5.100 S33
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so °
6.000, 6.000
ee
oNel
ae12
Attention, all you budding entrepren-
urs out therel Yes, you, you with the
2500+ computer system (and payments
to mateh) who are looking for a way to
make that funk of silicon and plastic
pay for itself, Here's a suggestion (Free,
‘no less!) which may help you along to-
‘wards that goal snd atthe same time help
sid in the genesis of hobbyist networks,
If you're interested, or even just curious,
read on; the rest of you can tum the
page
’As we all know (from a few issues
back) there are an evergrowing mumber
of play-by-mail games around the coun-
‘ty, most of which use computers to help
keep tack of everything. The problem
with setting up auch games is the large
amount of data entry (for moves) and
printouts (For current status) that each
fame requires, not to mention postage,
Tate moves, to. In this column, I would
like to discuss an alternatives” pley-by-
phone games that should bypass lot of
that hail, First Fl give a description of
what 1 mean, then cover the basic setup
needed (both hardware and soft), and
then discuss some of the problems that
will probably crop up. After that, you're
on your own.
Deus Ex Machina
by Bruce Webster
Description
To illustrate how a play-by-phone
game might be set up and played, let’s
use a hypothetical gamer (named Forrest)
who happens to own 2 personal compu-
ter, and a hypothetical game (named
Empire). Forrest has sent for and read the
rules for Empire and decides to give it
a try. He sends in an information sheet
and money for setup and his first 20
moves, A few weeks later, he receives
materials describing his initial condition
and resources (he’s “Emperor of the Dog:
Leg Nebula”). The materials also. give
him his player password and game sched-
ule, His game is to start on Monday,
1 February. Each game tum will last
‘two days, and there will be two game
tums a week: one during Monday and
Tuesday, the other during Thursday and
Friday, He can call any time during those
two days and can call as many times as
he wants without additional charge. Fur-
thermore, if he doesn’t call at all during
1 givon game turn, he is not charged for
that tum,
The big day (1 February, remember?)
artives. Forrest, using his personal compu-
ter and amodem (modulatordemodulator
= used for phonedink communications
between computers) to form an “intelli-
gent” terminal, calls up the Empire game
‘computer. He is requested to enter in his
name and player password, and does so.
Having satisfied the computer that he is
indeed who he says he is, Forrest can now
perform the three basic functions. First,
he can display his status as of the last
game tum; right now, however, that
ould be just the same as the information,
he received in the mail, so he passes.
Second, he can send and read “mail,” i.e.,
messages to and from other players. He
is surprised to find a message already
waiting for him and reads it; itis from the
“People’s Committee of the Emin
Federation” and contains a subtle sug
gestion that they join forces to attack
third player. Forrest sends a noncom-
mittal reply and moves on. He now faces
his third option, which is to enter in his
move or modify a move entered earlier
in the game turn. He does so, using the
command syntax described in the rules
book. He then chooses the “EXIT”
option, and the Zmpire game computer
logs him off and hangs up the phone. For-
rest decides to get up early Thursday
moming to see how his move went . . «
‘A scenario like this is possible right
now, ad I wouldn't be surprised if games
like this were already in existence (though
have yet to hear of any). But I think the
advantages for both moderator and player
fare apparent. For the moderator, there is
Jess time and expense involved. The only
sailings are for rules, intial information,
and passwords — and the fist two could
also be done on the computer. Printouts
are minimal (probably just for moderator
use) and the only data entry is for ac-
‘counting purposes (as payments received)
and for game setups. For the player there
are advantages as well. First isthe speedy
turnaround: instead of two weeks (or
longer) between moves, each game turn
could last as litde as 24 hours. Cost per
tum would probably be less, since the
player would absorb the communications
cost in his monthly phone bill. And com-
‘munications between players would be
easier (and subject to game factois!).
Basic Setup
Perhaps the nicest part of this scheme
is that it doesn’t require a large amount
of capital (relatively speaking) to get it
going, On the other hand, it will be neith-
fer cheap nor easy . . . but those of you
with any entrepreneural experience will
already Know that. Here's a rough estie
mate of what you will need to get it
going.
Hardware
One of the more attractive aspects
of this idea (for me, anyway) is that it
can be developed an a well-equipped
personal computer. The minimum system
needed would probably consist of the fol-
lowing:
= Computer: @ mini- or microcompu:
ter, preferably (though not neces
sarily) one with hardware and soft-ware to allow multi-tasking (mul-
tiple jobs running simultaneously),
= Memory: depends on the system,
but 48K of RAM would probably
be the lower limit, and 64K would
be nicer;
— Mass storage: at least two floppy
disk drives or @ hard disk with a
backup medium (floppy or tape
drive);
— Modem: a “smart” modem, with
automatic answer would be 3 must
(one for each phone line coming
in);
~ Printer: doesn’t have to be faney,
since it would be for inhouse
use mostly (accounting and soft-
‘ware development);
~ Phone: one or mort business phone
lines (depends on whether or not
your computer can handle several
‘users simultaneously).
