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- The State of the Art: Discusses the role of RPG editorial, evaluating the evolution of state-of-the-art gaming trends.
- Letters: Includes reader responses and correspondence on various gaming topics.
- Traveller Supplements from Gamelords: Reviews supplements released by Gamelords with insights on game design and thematic expansions.
- Featured Review: TOON: In-depth analysis of the TOON game, focusing on its unique approach to role-playing and gameplay mechanics.
- PARANOIA: Detailed look into the game PARANOIA, highlighting its design and thematic appeal.
- Interview: Greg Costikyan: An interview with Greg Costikyan, providing insights into his thoughts on game design and industry trends.
- ILLUMINATI: Explores the concepts and gameplay of ILLUMINATI, offering critique and player insights.
- The Monty Python ILLUMINATI: Combines Monty Python humor with ILLUMINATI gameplay for a unique experience.
- ILLUMINATI PBM Review: Reviews the play-by-mail version of ILLUMINATI, examining its execution and player feedback.
- Where We’re Going: Steve Jackson discusses future plans and recent achievements within gaming development.
e es The Magazine of Adventure Gaming eA)
by E Tr ae
MW ITM OLoyr ile cw Cm Celta ig (ot Reena
* PARANOIA * FINIEOQUS
FINGERS * LETTERS * 13 PAGES OF
APSULES * GAMELORDS TRAVELLER
la SOs PYTHON ILLUMINATI *COME TO THE SOURCE!
If you're a fantasy gamer who's looking for inspiration, or if you simply enjoy reading fantasy fiction, then you're
somebody who ought to be reading Fantasy Book. For more than three years, Fantasy Book has been at the leading
edge in the field of illustrated fantasy fiction, featuring stories by such noted authors as Paul Edwin Zimmer, Jessica
Salmonson, Katherine Kurtz, and Alan Dean
Foster, plus artwork by the likes of Stephen
Fabian, George Barr, Alicia Austin, Alfredo
Alcala, Dave Carson, and Walter Lee.
In each quarterly issue, readers of Fantasy Book
ccan expect to see 80 full-sized pages of the finest in
illustrated fantasy fiction. Recently, Fantasy Book
has featured Brian Lumley’s latest venture into the
Cthulu mythos, the complete novel: The Return of SIN BOOK mT
the Deep Ones. Add to this some previously unpub
lished works by Robert E. Howard, and our regular
fantasy gaming column which will begin in the nina mee
March 1985 issue, and you can see why each issue A tinting
of Fantasy Book is a fantasy event not to be missed.
by Brian Lumley
We're so certain that you'll enjoy what Fantasy = sole by
Book has to offer that we're willing to send you , ae
the first issue of your subscription absolutely free. Paul Eouin Zimmer
Instead of receiving only four issues of Fantasy
Book at our usual rates, you'll receive Jive issues
for your $12.00! That's only $2.40 per issue, a sav-
ings of almost 40% off the $3.95 cover price. All
you have to do is clip out the coupon below, or
send us a facsimile, and we'll send your first issue
to you right away. Obviously, we hope you'll
renew and extend your subscription at our regular
rates once you've had the opportunity to read the
magazine, but in the meantime the pleasure of
bringing you limitless worlds of fantasy fiction is
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© YES! Please send me five (not four)
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Address
More Address
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Send to: FANTASY BOOK,
PO Box 60126, Pasadena CA 91106Space Gamer
Warren Spector
‘Allen Varney
Scott Haring
WG. Armintrout
Willa A. Barton
Matthew J. Costello
Jerry Epperson
Fick Swan
Asslatant Editor:
News Editor:
Contributing Eators:
‘Steve Jackson
©. Mara L
Marie Mahoney
im Strombo
Allen Varney
Marie Mahoney
Publisher:
Production Statt:
Typesetter:
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Business Manager:
‘Advertising Manager:
Circulation Manager:
ART IN THIS ISSUE
courtesy West End
Line Art: Kyle Miler: 10. Allen Varney: FM,
11, 22. Dan Wiles: 24,25.
Photographs and Game Art: Adventure
‘Systems: 27. Greg Costkyan: 14, Gameloras
8,7, Seve Jahaen Games ne 10,1, 2028,
Most game names are trademarks of the
companies publishing those games. In part
lar: Dungeons & 5 Advanced Dun
(eons & Dragons, D&D, ADED, Top Secrot,
Gangbustors, Star Frontiors, Boot Mil, Gam-
‘ma Werkd, GenCon, Drive on Stalingrad, Alr
War, and Conquistador are tracemarks of
‘TSR, inc.;Marvel Super Heroes and al Marvel
characters, of the Marvel Comice Group: The
Fantesy Trip, Treasure of ihe Sliver Dragon,
Treasure of Unicorn Gold, and Traliblazer, of
Metagaming: Chill, Timemaster, and Star
‘Ace, of Pacesetior Ltd; Powers & Perils and
‘RuneQuest, of The Avalon Hil Game Com
any; Paranola and Web & Starship of Wet
End Games; Traveler, of Game Designers
‘Workshop all Gamotords supplement, of Game-
lords Lie and Call of Cthulhu, of Chaosivm.
‘Characters and ideas trom Monty Python's Fy
ing Creus used by permission of Python (Mon-
‘9) Productions Lid. Use ofa trademark to isan
ty @ product commented on in this magazine
‘SROULS not be consttued as mpiing the spon
sorship of the vacemark holder. Muminatl is 2
registered trademark of Stove Jackson Games
Inc. Al names of other games published by
Stove Jackson Games inc. are trademarks of
‘Steve Jackson Games Inc, of Used under be
‘conse. Use of the name of any product without
mention of vademark status should not be con:
‘Sted as a chalonge fo such status
Number 7
Jan/Feb 198:
SPECIAL SECTION
Muminati
‘SJ Games’ ever-popular conspiracy continues to provoke devi-
expansion set. The machinations begin on page 20,
Death to Deadheads! * Terry H Jones
‘The Evil Geniuses Are Here! * L. Creede Lambard
More Groups illuminated + Russell Grant Collins
‘The Monty Python Illuminati + Bill Cassel
Keeping Posted: liuminati PBM * Robert S. Cushman
‘MWuminati PM Designer's Notes * Draper Kauffman
ARTICLE
Intervie
: Greg Costikyan
‘Ate Sheboygan in his first published interview
REVIEWS
Gamelords Traveller Supplements * Tony Watson
With accompanying capsule reviews by William A. Barton
TOON « R.A. Greer
Paranoia * The Statt
Capsule Reviews
GAMES: Arle & Allies, Conquest of the Empire, Broadsides & Boarding Parties,
‘Justice inc., Mekton, To Challenge Tomorrow, Warhemmer, Heroes Unilmited,
‘Starship Duel | and l, Dark Cults. SUPPLEMENTS: Trall of the Gold Spike,
‘Swordthrust, Deadly Power, Shipwrecker, Evil Ruins, The Keep, The Compleat
‘Adventurer, The Comploat Alchemist, The Compleat Spel Caster, Shado of the
‘Sinking Plain, Organization Book 1, The Fuins of Chicago, Beyond the Wal of
Tears, Operation Lucifer, From the Deeps of Space, Bad Medicine or Dr. Drugs,
World of Vog Mur, The Dragon Lord, Murderwortal, Uiaferee, Quagmire, Orion
Fuso, Time Trap, London by Night, Ravenioft. PUBLICATIONS: The Army, Vo
1, Th. COMPUTER GAME: Legacy of Liylgamyn.
REGULAR FEATURES
Counter Intelligence * Allen Varney
Letters 2
Where We're Going * Steve Jackson
Finieous Fingers * J.D. Webster
‘Scanner/Convention Calendar
Index to Advertisers
‘Murphy's Rules * Michael von Glahn
‘Space Gener ISSN 07649977, USPS 434-250) poblsed br manny by Slava Jackson Garros ncorporatag P.O. 80x 18957, Aus, TK 78760-7087. Second
conse postage pls ot Austn, TX. POSTMASTER Send waares changos io Sd Games Ine. P.O. Bon 1857, Ausin, TX 78780-8967
“Al maar is conyight © 1964 ty lowe Jackson Games Incorporated. All rights reserved
Pratod n US A: oy Futora Prot, usin.
