Showing posts with label spi. Show all posts
Showing posts with label spi. Show all posts

Saturday, December 21, 2024

Three Dimensions

I mentioned in yesterday's post about my favorite science fiction roleplaying game map that Traveller's star maps are two-dimensional and that that's long been an issue for some fans of the game (though it mostly doesn't bother me). In the comments to that post, several readers mentioned the three-dimensional star maps included in GDW's 2300AD (né Traveller: 2300) and SPI's Universe. Here's the Near Star Map from the former, which covers a volume of space within 50 light years of our solar system:

Even at this small size, you can see there are a lot of stars included on this map. As it turns out, there are, in reality, even more stars within 50 light years of Sol, but GDW didn't have the benefit of our current astronomical knowledge. They worked from the then-quite good Gliese Catalogue of Nearby Stars from the '70s, which has since been updated many times (and perhaps even superseded). Still, I loved this map, which included XYZ coordinates for hundreds of stars, which provided lots of scope for exploration and adventure in the 24th century.

Much as I loved that map, though, my absolute favorite 3D star map came from SPI's Universe:
This map included far fewer star systems and covered only a volume of about 30 light years from Earth. However, I probably spent far more time poring over this map than 2300AD's. The reason for this is quite simple: I encountered the Universe map first, making it perhaps the first three-dimensional star map I'd ever seen. Unlike 2300AD, I never actually played Universe, but I read the one-volume, softcover edition of the game released by Bantam Books cover to cover multiple times. The pull-out star map left a lasting impression on my thirteen-year-old self.

I love the idea of using a properly three-dimensional star map in a science fiction roleplaying game. Nowadays, the availability of much better astronomical data and personal computers with useful software, employing 3D maps is probably easier than it's ever been. Despite that, I've never refereed or played in a long-running SF RPG campaign that made use of them. I don't know why that is or if it's likely to change anytime soon. I have very vague ideas of following up my ongoing Twilight: 2000 campaign with a 2300AD one, but that's still some years in the future, if ever.

Has anyone reading this made a good use of three-dimensional star maps in their roleplaying games?

Tuesday, August 22, 2023

Polyhedron: Issue #6

Following in the footsteps of its predecessors, issue #6 of Polyhedron (June 1982) features a striking piece of original art for its cover. This time, it depicts a scene from (presumably) Boot Hill, as imagined by artist David D. Larson, whose name is otherwise unknown to me. Regardless, it's a terrific illustration and yet another reminder of how much unique artwork graced the pages of Polyhedron.

Apropos to my recent post on this topic, the issue opens with a letter from a reader in Georgia, USA: A local religious group is trying to ban DUNGEONS & DRAGONS® from our school and library. Can you help?" The reply – it's unclear whether it's from editor-in-chief Frank Mentzer or editor Mary Kirchoff – is as follows:
Though I can't be certain, I assume the "Duke" mentioned above is Bruce "Duke" Seifried, a friend of Gary Gygax who would join TSR sometime in late '82 or early '83 as the head of its new miniatures division. If so, I'm not certain why concerns about attempts to ban D&D should be directed to his attention, but there is much about the inner workings of TSR that elude me.

Frank Mentzer's "Where I'm Coming From" talks about a couple of related matters, starting with "why the various game manufacturers don't get along." Mentzer states that, since publishers are all competing for business, it only makes sense that they wouldn't always see eye to eye. That's why the RPGA doesn't support non-TSR games: the company isn't interested in directing sales to other companies. It's a very honest answer. Mentzer also mentions that TSR continues to expand its library of games, noting that the company has just acquired SPI, making Dragonquest a TSR game and thus eligible for inclusion in the RPGA. Of course, we all know how that turned out ...

