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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) 212517No. 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 CoverSS
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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)