‘Stoserpfon it, otectve 127/84 In the Ute Ss
subesrpion' 8200 Canada, ado 30s pr leave for postage and handing fo sarerses ous the US. and Ganaca, 40081 per ss or
furlace mas, Tore roidors posse ad 5), sales
.— months 9 esun) $8 one you (csuce)$18:2 yours 2iesve) $28 Al
, GRA
Intamatona rater autjctto change as petal aos change. Now: Al payments MUST
bein US. dolar, mode by iteration Money Ordre chooks drawn on & US. 0% Canadian Dank.
ous little articles, as well as a play-by-mail game and yet another
BSSRRS
The outspoken designer of TOON, Paranoia, and Creature That
4
BSSSS awCounter Intelligence
The State of the Art
Welcome to the new, improved Counter
Intelligence. This i the editorial page, where
‘we examine the ble picture rather than the in-
dividual produet. Each issue one of us here at
‘Space Gamer, or one of you out there, will
Ihave the opportunity to climb on the soapbox
‘and address issues of importance to the gant-
ing community. SG. Assisunt Editor Allen
Vamey leads off with his views on the “state of
the art" in roleplaying, Let us know what you
think
—Warren Spector
Editor-in-Chief
“State of the ar."" This nebulous term
‘ccasionally springs up in game reviews, In
that context, i refers to some design or game
‘mechanic which represents a benchmark, an
advance beyond previous efforts inthe form —
it's more playable, more “realistic,” what
Ihave you, All other games ofthe type are com
pared to it, What follows is my opinion of
‘what currently constitutes “the state of the
‘at in one area: roleplaying games
With the proliferation of RPGs recently,
‘we can see many examples of strong design
elements — and many more (too many) of
‘weak ones. All ths variety gives us plenty of
‘choices in deciding what works best. My cri-
terion is simply player satisfaction: not
“ealism’” or simplicity (except incidentally),
‘but how enjoyable the roleplaying experience
‘becomes with these mechanics. With this sub-
Jective “fun quotint" in mind, here's what 1
‘think belongs in a state-of-the-art design:
‘Customized character generation. This is
sapparestly sil an issue in the hobby, but to
my mind random character cretion is passe.
Point allocation of characteristics may not be
more realistic, but it's certainly more falling
= unless you like the challenge of trying t0
turn string of random numbers into a believ=
able personality. Me, [want o shape a charac
ter for optimum wish-fulflment — and not
take any guff from dice that tell me otherwise.
'No character classes, no alignments, no
level. These are archaic and sily concepts
Concise tributes and minimal numbers
crunching. The redundancy of characteristics
in most RPGs is depressing. You can convince
sme that “Dexterity” is really different from
“Agility,” for example — but not that it
rakes any measurable difference in game
play. Likewise “Inelligence” and “Wisdom.”
‘Yet numerous designs distinguish these — and
provide entirely superfluous number-scores
for education, personality, and — soe beide!
= "charisma," These are matters of roleplay
ing, not of numerical values. T say 2 good
design should need no more than four or five
atibutes, clearly defined and comprehensive.
‘By “number-crunching” I mean the ap-
palling formulae some games require for fig-
‘uring hitpoints, carrying capacity, apd similar
secondary attributes. I suppose Powers &
Perils the recent The Avalon Hill Game Com-
ppany game, is the quintessential shameful ex=
ample. Formulae should be relatively simple
for — even better — absent
Functional mechanics; clear style; sensible
organization
‘Si-sded dice. This is a chancy statement
and an extreme minority opinion — but I feel
polyhedral dice are a Bad Idea, They're
clunky. They encourage ls2y number-crunch-
ing design mechanics (witness most TSR re
leases). They're not widely available except in
‘ur own small hobby, and they alienate the
general public (“What are those things?"). 1
ike Bucldean solids in math books, where
they belong.
Six-sders, though, are immediately sc
cessible, elegant, and have millennia of tradi-
tion behind them. They call for robust game
‘mechanes, based on the (pardon my chapso-
izing) profound beauty of the bell curve.
‘There is nothing remotely fads about them.
‘As for games that use both six-sided and
various polyhedral dice — well, that’s just
effete.
‘Adaptability. A state-of-the-art roleplaying
system can no longer content itself with one
background or era, Is just not practical any
more for a group of players to learn yet
fanother complex stem every time they want
f@ change of venue; the same system that
served them well in ancient Aantis should
‘Support their adventures in Dodge City. or ima
comic-book metropolis, or in pos-Rolocaust
‘America, or amid the rings of Saturn. The
esign should encompass anyehing the players
feel like doin.
[Now this can be handy if you want to trans-
fer a character from ane campaign world 10
another — to let your superhero wipe out an
‘entire Napoleonic regiment, for example —
and T suppose this ean lead to some offbeat
adventures, Tt would be senseless to discour
tage such flamboyance. But
argument for “universality
‘mete utiliy: You can play in a whole new
World with the minimum of effort and culture
shock, because you already know the system.
Some fine-tuning may be needed, but how
mich less aggravating that is than having to
wade through sill unother rulebook!
‘Obviously a publisher, too, has some inter-
‘esti promoting a universal system: Each new
——
Allen Varney
“world for the system will have a builtin
audience of players from the previous worlds.
Releasing non-compatible games means a pub-
lisher must siart over with each new design.
Fantasy Games Unlimited is an instructive
‘example: With fourteen mutually-incompatible
roleplaying systoms now available from FOU,
you have to wonder what's going through the
publishers” minds.
‘Support. The ideal benchmark system
should have numerous supplements by talented
professionals, published frequently, and a
variety of adventures, modules, and useful
play-aids, Some kind of magazine providing
Articles and scenarios for the game would be
Judged by these criteria, most entries the
RPG sweepstakes may be eliminated out of
hand. (Note. for instance, that most TSR re=
leases utterly botch every point but the las.)
‘The Chaosium system, based on RuneQuest, is
an admirable achievement despite its random
character generation and lumpy polyhedra, but
requires constant and extensive tinkering, from
release to release; the Chaosium’s games
aren't compatible and don’t attempt to be.
Regnarok’s To Challenge Tomorrow “zener
system takes a novel and attractive ap-
proach to character generation, but has ots of
Formulae, spety support, and horrid produc-
tion values. About Avalon Hill, he less said,
the better. Most other publishers don’t even
pretend to the sate of the art.
Jn my thinking I have returned repeatedly
to Hero Games, ‘The small San Mateo com>
‘pany has produced three RPGS to date (Cham=
lons, Espionagel, Justice Inc.), all working
‘on the “Hero System” of point allocation, six
sided dice (in large quantities), sharp mechan-
ies, adaptability with minor tinkering. to
feveral milieu, and admirably clear writing
and organization (though Tl never understand
Why we're told how to throw things in the mid-
dle ofthe character creation section).
Support for the Hero line has been ireg~
ular but is improving, and the Adventurers
Club magazine, now edited by former SG
‘editor Aaron Alston, is looking beter. So are
the games themselves — though in & lot of
‘ways Hero remains a bush-league operation
(see the Justice In. review in the capsule se<-
tion). There are more attributes than necessary
in the Hero System, and Tean never remember
the formulae. But it surpasses the rank and file
jn so many important respects that T have no
misgivings about declaring the Hero System
the state ofthe art.
For now, anyway. oCran
1978:
pbc.
1981:
1982:
Uy
1984:
Fae
Melee
Meee
G.E.V.
In the Labyrinth
Car Wars
Illuminati
The Adventure Gaming Hall of Fame
Designing his biggest project ever . . .