Now, # 48K microcomputer with two
floppy disk drives and a small printer isn’t
an uncommon system, and ¢ “smart”
modem usually costs less tian $400, so
this shouldn't be a hard configuration to
come up with, The hard part is what
follows: software development,
Software
This will be the trickiest part of the
system since the software has to be both
correct and consistent. It has to be well-
thought out, welldesigned, and well-
written, And if it is not done well done,
you will not succeed. Becauso of this, I
‘would strongly advise against using
Basic, a language which is fine for quick
and simple programming, but is Iousy for
serious development. Since there are so
‘many languages now available on micros
@aseal, PL/I, Forth, Fortran, Lisp, e¢
cetera), there’ isn’t much reason to stay
with Basic.
The best design technique would prob-
ably be a modular one, with each module
performing a specific task. Some of the
modules needed (aside from the game
itso) might be:
— User interface routine. This would
require the user to give his or her
name and password, and would
check them against the cxisting
files for verification. It would also
display the user's options and
accept commands,
~ Mailbox routine, This would allow
player-player and player-moderator
communications by storing mes-
sages in files that players ean read
(and then delete) when they sign
on to the computer.
— Move input routine. This would al-
low creation and editing of a file
containing the player's move com-
mands
— Move processing routine. This would
accept as input all of the move
files created during the most recent
game tum and would update the
‘ame accordingly. This could either
‘be completely automatic (ie., ©
‘computer-moderated game) orcould
be interactive to allow a person to
help moderate the game.
Status generation routine, This
would produce @ status file for
each player to show the results of
the last move. It could also be inter-
active
= Accounting routine, This would
keep track of each player’s account,
subtracting money when a player
has moved during a given game tum
and crediting him or her when more
money is sent in.
This list is by no means complete or
even the bost way to do it; that will
depend on just how you set your system
up. But I do suggest that the program be
welldesigned; a few extra weeks or
‘months on design and development will
save you countless headaches late.
Potential Problems
There ere some specific areas where
you will want to be extra sure that
nothing will (or has) gone wrong. Let me
suggest a few. First, security. As anyone
who has had to run a public-access system
‘ean tell you, this can be a real headache,
especially dealing with computer “freaks
who see a security system as a chellenge
and who try their best to get in where
they don't belong. Your salvation here is
that you do nor have to write 2 general
purpose operating system for public use
‘you just have (0 write a single program
which is the only thing that someone ac-
cessing the computer via the modem can
run. Your only problem then is someone
using someone else's password, having
uessed or stolen it. Some possible sol-
ttions here are long passwords (harder to
guess), multiple entries (player has to
rae Eat fhe
13
entet_name ond ID number and_pass
wword(s)), allowing player to change
hisfher ‘password (though this could
backfire), and having the password
change each day or game turn according
t0 a formula known only to the player.
Ultimately, though, the player has to
be responsible for protecting his account
also; if he insists on telling others his
password or letting them see it, he’s going
tohave to expect problems.
‘Another problem is your phone line.
Do not try 10 use the same phone for
voice communications, simply because no
matter what you print about which hours
people should (and shouldn't) call for the
computer, you will stil get calls all hours
of the day and night, So resign yourselt
to having one or moze phone lines dedi-
cated to the computer and use 2 separate
one for any regular communications
‘A third problem will be deciding what
to charge for all this. The cost per tun
should be substantially lower, since (1)
your overhead (postage, data entry, and
printouts, ete) is lower, and (2) your
fame turns are (probably) more frequent
(who can afford $1.50/game turn if there
are 20 game tums/month®). Also, any
players who have to call long distance
will have an added charge to their play
time, I leave this solution completely up
toyou.
Conclusion
Having proposed all this, I would like
to get feedback from those of you who
have also considered this or actually tied
it (here's a shot at some free advertising).
‘You ean write me directly at:
Bruce F. Webster
Lunar and Planetary Institute
3303 NASA Road 1
Houston, TX 77058.
Pm not sure what's in store for next
month (seldom am until I sit down to
write these things), but I may finally
pursue a topic I mentioned in my very
first column: the computer as “farniliar.”
Tune in next month and find out









