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Imagine Magazine #06

The document describes the GANGBUSTERS role-playing game set in a fictional 1920s city where players can assume the roles of private eyes or reporters. It includes details about the game's components, such as a rulebook, module, and maps, as well as mentions of the IMAGINE magazine featuring new game content and classes. Additionally, it discusses the evolution of role-playing games and the excitement surrounding new expansions and player experiences.

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Jean Aymarre
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0% found this document useful (0 votes)
53 views52 pages

Imagine Magazine #06

The document describes the GANGBUSTERS role-playing game set in a fictional 1920s city where players can assume the roles of private eyes or reporters. It includes details about the game's components, such as a rulebook, module, and maps, as well as mentions of the IMAGINE magazine featuring new game content and classes. Additionally, it discusses the evolution of role-playing games and the excitement surrounding new expansions and player experiences.

Uploaded by

Jean Aymarre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
ee aes ata Cae Cr] FOR30R MORE PLAYERS AGES 12 AND UP Relive the days of the‘ Untouchables’, when G-men battled gangsters. Be a private eye or reporter . . . your choice of colourful characters in an era of mobsters and bootlegging. Players in the GANGBUSTERS” game investigate the underworld of Lakefront City — a fictional metropolis in the ‘Roaring Twenties’ and “Troubled ‘Thirties.. The GANGBUSTERS" game includes a 64 page rulebook, a 16 page module, dice, a sheet of counters, and maps of Lakefront City. In — the TSR tradition, the GANGBUSTERS” role playing game will be supported by a range of exciting I sua) and challenging modules. & L They ; i ‘TSR Hobbies (UK) Ltd, | ‘The Mill, Rathmore Road, Cambridge CB1 44D ‘Tel: (0223) 212517 No. 6 ‘September 1983 Published by TSR UK Ltd Publisher ......... Don Turnbull Editor ............ Keith Thomson Assistant Editor Paul Cockbuen Editorial Assistant Kim Daniel Features Assistant .-... Mike Brunton ant Phil Kaye ‘This month’s contributing artists: Emmanuel Paul Ruiz lan Williamson ‘Anne Hamill Pete Young Jeremy Goodwin ‘Sarah Hocombe IMAGINE™! magazine spublished manthyby TSR UK Ud The. Mil, Rathmore Reed CAMBRIOGE C81” 4AD. Telephone: (02231 22517 Telex 818761 IMAGINE magazine is avaiable om alt good hoboy shops and. newsagents. Ii also Indiv suberiptton The subscrinion ate ‘ack issues of IMAGINE magazine, wnere ftilavatabi, can be tought racy from the publisher for the price of £1.50 (ine peste nd packing. Payment must accompany al Srdor. Ione or more seus in a order are whieh may be exchanged for cash oF wail be printed on the subscriber's maling the publisher at leest 20 days belore the bHlecive change 10 eneure Unioterruptes All material published in IMAGINE magazine pubilaher prior to publication, unless speci wens IMAGINE magazine welcomes unsolicited Submissions of writen material and areork Tntrned unegssccompanie by armed, ‘noarne creumstances wl the publisher isso Pubsed material Wl be ai for IMAGINE isa rade mark owned by TSR ine ‘rereservod, and othing may be reproduced in wiole of in part without the weiter onsentof the publisher, Copyright ©1983 by IMAGINE magazine gratefully acknow. 