1985:
Steve Jackson’s
GURPS
Generic Universal RolePlaying System
Cem CME L Co Meee)
STEVE JACKSON GAMESLetters
[A Speedy Response
Dearie Varney”
Tl arn pice wit am of econ
ment yu make n'your Counter Ieligence ca)
Ginn G7), tk there eather ie othe
Sony There ean be no denying the privacy of
jer sasfaction*moe'sevatomon ofa game
bat what sates you may not satisfy ter, Td
tke to un down Jour ist of sta the-art RPG
tSaracersi and comment on 4 fe
‘Customized character generation: implicit in
oor tame Tan shapes characte or op
Fun ner henna
{ultiment the prnary function of olepiyng. 1
find toy in rlelayg isin he ares ne
Sing th sir ers an pang the to
‘Mtatver the de roll give me. And yeh, fenoy dl
hulage of turning sting of numbers, oa
‘SStevable personaly.” When Trolepay. I'm an
Actor a mich ae a gime. How the rambrs get on
{he paper realy dosnt mater as ong as B10
an tap ste
No character clase, no alignmens, no evel
ye ham Tes elie apres ih
Dungeons Dragons. whch pioneered cach of
iow concep, iwc be hypoerical of te 12
of them. In theory, T agree: These ae a
ie sly. In practice, and in combination ih
fan i ros they canbe vane ai 0 role
im
Poise arbues and mint narber-ranch-
ing’ Aron, brother meat longs Jou dont
lei ene os aye ie The
on ‘tne vane" een Is a
teary vasen is peceny. And shat of tne
Post
souls bo dnt have the nit och ok
Finy ath caroma character’ Arete doomed 0
Ploy thdllans im games asin ie Where's the
‘erhfaliment ine
Sill de Non, od tin,
Surly yon woukia't deprive me ofthe Joy fa
Soe’ die. ove old ine dae One|
could argue tha they provide diferent
ebay sie San one iin
nd fn at wise mere pty. fe
oles ever theft prsn wha comes op wih +
Sortable hdres ie wl be Sabie my
sonal hal f fame And what te robust pone
Gre il wor
word: admire your courage in going
ct ns inh ad senting te Hero Gare se
{So he chit the taste a ten
‘Srrendy avaible, hive a sch courge Tsay
Sly thes y-own sate-fche-ar sem Would
‘Repeat tn fandom gente ares ard
{point alocion system fr sil woul Rev
{Einar cases, bo ignents anno levee
‘foud have abut four tax cones nom redun
i tbs Geng, Dey, ineliene,
sraybe Charter, sme wy to gue overall py
cal welcbeing, ike Sting when he
Serer copes mei. what ad Cal of
"without Say ol tke very
Ein of sie imaginable ld mon erinly
cope ovary of setings a hans a
ITE be walla. gee the Choosom
genes cise tucpwte rp souhe ck
bli. The nen suf from Pacseter sin con
tention, bat the Chill Timemaster, and Star Ace
fules.read beter than they play, and they're jst &
{don the simple sige for my taste
Tihink 1 walt forthe neat generation of roe
playing games before sicking my neck ot any Tur-
fer that ao id
Sincerely,
Worren Specer
"Your boss
Noted
Dar Me.
Varney:
“Al of ug here in TSR's. Legal Department
enjoyed. reading your Editorial” Commentary
Weed Excess” which appeared inthe aly!
sapere See Ger Maa
t
However, we find it necesary. and mast ir
sine tof you know that to be coeecthe second
paragrah should read
and don't forget, his game isa "Product of
‘Your Imagination™™ trom TSR producers ofthe
DUNGEONS & DRAGONS® pare.
‘Very truly yours,
arncia Wolaeger
egal Deparment
‘One More Round with Greenwood
Td lite o thnk Don Greene forbs cogent
and wellreasonod ltr in Fonasy Gamer bit
‘Teh he argued that gane designer coe ler
Toyals st suber fr good feos Ao0gs |
‘Gdagoe ngenerl wth Ms conclsions, i eter
Sra preset) he Kn of dalog| wad i provoke
when’ Paate my omgima rand Tp he
Tome 4 numberof important point
“Grecmwood pressed tun arguments 0
suppor ins posites Theft wasn eee, tht
fame designs by nature a collaborate effort T
‘ere and ac i eam
Sesion amet ower ropes I ane at
isorsufie eaom set deiger’s yates a
Sut oneouth of wha suthore ere
Greamwood's second arzamen iat most
«professionals in eu dare notably lacing in
protesionsiam. Im fored to gre, Ive been
Freed inthe raha of ue designs or
‘oth SPL and West End Games and mst hat
ton designer, scuding some of te Best know
ind ont fespectd in he indy, seem we i
‘Sie of competent developmen
Wages, Here ick professionali
ng sled professions. Rate han simply
Spiga wh we
Tf gare companies begin to insist on «higher
degree of potion anne Ger Seip
tol fect dr wl ne sl fo
tore proersonslyConpences cen Goths by
{Dring to ap games which are not adequate
iy developed) requrng rules tris and vse
elope by designer, when fas are foun
ind’) oflerng higher tats ofp) to Adequtly
Sereloped pues.
‘Ar omone who tiesto make living as a free-
lance dengner, Tim faced sh config incon
tres Aran, want do the best job of which
In capa, aed fel pela. ples and
ahh pines do xen. As mone he
0 et, aso know tht have to design and sell
a ett our games year in ondrto survive There
‘aiwayeatinpian skimp and toi ao
dba fe es Re ye poly fod
‘tough and f could be spending the time do
Somching class to avid finding” Hines
‘cae fe payad the gume' enogh mye nd
their resus probably won't produce that many
‘hangs. I's tration ty aout dont
‘Senge cents Pa sucead more often that extra
‘Son produced xr income for me
Se pe act Gat Sc For ae,
dvalon Hiren Sova 8 fants game
{he received htop royaly fe Kew what
srs, and didn't waste fine arguing about because
TB my chance af hencring twas mirc
Vira anypreviousy-pubisted designer oi
+
receive tht same rate — regardless of how polished
{Shis deign, Atte rick of sounding arvogan, 1
low tt the gene T submited was in much belt
form than Post of what Avalon Hil receives — yet
Games
Boo, make da it yu: the net tine
‘one for Avalon Hil, Tl do every rewrite of
the ies Ifyou seca probiem, lt me Kaow and
feast i you want me o se @ parila ules
Stes Tbe happy to adopt fe ram the Bing
feng, an forward yon copies of my eters he
‘Sse and thet response, Let me know what
feed wo make your in hows jo esser —and Til
Fappily comply wih your stander forms fr map
tage, counter manifest ee write ad and box
fovee text for you, if jou tke [ake the ain
‘dow o Balimore i pat the galleys and bes. Tn
Short il do everything can to minim your i=
Hoan at ne a expense yu fer me
royalty tate of 38, wih the extra PY pins cone
Sng on you beg wholy Stated wa my
Everyone else wil want tbe extra. points, of
course. Fine: give to them they'll do the same
Sinouni of afk: Together, peehape, we'll help
‘read profesional ln tis in
remain, you humble and obedient servant.
(Greg Costar
PS. The figure of is, ofcourse, open to neg
Wo
Dear Later Column
wash tke 4 moment to respond tothe eter
by Don Greenvood which eppearad in ie leer
‘ofthe aes ase of Fatasy Gamer.
ant w support his goneral claim which ates
that game designers almost neve do av much final
trent an book author. To compare the to markets
Eimer ~ thay ate othe same. ACChaosium we
‘aye do inal work onthe prod.
‘However. most ao disagree with Don's state
ment concerning. Avalon Hil peliy for names 09
bores He i dead wrong, and should consult with
Nie boss Sefore making sh rash statements about
nen be can putt descr s name on a box.
T rovenly had two Boardgames published by
‘Avalon Hil, which they published withowt ay
anges ty submission, and we incded the
amore ssaraton for picts and board which had
forbs changed sigh forthe Avalon Hil forma.
Yetiny mame didnot appear onthe boxes.
Furthermore, we submited RumeQuest in its
final format types, at in place, coor sepraions
de, a all We had been told wo would have
[Mthrs names on the Bor tont, bt were rather
{Urprncd when the color proof eame back without
theln. Upon inquiry wih ine present of AH we
tere told tha is company policy to keep names
‘fF bones. The theory i hat Avalon Hil compuny
recognition Ws More Important than any author
Feengaition
‘personaly disagree withthe policy, as can be
seen y the profusion of nues whic appears on all
‘Ghagstm products. c0 not deares with Avalon
STE pn doo, ats any erly led
tea ifferet atiude from mine — not wrong.
But | walt corre Donon bis eNerstatemet. 1
do no fel he shoul misleads pteal come ba-
tors about AH pole)
Correction
iin ec nay ton ao pron)
night ali ero in ms “Competitive Cuizens
fre [SG-70. I's i the last semence ofthe fist
pargraph under the heading “Reenlistment and
Mtunterng Out." The setence reads "Characters
‘tho have served four or more sears rall rmally
‘he table." The sentence shoul read ws follows
Characters who have seryed Tour of more femme
roll normally 0a te able"
Dan Pere
Hooston, TX,A Major New Challenge in Roleplaying:
‘Twiicut:2000
Combet: Everything from a kick in the head to an artillery
barrage on an MIE2 tank is settled by answering threo
questions: did you hit? where did you hit? and how hard
did you hit? Coolness under fire is a major factor in
‘combat— inexperienced characters may panic and freeze
Skille: There are nearly 50 skills. Any task can be resolved
by determining its difficulty and the applicable skill or at
tribute. Many tasks are described in the rules, and it’s easy
jolve others. Skills can be improved by experience,
1nd observation.
ules are provided for everything needed to keep
istilation to grenade fishing.
riety of encounters results from a
rolls: people of all kinds—enemy units, traders,
bandits, refugees—plus towns and farmhouses, animals,
wrecked vehicles, and more. Rules for NPC
Quickly flesh out important NPCs with complex motives.