The third and final part of the interview with Gary "Jake" Jaquet appears in this issue. I keep saying I ought to write a series of posts about what he has to say in this interview, but I've been distracted lately by other matters and haven't had the time. That said, there are a couple of tidbits worth mentioning here. First, Jaquet explains that he's kept "DRAGON™ magazine's style more conservative" because he views it in the same way a doctor might view a medical journal: "getting information, facts, people's opinions." It's "not a supermarket magazine that has four inch headlines." Second, he states that he prefers Dungeons & Dragons to its AD&D sibling. Here's why:
I suppose, because Jaquet's perspective is similar to mine, I'm naturally inclined to agree with it. Even if you don't share his point of view, I think it's fascinating to see an employee of TSR speaking so frankly about his own assessment of the company's two biggest games. Jaquet comes across in the interview as a plain speaker who isn't all that interested in spouting a party line on any topic and that's very appealing.

"Notes for the Dungeon Master" is uncredited, though it seems likely to have been written by Frank Mentzer. This issue, the column focuses on the much-vexed question of "realism" in RPGs. After the ritual invocations of "play the game however you like," the unnamed author suggests that a truly realistic game would be unplayable. In his view, internally consistent and fun rules are more important than fully simulating reality. I find this hard to disagree with this, but it's an old fault line within the hobby, one about which nearly everyone has a strong opinion.

"The Weapons of the Ancients" by James M. Ward presents a collection of new technological weapons for use with Gamma World. Reading these, what's most intriguing is to me is that, with a single exception, none of these weapons has ever appeared anywhere else. As I've said many times before, it's deeply frustrating to me how little support TSR gave Gamma World in terms of supplements and adventures. To see Ward coming up with all these new material for Polyhedron, a niche periodical of the RPGA, rather than for more widely circulated venues, breaks my GW-loving heart.

"Spelling Bee" focuses on illusion and phantasm spells. That the unnamed author, probably Frank Mentzer, spends two pages defining terms, proposing principles, and offering examples demonstrates just how difficult the use of such spells have long been in Dungeons & Dragons (and indeed almost any fantasy RPG). That's not a criticism of the article, which does a fair job of trying to make sense of it all. However, it's true that, in all my decades of playing D&D, few things have continued to cause consternation to myself and players more than illusion spells.

"Dispel Confusion" tackles a few more AD&D rules questions, one of which touches on the aforementioned topic of realism: weak spots in a dragon's hide. It's suggested that the game would be slowed "considerably" by the inclusion of hit location rules, hence their lack of inclusion. "An Ace Against the Odds" by Mike Carr is a solitaire scenario for use with Dawn Patrol. The amount of Dawn Patrol content in Polyhedron really surprises me. Though I was a fan of the game in my youth, I never got the impression it was particularly popular. Perhaps I was mistaken in this assessment. "First Tournament Tips" by Errol Farstad takes a look at the ins and outs of starting up a RPGA-sanctioned tournament at your local game convention. Though brief, it's an interesting article, especially if, like me, you've never dreamed of doing anything like this. Finally, there's another installment of Roger Raupp's "Nor" comic – still no more details about the downed starship from the first installment, alas.

Tuesday, August 2, 2022

New Directions for a Proven Leader

Here's an unusual TSR advertisement that started appearing during the summer of 1983.

I've long called science fiction an "also ran" genre in the hobby of roleplaying games, because, with the exception of Traveller in its heyday (and West End's Star Wars some time later), SF RPGs rarely captured a significant share of players. That's why it's interesting to see TSR trying to promote its various science fiction properties, like Star Frontiers and Gamma World, not to mention the recently acquired Ares magazine, as part of the company's "new directions." 

I can't help but wonder if ads like this suggest that TSR is simply doing so well that it feels confident enough of its position in the market to expand seriously into SF or rather that doing so had become a necessity as D&D's sales were slowing. I assume the former, but I have no special insights into the matter. Regardless, being a SF fan at heart, I appreciate seeing advertising like this (even if I wonder why TSR included the original 1978 version of Gamma World rather than the new one released the same year).

Tuesday, July 5, 2022

White Dwarf: Issue #41

My memory of White Dwarf is of a magazine whose articles were largely devoted to Dungeons & Dragons, Traveller, and RuneQuest (and, later, Call of Cthulhu), hence my great enjoyment of it. This estimation is especially true of issue #41 (May 1983), which includes material for all three of those RPGs (CoC material is in the near future, however). John Harris provides the issue's cover illustration, another science fiction piece of the sort that, to my recollection at least, was much more common for White Dwarf than for Dragon. 