1dgos the support offered by ite sistor Publication, DRAGON” magazine, published by our parent company TSR Inc, PO Box 756, Lake Geneva, Wisconsin 83147, USA. Articles appearing in IMAGINE magazine may have previously appeared in that publication IMAGINE magazine, September 198 Once again our modest and unassuming editor has stepped aside and allowedone ‘of more humble rank to pen these words. Why he thought I would be ideal for writing the editorial for the ‘Thieves’ issue, | don’t know. This issue carries the Thief-Acrobat class for the AD&D™ game, part of the ‘expansion of the game that has already seen the publication of the Monster Manual 2 book this summer. Our colonial sister publication, DRAGONTN magazine, has carried many other additions, most of which have found or will find their way into revisions of the rules books. The Cavalier class, which we are expecting to publish in * 12 of IMAGINE™ magazine, features many of the changes that are envisaged for the fighter classes. | look forward to hearing what, you think of the Thief Acrobat and the Cavalier; notwithstanding the mail we had concerning the Barbarian! Ata time when the D&D® game has become the best-selling game in the UK, ahead of Scrabble and Monopoly. many of the more experienced players are asking ‘where is the game going?’ They can remember when it was a part of a hobby with a few hundred adherents — serious gamers with aninterest that went beyond the mere playing of the game, Now, when many thousands are discovering role-playing for the first time, and when the AD&D game is being expanded through a variety of ‘official’ and ‘unofficial’ media, these long-serving gamers are asking what common ground there can be between them and the ‘game they play, and the newcomers and their versions. In the end, no matter what role-playing game you play or how you play it, you, the reader of this magazine, are a participant in a hobby dependent upon inspiration and imagination, You buy a cold set of rules — you transform it intoa living world, ‘with a consistent sense of its own ‘reality’. We are aware that not everything that is currently being added to or called the AD&D game will find its way into every ‘campaign. But give things a try first, and then tell us what you think. ‘Ws Paul Cockburn Contents The Beginners’ Guide to Role-Playing Games, our feature for the new player, with Nic Novice ..... 2 Stirge Corner, by Roger Musson, ‘a guide for the inexperienced player 5 The Thief-Acrobat, by Gary Gygax, a new split class for characters with high strength and dexterity ... 7 Dome of Whispers, by lan Watson, original adventure fiction 5 serenceeaev ll Mluminations, news from the world of games ... 19 Jack of All Trades, by Roger Hall, a scenario for the D&D, AD&D and DRAGONQUEST™ games.....21 Players Association News, a magazine within a magazine, edited by Mike Brunton PAN Pipings ............ Dispel Confusion...........- Turnbull Talking “ Rubic of Moggedon ...... Film Reviews, by Colin Greenland Chain Mail, by Brian Creese, a new regular feature on postal gaming ... Tavern Talk, by Pete Tamlyn i Letters, Clubs and Forthcoming Events Fanzines European illuminati Game Reviews, adventure games under the spotlight... The Sword of Alabron, Cartoon Adventure by lan Williamson 46 Fa at Dragon Post, by Emmanuel . sees Cover SS SS rw! _ . Se FE BESINNERS SSUIDE ssn ut i? she wie Ataker bystealth and skulker in shadows, the thief is a common character in famtasy literature, Players of fantasy role-playing gamescan enjoy the thrill of carrying out daring robberies using their skills to relieve the wealthy of their riches. The adventure took place during such a game. Sue is the referee who has created the setting and runs the game according tothe rules. The players both assume the role of thief and act as though their characters are in the situations described by Sue. They both possess thieving skills which they use during the adventure. When they use a skill Sue rolls dice and compares the result to their skill scores to determine whether they succeed or not. ‘Anne (Maeve) and Alan (Tork)are attempt ing to rob a merchant's room while he is ata Guild meeting. Alanhas successfully climbed the outside wall while Anne ‘waits in the shadows below. Alan — ‘I'm trying to open the window. Can | reach the catch with any