GDW:: Designers’ Workshop
PO. Box 1646
Bloomington, illinois 617024646
few di
pp.
wy 2000 nm five on
me 1 ped Ging
weleot wat weal go your
wot! ago "
rs the
The real trick in game design is to produce
detailed, accurate effects with simple systems.
That's what we did in Twilight: 2000.
Equipment: All kinds of equipment—the advanced military
‘gear of 1995 and the
lengthy chronology of the war's first five years and not
‘on conditions in central Europe. A beginning adventure,
Escape from Kaliez, forms the basis of a whole campaign,
With information on enemy units, nearby towns, rumors.
and prisoner interrogations, and radio traffic, plus an ac
‘count of the death of Sth division and the division’s last
issued intelligence briefing.
‘Modules: GDW will be issuing a series of adventure modules,
with new background information for your campaigns.
Watch for the first soon: The Free City of Krakow. With
a large city militia (once the Polish 8th Motorized Divi-
sion), working factories, and—so the rumor goes —electric.
ower, Krakow is strong enough to declare Its neutrality.
It’s a major center for what trade remains and—like lstan-
bul in the 30’s—is crawling with the espionage services
of both sides.
$16 at your local hobby shop or direct from GDW.
Write for our free catalog.Featured Review
by Tony Watson
Traveller
Supplements
from
Gamelords
During late 1983 and early 1984 a new company called Gamelords,
Ltd. made an impressive entrance into the Traveller play aid market,
releasing eight supplements for Game Designers’ Workshop’s SFRPG.
Contracting with some of the best designers in
the field, including the ubiquitous Keith
brothers, Gamelords produced a diverse line
of aactive, good-quality. products. This
varied Tot falls into several categories: en
vironment guides, which concentrate on the
circumstances, equipment, and encounters
pertinent to-a certain planciary environment;
‘adventures of the traditional sort (hough it's
Interesting that both Garnelords adventures are
related to environment guides); several vol-
tumes. of scenario outlines, offering short
synopses of adventures that a referee is re
quired to flesh out; and a guide to the worlds
‘of one space subsector (A Pilot's Gude to the
Drenilthar Subsector, reviewed by William.
Barton om page 8).
The Environments
‘The environmental guides are unique inthe
universe of Traveller play-aids; they deal en-
tirely with the description, in considerable
detail, of a single ype of planetary environ
ment,” There are two of these guides: The
Mountain Environment and. The Undersea
Environment, both by J. Andrew Keith. The
Mountain Environment explains just about
everything the Traveller referee would want 10
know about using mountains as a seting for
scenarios. A substantial section outlines how a
‘mountain can be modeled for RPG use, includ
ing the creation of slopes, Faces, and summits,
and explaining the effects of pressure, altitude,
temperature, and weather. A referee can keep
any’ adventure interesting with the extensive
list of special encounters and events, such as
various sorts of difficult terrain or nasty
weather, But for all the emphasis on geog-
raphy, the character aspect of mountain adven-
tures hasn't been neglected: A new still,
‘mountaineering, is introduced, along with the
rules to use it in actual "climbs" during
adventures, The booklet is rounded out by a
Seo
long list of mountaineering equipment, an ex
ample of a mountain map, and some ideas for
possible adventures
The Undersea Environment shifs from
the heights of tall mountains to the depths of
‘alien oceans. Two new skills, swimming and
ddving, make their appearance. ‘The supple-
ment considers all sors of pertinent factors
such as pressure, gravity, temperaure
‘decompression after dives, and the effect of
the undersea environ on such activities as eom-
munication and combat, There are 2 dozen of
0 special encounters (“underow,
ling weed"), some scenario idea
‘enough underwater gear to keep any futuristic
Lloya Bridges happy
‘The tight focus and elaborate detail of these
supplements is both their strength and weak
ness, Just about all aspects of mountain and
tindersea environments are covered, but]
‘wonder just how much of this material is really
going to make its way into the average adven-ture, For example, is it necessary for you 10
consult detailed decompression tables for an
underwater adventure, or to take the tine 1
prepare a complex mounian map? Maybe not,
‘ut if you do, these will certainly provide you
with all you need,
The Adventures
‘These two adventures fit ino the mold that
Traveler players have come to expect: com-
plete scenarios with a beginning, middle, and
fend; non-player character listing; encounter
eseriptions; and detailed setings. In this
‘ase, the wo adventures are ted directly tothe
environment booklets,
‘Ascent to Anekthor, by J. Andrew Keith,
doesnot technically require the mountain sup-
plement — but since the peak to be scaled, the
{ourteen-kilometer-high Anekthor on te plan-
ot Glenshic, is designed using the Mountain
Environment formas, its use would certainly
be helpful, In fact, about a quarter ofthe book
is devoted 10 a description and map of the
‘mountain in that format. (The adventure pre-
sumes some mountaineering skills among the
player-characters, which may be difficult in an
‘ongoing campaign.)
"The players join the mountaineering expe-
dition of one Lady Sandra Lockhart, a dare-
devil noblewoman who has a wager with two
other climbing groups. As the expedition pro-
fresies, the characters learn that the other
{groups are willing to resort to some lessthan-
Sporting means to win the bet. Things are com-
plicated by the entrance of the Yn-tsa, the
‘Anekthorian version ofthe abominable show.
‘man, who are more inierestng than the squab-
bing noble NPCs. Ascent to Anekthor is
certainly not the most inspired of adventures,
but the climb, if handled correctly, can be a
tense and diverting venture forthe players.
William H. Keith's The Drenslaar Quest,
at sixty pages and $6.95, is the longest and
‘mast extensive play aid in the Gamelords line
On the watery world of Yarfah, the players
TRAVELLER
| THE
| DRENSLAAR
QUEST
by winae 6 Kes de
Bevan
ae
ets 4
LISLE
BURA
Dears
are approached by a native of Mérissar, a
world rebelling against the government of the
Carillian Assembly. An important consign-
ment of weaponry was lost when the 1800-on
transport ship Drenslaar was shot down by
Assembly forces over the neutral world of
‘Yarfahl, The ship is now wrecked under the
‘ocean, awaiting salvage. . . and that's where
the plaver-characters come into the picture.
‘The bulk of the bookle is devoted to describ
ing the particulars of the salvage operation
‘Assembly naval patrols and the very masty
‘Yarfalian sea life keep things interesting, but
‘weather and the dangers of the actual salvage
work are often the feal excitement. Since $0
‘much ofthe adventure takes place underwater,
The Undersea Environment is of obvious util
ity here. The adventure is very complete, in-
cluding deck plans forthe Drenslaar aswell as,
Yarfahlian ocean craft. The animal descrip-
tions are particularly good.
The two adventures reviewed here are
solid, playable offerings, but it's clear that
they gain their strength from their unique envi-
ronments, allowing for the maximum use of
the two environment supplements Gamelords
offers
Encounters and Scenarios
The remaining three play aids fll into a
general category of encounters and scenario
tutlines. They are something between envi-
ronments and full-fledged adventures.
‘Lee's Guide to Interstellar Adventure, by
Gregory P. Lee, is part planetary description,
par scenario, and all very good. Ten of its
eleven entries begin with listing of the Uni-
versal Planetary Profile code ranges accept-
able forthe planet on which the adventure is
fet, (The eleventh deals with xboat space
routes.) Especially thoughtful is a listing of
the worlds that meet these qualifications within
the Solomani Rim and Spinward Marches sec~
tors (both of which have been treated in GDW
supplements, and thus are likely to be aval
able to Traveler refs).