Ian Livingstone's editorial mentions the closures of both SPI and Heritage Models as evidence that the faddishness of roleplaying and wargaming may be fading. He opines that, in the 1970s, it was much easier for a company "to churn out mediocre games" and not suffer financially as a consequence. In the '80s, though, businesses that engage in such behavior is no longer sustainable as consumers become more selective in their purchases. There's definitely some truth to what he says, though, at least in the case of SPI, its demise was partly due to enemy action by TSR. Still, it's useful to be reminded of the cyclical nature of the hobby's popularity.

"Battle Plan!" by Allan E. Paull is an adjunct to last issue's "Dungeon Master General" article, in which he offered up a simple mass combat system for use with D&D. This time he presents both game statistics and tactical information for the armies of dwarves, elves, kobolds, and orcs. Not having made use of Paull's rules, I don't know how well they work in play, but the information he provides in this article strikes me as quite helpful. Dave Langford's "Critical Mass" takes a look at several novels of the time, the only one of which that I recall ever reading is Frank Herbert's The White Plague. Langford likes the novel, with some reservations, which, in my opinion, is a blanket statement that could be applied to most of the author's oeuvre.

"Open Box" reviews three products, starting with GDW's The Solomani Rim. Reviewer Andy Slack likes it better than The Spinward Marches, giving it 9 out of 10. In large part, his preference relates to the much higher production values and ease of use in the later product. Marcus L. Rowland reviews Yaquinto's Man, Myth, & Magic, along with its first two adventures, Death to Setanta and The Kingdom of the Sidhe. He didn't think too highly of any of them, giving them ratings of 5, 4, and 6 out of 10 respectively. Finally, there's a review of FGU's Star Explorer, a boardgame derived from its RPG, Starships & Spacemen. The reviewer, Allan E. Paull, found the game fun and well balanced, giving it a 9 out of 10.

"A Tasty Morsel" by Oliver Dickinson is another installment in his series of Gloranthan fiction, in which he tells the story of Griselda's exploits in New Pavis. Like most of these stories, it's quite enjoyable, particularly if you like Glorantha or picaresque tales. "Sorcerous Symbols" by Peter Hine is a fascinating article devoted to introducing magical marks and sigils into D&D as an alternative to scrolls and other expendable magic items. Hine presents not only examples of such sigils but a system for producing them, including the costs and time required to do so. It's a solid set of variant rules that a referee might find useful in certain types of campaigns.

"The Snowbird Mystery" by Andy Slack is an espionage-related adventure for Traveller. The scenario makes use of both the Explorer Class Scoutship introduced in issue #40 but also an accompanying article, "The Covert Survey Bureau." The Bureau is an Imperial spy agency that occasionally makes use of freelance operatives, hence their utility in an ongoing Traveller campaign. The adventure itself revolves around a corrupt governor's efforts to hide his illicit activities from the Empire, as well as a rivalry between the CSB and Naval Counter Intelligence. The resulting adventure is quite complex and includes plenty of scope for further development.

"Unarmed Combat II" by Oliver Dickinson is based on a collection of submissions and comments by readers regarding the best ways to expand and further develop unarmed combat in RuneQuest. It's an interesting article in that it doesn't settle on a single approach, but instead offers a number of options from which to choose. Being something of a rules tinkerer myself, I can't help but appreciate this approach. "Assignment: Freeway Deathride!" by Marcus L. Rowland is a scenario for use with Car Wars, a game I don't recall seeing supported much in the pages of White Dwarf.

Part III of "Inhuman Gods" by Phil Masters offers up yet more monstrous deities, like the lava children and grimlocks of the Fiend Folio. I don't wish to be too critical of this series, because I know I would have adored it as a younger person. From the vantage point of today, though, I nevertheless question its utility, especially for the more obscure (and rarely used) monsters of AD&D. Inspired by the movie, TRON, Paul McCree has penned "Discs as Weapons in AD&D," which does just that. He presents eight magical disc-shaped throwing weapons, a few of which have unique uses and effects. The biggest takeaway from this article for me, though, is a reminder of just how much of the content of D&D and other RPGs depends on "borrowing" from other media. The hobby is and always has been a creative goulash.