of my thief's tools?” Sue rolls two dice and checks the score against Alan's Open Locks skill. He succeeds and opens the window. S LENIN <= HERE AGAIN TT DIFFERENT. YOU USE PERCENTILE DICE SY YOUR HIT POINTS ARE BASED ON YOUR, STRENGTH BUT (i-i00) FOR YOUR GUNFIGHTING ABILITIES. THESE ARE [=] 115 POSIBLE TO DIE FROM ONE SHOT NO MATTER HOW SOUR SPEED ACCURACY BRAVERY, STRENGTH AND EXPERIENCE! | MANY YOUVE GOT, A BULLET THROUGH THE BRAIN A | \ | | | Alan — ‘Vil signal to Anne that I've opened it. Then I'll try to Move Silently into the room. Sue rolls dice to see if Alan makes any noise and if Anne can climb the wall ‘Sue — ‘Anne, you climb the wall with no problem. Alan you see a richly furnished room with a four poster bed. A nightstand. is next to the bed with a jug, a candle and. an ashtray on it. On the other side of the bed is @ wooden chest reinforced with ‘matal bands. The floor is covered by rugs and furs. There is 8 door opposite the window and you notice that the area behind the door is lit Anne — ‘Good. Looks like we picked the right window. The door must lead to the hallway.” Alan — ‘I'll move to the door and listen. Sue rolls for Alan’s attempt to Hear Noise. Knowing there is no-one in the hallway, she ignores the dice roll and tells Alan that he cannot hear anything. Anne — ‘ll check the chest for traps. ‘Sue rolls two dice and checks the result with Anne’s Find Traps ability. She tells, Anne that she se9s a needle in the lock go, ‘Anne —‘'iltry and removeit. fi succeed Il pick the lock. ‘Sue rolls the dice and is again successful, the poison needle is removed! The throw to Open Locks is, however, too high Having failed, Anne cannot try again, Sue — ‘Alan, as you move away from the door you hear footsteps approaching and. the jingling of keys.” Anne — Ill hide behind the door and prepare to Backstab whoever comes in.” Alan—‘lldothe same onthe other side.” ‘Sue — “The door opens and a fat, richly dressed man enters the room, carrying & candle and muttering to himself As the two thieves are trying to Hide in Shadows by the door, Sue rolls dice for each of them to determine whether the merchant notices them, He does not, and Sue informs Alan and Anne of this. ‘Anne — ‘ls anyone with him? ‘Sue—‘No-one follows him into the room and youcan’t hear anyone in the corridor. Anne — ‘I'll Move Silently and take him by surprise. | place my hand over his ‘BUSHIDO USES LES LUCK IN CHARACTER, GENERATION 00 FUL ON THE BIRTHTABLE FOR YOUR SOCIAL CLASS AND DEE WAT al PROFESSION YOU WANT TO FOLLOW, {YOU WAVE 60 POINTS AVAILABLE , PLUS ANY BONUS POINTS FROM YOUR CHOGEN FROFESBION , TO ASSIGN BETWEEN YOUR, STRENGTH, DEFTHESS, STED, HI WIT AND WILL. CHARACTERS ARE BEST ENED] ACLORDING TO THER PROFESSION. A SHUGENDA (WIC USER) DOESNT NEED TO BESTRONG BUT. ‘mouth and put my dagger against his back. I'm not trying to wound him, only let him know that I could do so easily. Sue rolls and tells Anne that she has no problems taking the merchant by surprise. Anne — ‘No noise or it is your last. Does he understand? Sue — ‘He nods and you notice beads of perspiration break out on his forehead, Alan—‘Illcheck that the corridor is clear and close the door. Anne andsay ” 'iljab the merchant in the back ive me the keys tothe chest.” Sue — ‘He rummages around in his pouch and pulls out a key. Alan —"Iget the key and try it in the lock. Anne — ‘I push him onto the bed and attempt to tie him up with a piece of cord from my pouch. Then | stuff my hand: kerchief into his mouth to gag him. ‘Sue — ‘He does not resist so you have no problem. Alan, you get the chest open and see that itis full of clothes. ‘we Jim Bambra id AND PAUL RUIZ ‘YES, MT POINTS. ARE THE CHARACTER'S HEALTH SCORE PLUSA DIE ROLL. F YOU HAVE A HEALTH SCORE OF 24 AND YOU'RE A SAMURAI YOU HAVE 24477" POINTS PLUS 17010 HIT POINTS (310)

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