Fach eniry gives a brief sketch of the
world, highlighting any unigue physical,
climatic, poitieal, and economic aspects. The
sdesigner has extrapolated scenario ideas from
these characterises that take advantage of
each world's nature. There's a mercenary
adventure, a quest for water on a desert world,
several mining ventures, and fascinating sce-
nario set on a world that has recently suffered
a devastating, nuclear war. Lee provides the
basic idea for the scenario along with some
indications of plot twists, metivations, and
complications. NPCs, if described at all, are
offered in the barest of terms; the emphasis is
fn interesting scenario ideas with plots that
faren't heavily predetermined. The details are
left tothe referee, who can customize the story
to fi any campaign. A soli, original effor.
‘One enduring locale for starting of adven:
tures, meeting patrons, and just generally get-
ting into some trouble has been the Startown
rea surrounding every planet's starport. With
its shady businesses, seedy bars, and treacher-
ous denizens, Stunown is often an important
route of an unfolding. plot
reedo and the whole cantina
sgang,"* John Marshal's Startown Liberty is a
guide wo encounters and evens in the area sur
rounding a world's port of eal
‘Startown Liberty is divided ino three se:
tions. The first isa series of encounter tables
for the streets of Starown. Entries for each of
the encounters provide some general informa:
tion ("you encounter a shabbly dressed beg-
gar" or "your party is approached by several
(ofthe local police") and several possible out-
‘comes for the encounter, determined by dic
roll. The oceasional tourist encountered can be
harmless or finger the player group as mug-
‘er; the Marines on leave can offer to buy the
erty @ round of drinks oF lapse into challen:
Ing insults; and so forth
The next 1wo sections follow the same for-
‘mat, “Entertainment Tonight” describes the
LEE’S
GUIDE
70
INTERSTELLAR
ADVENTURE
_. &‘A PILOT'S GUIDE TO THE DREXIL-
‘THAR SUBSECTOR (Ganelords, Lid: $5.5.
Designed by J. Andrew Keith One 6” x 9"
‘f-page bookie. Published 1988,
Past Troveller supplements designed 10
elineate a certain sepment of space in which
Playersbaracters could adventure have alvays
‘oncentated on the sector level, providing 16
fubeccors full of lunes as a backirop for
venturing. Examples are GDW's Spinward
Marches ot Solomant Rim. As wrest nf
‘maton on various planats had to be skechy —
‘sully only thet univers planetary profes,
Now, Gamelorés and I. Andrew Koi, with A
Pilots Gude othe Drexithar Subsector, have
broken this end by presenting a supplement for
‘Traveller tat covers only one subsector inthe
Keith’ Reavers" Deep sector
liming this Booklet to only the single
Drexithar sibsecor, Keith is thus able provide
‘ckground information o the 27 worlds in the
subsector ata dapth never before available ina
Traveller release (excep in an avertrefocus-
ing on a single world). Following inreduciory
section giving the history of Reavers’ Deep and
the Drenlhar subsector and peoviing world
list of Drxithar, te main part ofthe book is
‘THE BRITISH ILLUMINATI
+3 on any attempt to contol Silly groups;
Cannot make or ad any atack to destroy ts
4 sr0ups cannot be destroyed >
AN
>
Power: 9/9 Income: 6
THE MONTY PYTHON
ILLUMINATI
Illustrated by Dan Willems
The British Mluminati
‘The Pythonated (British) Huminat\ are taking over the world not for power, but for laughs.
‘Therefore, they cannot be destroyed, even if they control no groups; and groups in their power
structure are alo immune to destruction! They cannot make or aid any attack to destroy (excep
tion: they can play the ‘Killer Joke" special card). Their special victory condition is to control
six Silly groups
All Pthonated groups except the Colonel and The Piranha Brothers are of Sily alignment
Sly has no opposite alignment, Silly groups cannot make or aid any atack to destroy (except tO
play “Killer Joke"),
Income: silly
5
Pythonated Groups
f
| ARGUMENT CLINICS ‘THE BISHOP BLANCMANGES,
» @ye\t le
Fower:3 eininal
Resistance: 5 Resiance:3 Violent ‘Communist
Income: sitly || income: silly oo silly
—S ==
BRITISH DENTAL ASSOCIATION CAMELSPOTTERS
4 4
reel | |
Resistance: 3 straight || Resistance: 6 Resistance: 2 Peacelal
come aye shy | Income sity || income: ‘ily |
bere J )
‘cHurcH Pouce Fist FLYING SHEEP
+o be
Resiance:§ Fanatic Rentance2 US
sity | | Income: t sitySetaleal
*
DP. & RJ. GUMBY
|
I
|
MR. EDWARD HEATH.
»
HELLS GRANNIES.
5
UPPER CLASS TWITS
THE COLONEL
+3 on any temps to destroy any Silly group
» |
ee Ressances3
bene say || toe
rate Ans was LuMBenacas
rears
estanes5 Vitet Peaceful Wert
foeer Sit || teomes” ty ‘ity
-
= a
cewen uNisTR OF SLY WALKS PANTOMIME HORSES
cg ; 04 «|
rowerorn Fh weird || romensia
felotamce 3 ied || cae mens
ey ‘ay || mee aa sa
ily - y
>
sociery for purninc rings seam "He rawisifRtQUISTION
ON TOFOF OTHER THINS Thera eruemnet hy read
Ter epee Ge Seah pected
4 SPAR 4
aes Ss omer 4/3
Resstonce:3 Resitance:0 Felotnees fanatic
heat say || tomer say || tocomer® ay
‘THE PIRANHA BROTHERS
+1 on any attempt © destroy any group
» »
Resistance: 1 conservative || Power:2 Conservative || Power: 4/2
Income: Sm || eatin ff ‘Straight || Resistance: 6 Ciminal
Income: 1 Fanatic || Income: Violent
>
me)
NOT BEING SEEN KILLER JOKE SELFDEFENSE
May be played when any attack Is an-
‘nounced. The target group of that attack is
then “not being seen” and may not be at
tacked on that turn. The attacking group may
‘make another attack instead
Does not count as an action
May be played on the owning player's
tum, affecting any group of that players
choice of Power 0 or 1 That group immed
ately laughs itself to death and is considered
destroyed. Can be played by a Silly group.
‘Counts as an action.
=
May be played by any defending group in
an attack, Adds 6 0 attacker’ die ol
oes not count as an actionPA LAM
The Fast, Exciting, New PBM Game
Of Intrigue And Strategic Conflict
Net le eek eee Rue cme Reem eum
powerful secret organizations. Your agents eagerly await your
orders. Your mission is nothing less than Total World Domination!
JOIN THE PBM CONSPIRACY
a CINaCM aN Coe caer)
Une meeme ce athe areas
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Every player's position is different
Every player has a unique secret power
foal Rte eager cuits
SMS ACEC Ca incites
er EU Te Me Toles Meas CAML a0 ToL)
No turn deadline, no missed turns
24-hour turnaround guaranteed
ee Nasu meee
ee Coeur Ue eta
Over 4,000 turns processed
PTR UESS eae mse ae Rn con
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ddd ddd dd add ddd
“Great rules, great action, just an incredibly great
ee
“HIGHLY RECOMMENDED!” — —Gaming Universal
For information, write to:
eee MU CCS LUT
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ILLUMINATI and the all-seeing pyramid are trademarks of Steve Jackson Games
ore ag mee eae Mca Ree eee)
TORT TG Ree ee mee eee‘Adventure Systems has recently come out
with a play-by-mail version of the Stove
Jackson card. game Mluminati, making many
‘changes that are needed for the PBM format
‘There are two kinds of people who might pay
this game: Mluminati card players and regular
play-by-mailers. Personally, I'am a PBMer,
‘and started playing Muminatt when T came
across Adventure Systems’ rather enjoyable
1d, Those of you who play the card game must
Ties decide whether « PEM game is right for
you at al
PBM — Yes or No?
PBM games are expensive above all cs.
“The four dollar eos ofeach urn of Mumia
can be only apart of the total. You wil find
Yourself needing to make desperate phore
Gall t somebody who lives all he way Across
the continent. Olen these conversations occur
at night, which cuts the cost abit, bat they
Sil ack up the price ofa turn. Leters don't
cost quite as much, but you'll find yourself
fing through a lot of stamps. You ray also
‘ant the caré game just to understand the Bass
ofthe PBM game
'PBM games have another problem: They
can generate exremoly long depressions. Like
all games, PEM gattes have their ups and
dovins for every player, but when turns only
arrive once week, you may be convinced that
you're losing for hionths at time! Further~
more, may take several ies at a game
before you ate really confident with ty and
that process ean take e075. This aecouns for
the great mumbers of Bepiners that drop out of
any PBM game.
Tf you are ready to play games by mail
highly recommend Adventure Systems. They
area small and relatively new company doing
1 fantastic jab. They will process your turn as
Soon as it arrives and send it back that same
‘day — which lets your turn spend five days in
the mail and stil gives once-a-week tun-
‘around. OF course, that allows you only: one
slay and night flout your turn sheet before
‘You need 1 retuma i, whieh can conflict aeely
‘with any plans you may have. This hectic pace
is too much for some players, so Adventure
‘Systems also runs a biweekly game, which
ighes you almost an entire week to scheme and
plot.
A Brief Description
Mluminati is a geme of world control
‘rough subversion and secrecy. Almost every
concewable group (human or otherwise) is
represented in this game as a target for control
by the 24 Iluminati, the world-wide conspira-
cies trying to control lesser groups through
subversion and trickery. To win the game,
‘your Illuminati must take contrl of 32 ofthe
lesser groups. Although there are 280 groups,
there are 24 players — so taking control of 32,
is no easy feat. If you accomplish it, you are
declared the winner, removed from the game,
and given “master points,"” The other players
then fight it out for second to filth pace
‘When you sign up for a game, you are
given a description of your lumina, its
history, attributes, special powers, and some
possible strategies that ft that particular T=
‘minatis powers. Those of you who expect the
Tluminati in this game to have the same
Powers as they did in the card game ae infor
4 few nasty shocks, For example, the Bermuda
‘Triangle has a bonus to destroy other groups,
while the Servants of Cthulhy have a bonus to
corrupt
‘The basic elements of any group are in-
come, agents, power, influence, and a set of
ae
alignments (Fanatical, Secretive, Corrupt,
Violent, Weird, Criminal, Radical, and Com:
munis), each fated for intensity ffom 0 to 9.
Income gives the group cash (in Megabucks)
every turn, which the group needs to perform
its actions, These Megabucks are most impor-
‘ant, as almost no action can be performed
without one Megabuck spent for each agent
sent out, (That is, if you try to contol another
group with 100 MBs and 200 agents, it willbe
no different from sending out 100 agents with
MB each.) You will often have extra agents
siting around in e group, but as you lose other
agents through attrition or through infiltration
ito other groups, you will need those
The agents of a group are divided into the
leaders and the cadre of the conspiracy. You
can increase the cade of a group by recruiting
ew members (which unfortunately lets other
_roups infiltrate their own members into Your
group), and you can increase leaders by pro-
‘moting cadre. If you think one of your own
groups has had its security breached, you ean
‘guard the leaders and cadre of your group. A
Guard action will purge the disloyal agents,
which is extremely bad for morale. 1f possible,
‘you should try to resubvert agents rather chan
purge them.
‘A group's power and influence measure
the ability of your group to perform almost al
of its actions; they can be increased only by
dint of sheer effort. A group with low power
will have difficulty taking over a group with
high power, regardless of how much money it
spends, and a group with alow influence will
Ihave trouble subverting people in another
group. If you haven't subverted some of the
members, or infiltrated anybody into the
‘group, you won't be able to control it, no mat
ter how powerful your group is. You can com-
bine the power and influence of two differentgroups by letting the group with high infly-
fence do all the subverting, and then leting the
powerful group try the actual control
Finally, the alignments of a group deter~
‘mine how ie wil react toa move on the part of
‘another group. You can change your own
alignment very easily, and with enough money
‘and power, you can change almost any other
THE WEAPON
aroup’s alignment without its permission! If
{you can imagine tung the Post Office into a
Violent and highly criminal organization, you
‘will gta general idea of how to use aigament
changes.
General Tactics
Once you take control of a group, you
should immediately raise its secrecy and dedi-
cation, to protect it from other players. You
should also let it build up a bit of reserve cash
This will give i greater ability 10 fight off
takeover attempts from other groups. You may
even want to send ita litle money from your
Thuminati. Once you contro the group i will
eno mages, mapa PB gare of we tpn
ut cries to super aresanaugnes containing THE WEAPON, the
vere Game clude desanng panearyGefenses,cancucoa 20.
a THE WEAPON sesty to warn, yee saiyngiy comple the
THE WEAPON nas been vor oughoy ploy ested and
+ Sues
7.0. Box 1903, nalanapols,Inlana U.S.A. 46206
be very easy to subvert its members, and you
should) at least control all of its leaders
‘Another group's subversion affects the un-
‘subverted leaders first, so somebody may be
subverting leaders in your group without your
Knowledge. If you find that somebody is sub-
verting your leaders (you will notice that you
‘control fewer of the members than you used
to), You can protect the group by quickly di
patching another Control order. I the group is
taken from you while your turn is i the mail,
it wil be vulnerable to your recontrol order.
You won't be wasting the money either,
‘because if you haven't lost the group, the new
Control order wil be ignored.
"Most groups controlled by your Illuminati
will be powerful enough to control groups of,
their own, Since your Illuminati can only
dliteetly control four other groups (as in the
‘card game), and since the final goal of the
fame is 10 control 32 groups, your subgroups
rust eventually control groups of their own.
Therefore, an attack against the subgroups of
another player can be just as devastating a5 an
stack agains his or her Muminati (this is
unlike the card game, where an attack against
the Illumina set is not allowed).
Looting and Probing
Iris possible inthis PBM game to lot the
lesser groups, # tactic unbeard of in the card
‘game. It works this way: Once you control a
‘group, order it to selloff all ofits income,
‘which’ will give it an extra large supply of
‘cash. Then order ito transfer all its money to
your Illuminati (or any other group). The
Feceiving group in turn invests the new money
to get income, You have, in effect, transferred
the income of the first group into the second
group, making the second group more power
ful andthe fist group useless. Do this to weak
groups and to groups you're afraid you'l lose
‘next turn; you don't want to loot @ group thet
has a high power and influence, because it can
‘ot the money to good use
‘Once you have taken all the income from
the lesser group, it becomes litle more than-2
people bank. Subvert its members and order
them to withdraw from that group and join
‘yours, This gets ri ofthe problem of infltra-
tion (which only happens when you recruit),
and can be as cheap. If you have completely
Jooted a group, you should probably drop it, so
that other players looking at your power struc-
ture don’t become alarmed. If you leave two
‘of your own people init, you shouldn't have
any trouble retaking it at the end ofthe game,
for a quick extra group to add to your tally.
Information gathering isa big part of hu-
‘minat. Probes will give you information on a
group; the data may be slightly inaccurate and
Incomplete, since only # really powerful probe
will be totally accurate. One of the last ob-
tained and most important bis of information
you'll get in a probe is who controls the group
Yyou are probing. A cheap way to lear if any-
‘ne else controls that group is to Jook at the
‘morale. All neutral groups have @ morale of
50, which drops when the group is taken over:
i the group's morale is higher or lower than
50, you know at Jeast that it was controlled at
some time, (Edior's Note: According 10Draper Kauffnan of Adventure Systems, this is
not true of a Mluminati PBM games.)
There are groups of players who've cot-
lected probe results of many of the 280 groups
and are willing to sell or give them to you.
‘These lists are valuable, in that they lt you
stop randomly guessing which groups makes
the best takeover targets, and trying to compile
‘one ofthese lists yourself is very hard. You
will sill want to probe a group before you at-
temp to take it, as you could anger its present
‘Turns are processed once a week, meaning
‘that your turn can arrive any time from Mon=
day to Saturday. Because of this, you can send
ina cue that will ative on Saturday, and then
second turn that will arrive Monday, both of
‘which will be processed. If your opponent is
regularly sending in tums to arrive on Wed-
nesdays, you will get in two quick turns before
he or she has a chance to react. Of course, you
have to send inthe second turn without being
able to see the results of the fist turn, but itis
‘often worth it. Adventure Systems thoughtful-
ly provides you with an extra turn sheet atthe
beginning of the game to accomplish ths.
‘When using this move, iis helpful to write on
the outside ofthe envelope that these two turns
should be processed inthe right order, justin
‘ase they both arrive on the sume day,
A big question that a lot of players have
with Mluminati is how much money and
agents are needed to perform any particular
action. All actions depend greatly on several
factors, but the best way to find out the appro-
priate Combination of men and Megabucks is
to ask a more experienced ally. Briefly, an
alignment change in your Mluminati usally
takes only one agent and one Megabuck, while
an attempt to subven the members of another
lumina can take more than 600 of each o be
suceessful (and may stl fal), Other actions
range between those two extremes,
The Future
of Muminati
‘The Mtuminatl game I've been describing
is only the Beginner's game. Adventure Sys
tems is planning to start an intermediate game
soon with several rule changes. You are
lowed to play in two beginner games before
‘they consider you an intermediate conspirator,
unless you win your first beginner's. game.
Intermediate games will have some new
‘groups, with new powers. It will probably be
harder to loot group, so you will have to keep
groups, regardless of how weak they are, if
you want couse their cash. The special powers
will play a much greater part in the intermedi-
ate game. (Inthe beginner's game, an Ilumi-
‘ati with @ bonus to subvert has only a lightly
better chance than any other Illuminati wo sub-
vert inthe intermediate, such a bonus would
be far more important). In a sense, the begin-
net's game is only a training run forthe into
‘mediate game, to give players a general sense
of how to pley, before they are confronted
With the realities of cuthroat Muminati play.
tis rumored that there will some day be an ex.
pert game, open only to those players who've
collected master points. Who knows what les
in wait for us in that distant future .
T hope you have been convinced to play
‘Mlaminati. For you card players, prepare 10
have your conspiracies expanded several-fold,
and for you PBMers, get ready to enjoy a real-
ly novel game, with lots of amusing quirks
But be careful; group umber 265 (PBM
Game Companies) is out to uke over the
world o
ILLUMINATI PBM DESIGNER’S NOTES
“The strange thing about this game is that it
ida’t start out as Huminati, For almost a
decade now, I've been keeping a notebook of
ideas for @ global strategy game which would
el away from our preoccupation with games
fof maneuver warfare. After all, the world is
{ull of politics, intigue, propaganda, terror-
jsm, and subversion, which respect neither
tance nor borders, yet in nearly all of our
games, we still concentrate primarily on the
Physical movement of pieces on a map! Yes,
‘many games give important roles o diplomacy
and economic development, but — from tribal
fantasies to modem wargames to galactic con-
flicts — the game is almost always decided by
Which player can outmaneuver the rest on the
‘atlefitd
In reality, however, great conflict ae set-
tled by prowess on the batlefield only when
the leaders on both sides have filed to outa
reuver each other in other ways. And T
thought it would be interesting and fun to
Create a game which put the emphasis on those
“other ways:
So, I began with the basic concept of a
BM game of world conflict carried out by
spies and secret agents, saboteurs and assas-
‘sins, propagandists and opinion makers, hot
‘money and smuggled arms, popular movernents
and secret conspiracies, Attitudes, belies
security, morale, and persuasiveness would Be
just as important as raw power and wealth
‘The units inthe game would be counties,
‘of course, plus international organizations
(like IBM, OPEC, NATO, and the UN), gov-
fernment agencies (like the IRS or the KGB),
and ideological movements (like Marxism, of
Shite Islam),
Figuring out ways to represent all of those
‘groups and countries wasn't easy. The com:
plexity was mind-bogeling. Too much realism
can be a trap for any designer, and Iwas clear
ly caught, looking for The Great Simplifying
‘Assumption that would lead me to a workable
solution
The Hlumination
‘At that moment, probably the precise
‘moment of maximum frustration, our first
copy of Huminaté arrived by mail. I read the
rules, chortled over the cards, and talked
Susan into “'2 game or two." The rest as they
say, is history. We played, we laughed, we
played some more, we muttered imprecations,
Wwe recruited local gamers, we gave copies
away to friends. As you may gather, we liked
‘Mluminat is an almost perfec example of
elegant simplification. Everything about a
‘group is reduced to a few highly abstract in-
dices. and alignments. It is tactically rich,
playable, funny .. . and insidious! It wasn't
Jong before I found that every problem in my
‘own game design had a suspiciously similar
solution; “Hey, how about if we just handle
that ike they did in Mtuminari?™
In fac, the fit between the PBM game and
Steve's Mluminati was so good that it g0t
embarrassing. Making the PEM game work
‘was herd enough without the extra burden of
‘making it different from the eard game. I was
starting to fel, well, just alle bit paranoid.
Were the Secret Masiers really trying to take
‘over my game? Finally, I gave in tothe inevi-
‘able and called Steve to see if he would be
9
by Draper Kauffmai
Imerested in licensing the PBM rights to us.
By basely trading on past favors, I got him to
agree, and development went very smoothly
fom thet point on.
The Result
‘The original design had countries, leaders
and cadre, and the idea of probing, inflrat-
ing, subverting, and changing alignments. The
‘ey ideas incorporated from the card game
‘were: 1) treating all countries and organiza-
tions simply as "groups," 2) using alignmeht
scales to describe the effects of influence, and
3) the tongue-in-cheek conspiratorial back-
‘ground. The result, I think, is a much beter
‘game than it would have been if I had just
Started out to convert Iluminati to PBM.
CCertsinly the players scem to be enjoying
themselves, whic isthe most important thing
During the original playtes period we were
blessed with an exceptionally good group of
playtesters who kept an eagle eye out for
errors, while also contributing many, many
suggestions for new actions, new special
powers, and other changes, large and small,
‘wich have made the game more playable and
more exciting
Tn return, we've made a tremendous in
vestment ofboth time and money in providing
very fast, reliable service, and I think we've
icceeded. Errors have been very rare, and
‘most players get their turns back within five or
six days unless they are pushing up against the
‘one-turn-per-week limit. We've recently ex-
pended our hardware capabilities so that we'll
entinuc ta beable to provide the sare service
as we grow, Happy conspiracies! aTwo years ago, in SG 60, I made a few
predictions about the future of the gaming in
‘astry. And, fool thar | was, I promised t0 run
‘a scorecard in 1985 to see how good the guesses
were. Well, it's 1985. So (pot without acer
tain amount of trepidation) it's time for
The Crystal Ball
Scorecard
[made seven predictions. We'll take them
one ata time,
1, “The biggest growth inthe game field
‘will be home computer games. Wargames will
be a significant part of the computer game
field, but nowhere near the majority. Home
video-arcade machines will. become com:
paratively less popular." 100% right. The
‘nly surprising thing has been the failure ofthe
‘old-jine wargame companies to move into the
field in any significant way. Only AH has done
50, and the results have been mixed. The best
computer wargames are being produced by
companies like MicroPro, SSI, and Atari
2. “RPGs and adventures will continue 10
dominate the non-compater portion of the in=
dustry. TSR will continue to have higher sales
than any other company, but their masket
share will diminish . . Right again. The
‘superhero phenomenon injected new life into
RRPG-ing: both historical and science fiction
boardgaming have languished.
3. ""Minigames will increase in variety
‘and availabilty. Inflation willful this tren.
By 1985, there will be a lot of people buying
$7.00 minigames instoad of $20.00 ‘full-sized’
‘games... Pretty close. Inflation took the
minis to $5.95 or $6.00, rather than $7.00 —
and only Nova and FASA have joined SJ
Games as significant minigame producers. But
they're producing lors of ther
“4. “Game companies will appear, die, and
be bought out, a they always have. Figure on
at least one new ‘sar® appearing every t¥0
100,000th Car Wars Sold!
Flash! Theodore Schmit of Lake Zuri, I>
tino has purchised the 100,000 Car Wars
fame! Thendore writes" "T tok off he plastic
fd opened [he pocket box]. T then pulled out
the envelope [containing the prize cmtiicat]
‘Congratulations,
aod. FREAKED OUT!
‘Theodore, wo lve freaking people out! Enjoy
{your ifetine subscriptions to Space Gamer and
‘utodue! Quarers. 8G, ADQ. and eer) gare
‘and play. aid currently produced by” Steve
“Tackson Games willbe winging thee way tou
before you know it.
Where We’re Going
a1 aM ole ete
‘years, and atleast one big, solidlooking com.
‘pany going under (ala SPI) every two to three
years... The yearly turnover will be 10% to
15%, but the total number of active game
‘companies will remain about the same.
‘Again, prety close. Victory Games is our new
sar; Heritage and Metagaming, our dead
giants. And turnover has, indeed, remained
pretty constant
5, “*Play-by-mail will continue to grow, as
will play-by-phone. But for every correspon:
dence game that survives, three more will
crater afer the first few months." Partially
right. PBM fas grown. There are now two
full-blown magazines serving PBMers! But
play-by-phone has gone almost nowhere,
%. “The game industry, as 2 wbole, will
prosper even though the esonomy may 1
‘The national game conventions will continue
to grow and to become more professional
Cooperation between convention organizers
may lay the groundwork for a national gaming
society ... which will probably never have
‘more than 200 30,000 members, but willbe a
great convenience to those who join.” Well
‘maybe. The game industry has grown
but’ “prosper"” might have been too strong a
‘word. As for a national gaming society — it's
to laugh. Maybe someday
7. This was the realy risky per. I named
28 companies, and made a prediction (general
status only) for each one. And some people
sil aren't speaking to me over that. Rather
than list each one, let's just look at the ones T
missed, and a few ofthe borderline cases and
interesting bullseyes. (IF you want the whole
list, go back 10 SG 60 and see for yourself.)
{called Nova to “hold positon." They're
‘doing much beter than that. On the downside,
T-made the same prediction for Metagaming
(hich folded), Adventure Games (ditto), and
‘Yaguinto (which has all bat abandoned the
field, cutting new releases down to almost
T listed Hero, FASA, Sir-Tech, and Cen-
tal Texas Computing as “small but
‘rowing,”” hedging my bets by saying they
‘ould do better if they played their cards right.
Well, Hero and FASA are ceriinly top-ten
material right now — Hero on creativity, and
FASA on bucks. Sir-Tech hasn't done any-
thing since Wizardry, but they are stil selling
lots of supplements. And Central Texas Com:
ating is still small (and stil reliable) but not
Browsing at all. So it goes
‘Of the three that [listed as “need help,”
Heritage is indeed gone, Judges Guild is hang-
ing on by its fingernails, and FGU is still
FGU.
30
[And ‘unclassifiable Victory was the big
success story of the year!
Alin all, I had six lear misses out of 28.
Could have been beter. Could have been
So, to toil the scorecard — out of seven
darts thrown, 1° eall ic two bullseyes, 1w0
Solid hits, rw in the second ring, and one (the
last) out inthe third. But none of them missed
the board. Think 1 ean do it again? T don’t
know ether, I'l take @ shot att next issue.
GURPS Update
Its going pretty well. We had another g0
at the combat system, It sll dida’t work, But
this time we figured out why. think it's fixed
‘We're enmeshed in a philosophical argument
about some details of the movement system.
The “fine grid" crew is holed up in one cor-
ner ofthe office, the “large grid” gang is on
the other side, and epithets are flying freely
‘But I'm realy feling prety good about it
We're now thinking about supplements. The
basic set will concentrate on fantasy’ the first
three supplements, unless we get contrary
feedback, will be superheroes, autoduelling,
and science fiction, I hope you seat in the
GURPS feedback in the lait issue. If you
didn’t — do it now! There may sill be time,
Other New Stuff
IMuminati Expansion Set 3, gameboard
and al, has passed its playtests with ying col
crs. Look for it in early 1985. Also in early
1985 will be Seott Haring’s Car Wars Expan-
sion Set 7, with off-road racing, combat, and
healthful outdoor sport.
‘By popular demand (both from gamers and
ted decisions — which units 10 buy. where and
‘when to press aacs, how heavily to defend a given
trea» Comples decisions, es complex mechan=
ics? No. You'd really have to look to the classic
boandgames — Monopoly, Rsk, Clue — to find
simpler game systems
‘Bat simplchy is two-edged sword, Brevity
sets the way of clarity, and he rules ate vague In
pot Payers will ind themselves making their
‘wn decisions about holes in the rules — hols
‘which should have been plogged beore the game hit
the market. Nothing cca, mind you, bu annoy~
ing nonetheless. Anoher problem: Axis & lies
pliys slows. Count on about half an ur pee payer
Sind that's afer you've all mustered the ules.
(Cackly there's enouen gong on during oter play
8" turns that nobody ges Too Bored. Ar on the
pl side, munchia runs are no problem tall)
Taxis & Alles has two component problems. The
first is the map. Beal though He may bes the
spaces oni ae just too smal 0 Hol ll the peses
you end up pig onthe Roar almost enough
{make you wish for eoutes. The second comp
‘et problem isthe box I's beautiful, sue, but i's
huge’ to big to ft comfortably anywhere i my
house, And Ws $0 doop the components rate
round and fll out of thet handy containers the
fiat time you Ist litle to fa to port. The box
ould have been eut down to haleqth an done a
‘much beter j00 of holing everyting dn place
‘Kn, ialy, i srt of others me tat the game
ever seems to follow the course of history, but
‘hat the eck
‘Overall Axis & Alles i a winner 1s simple to
learn, ary to play, equtes los of thought. and has
immense replay value (since each cour) has
snigue poss, resources, and geography). Oh yeah
nde bargain If any soventee wargame oom
puny hed released Axe & Ales, woul probaly
fall or tre times hats costs From Milton Brad
ley, At ites itcan be yours fora measly 1S bucks if
yOu shop around. So what are you wating for?
Warren Spector
CONQUEST OF THE EMPIRE (Miton Bead-
ley) $22 ret, No designer fisted. Muli-payer
boardgame, pore of MB's. "Gamemasiee™ series,
Full-color mines mapboard, 268 plastic paying
pieces, 45 pleic coins, reference card, conrol
fnarkes, two dice, I-page 81°" x 11" slebook,
boxed. Fortwo osx players; paying ie four 6
five hours. Published 1988
“Brerthing has changed: That's wha 1 thought
swmen te three nes Mion Bradley Gamemasterre-
Sit.
leases arrived in the mail. These are wargames —
‘imple once, abou one sop above Risk, bu none
theless they're wargames from a major publisher.
For anyone used o flimsy mapsheet and cardboard
oumers, the production values in these games beg
far cescription Conquest of the Empire, an
strat mul player game of Rome in 200 AD,
tives you plate coms, pod ad ser “alent. 10
fanry. cavalry, cy frfcaions, and
ofthese are dealed plastic miniatures!
‘And the mapooars i ust super-delune. AS for the
fame isfy 0 ruher absloncal premise his up
fo sm "Caer fighting for dominance of the
Empire ~ and there's only one winner. Move your
Pieces (@ province at atime), fight collet tribute
from your territories, and finally buy new pices
‘nd place them in your home province. Combat
Snvolves calculating advantages” geod with
napus and fricaions, then picking # unit on
the opposing sie and rolling one die to see if t's
‘dearoyed. Dierlling erates nil one side 5
‘anguished or the stacker rereas. Twice ding
the game the curency inflates, making everything
Imore expensive. Galleys allow sea movement and
combat
"This isa stupendous game. Despite its simpli
iy, ‘Conquest requires elaborate planning, and
rewards cnefu satogy. Every gan is uniquely
fascinating, whether» Might egiono-legion war
Of attrition or a fencing match of deft and unex
‘ected maneuvers. The inflaton index, though sim
ple, produces some neat effects: Fr instance,
Sou edge toward tho neXt iflationry threshold
You become desperate to spend al avalble lens
‘While they're sil wor something, Als, inlaion
helps hep play balanced if ne Caesar grabs lt of
feritory All ally an elegant touch, Very tue to
the flavor of the ge andthe period
How frosting, then, 10 discover an atrocious
lnolance inthe combat system the catapult (a
Tsu, gives you a combat advantage, whichis ine
pet also very hard o destroy, Which makes
‘much (00 powerful, Is no exaggeration that win-
‘ing Conquest depends emily om how many cati-
pals you can fl you concentrate them. yu get
Sich an advantage you can ell through enemy
orces three times your size, Very sloppy. also,
Conquest works boit wi five oF six payers but
thar virally ensres tha at least one player will be
knocked out of the game carly on — always a flaw
ina multiplayer design, Lite quarrels T had with
this game. Defenders aren't allowed to retreat:
‘Carsars ought o got combat vantages; the plese,
though reilly kee, ae sometimes clumsy; and oc
asonally tetris arent hig enough fo accommo
‘at all he plese moving ia
But dont get me wrong: Conquest of the Eme
pire iss sper contest of kill ~ no strong on
Fimlcion, bur very god at eaprig the grandeur
that was Rome. It probably doesn't have gute the
replay value of Axi & Ales, another Mion
Bradley Gamemastr release (see the review else
where nth section) util ges high marks,
andi sire tents the hed MB product, Broadsides
‘£ Boorting Parte. If you Ike the Roman prio,
‘ei you've jst wor obt your RISK set, Conquest
‘ofthe Binpireis highly cecommented.
atin Varney