Issue #41 certainly held my attention, anchored by its superb Traveller material. As I have no doubt said on several occasions previously, White Dwarf published some of the best Traveller material outside of GDW's own. If you were a huge fan of the game as I was (and am), this was frequently a must-have periodical. I look forward to seeing more such material in coming issues, along with support for some of my other favorite RPGs. Speaking only for myself, we are entering the Golden Age of White Dwarf.  

Thursday, November 11, 2021

Strange Fascinations

Swiped from Wayne's Books
Like anyone who's been involved in this hobby for decades, I own a lot of roleplaying games, the vast majority of which I don't play regularly. That's inevitable, as there are only so many free hours in a week. Moreover, I still hold out hope that, one day, I'll get the opportunity to gather round the table (real or virtual) and play Gangbusters or Stormbringer again. 

On the other hand, my library of RPGs also includes a few games I've never really played. These are games I bought once upon a time either because I hoped I'd play them or their subject matter simply piqued my interest. I say "a few" such games, because, as a general rule, I try to limit my library to games I have played or are currently playing. I'm not a collector and, in fact, make an effort to prevent myself from developing that sort of mentality toward my games (not that I always succeed).

Yet, as I said, I do own games I've never played. SPI's Universe is a good example of what I'm talking about – perhaps the best example of it in my library. I first encountered Universe in 1982, in the Ballantine paperback edition of the game, which I borrowed repeatedly from my local public library. I think what first attracted me to the game is its fold-out "interstellar display," which is basically a map of star systems within a 30 light year globe around Earth. I can't even begin to tell you how appealing that map was to me; I spent many hours simply staring at it and imagining. This was heady stuff to a 13 year-old.

But I never really succeeded in playing Universe, despite the fact that I wanted to. Nevertheless, a copy of the game sits on my shelf next to my desk, alongside Hawkmoon, Bushido, and a handful of other RPGs for which I retain a strange fascination even though I've never played them. I suspect I'm not alone in behaving like this. In fact, I'd love to hear from readers about the roleplaying games they still hold on to, despite the fact that they've never played them. 

Tuesday, July 20, 2021

White Dwarf: Issue #1

I've talked about my experiences with White Dwarf before. It's a RPG magazine that I only read intermittently back in the day and so my memories of it are not as vivid as those of Dragon. Likewise, when I did read it more regularly, it wasn't until late 1982, long after White Dwarf was well established and had settled into a comfortable run. Consequently, I have no direct knowledge of the magazine's early days, which I imagine were pretty wild and woolly. That's why, after the cessation of my examination of Different Worlds, I knew that my next series would be dedicated to White Dwarf.

Issue #1 is listed as June/July 1977, which is one year after the first issue of TSR's Dragon appeared. I think that's significant, because it's a useful reminder of just how early it appeared in the history of the hobby. Remember, too, that the AD&D Dungeon Masters Guide explicitly references White Dwarf in a section entitled "Aids to Playing Advanced Dungeons & Dragons," mentioned by side by side with Dragon. The only other third party publications mentioned in that section are those by Judges Guild. This is telling and should be borne in mind as this series goes forward.

The very first article to appear is entitled "Metamorphosis Alpha," written by Ian Livingstone, the magazine's editor and co-founder of Games Workshop. For the most part, the article is simply an overview of the TSR RPG of the same name. However, the article is more than that, offering new rules for gravitation, as well as discussions of stories like Robert Heinlein's Orphans of the Sky and Non-Stop by Brian Aldiss that influenced the game's creation. More interestingly, Livingstone offers some criticisms and suggestions for improvement.

Back to the rules themselves and criticisms. There are not many but just enough to irritate. The initial task of designing the starship and its contents is lengthy – unless your players want to play for the next four years solid, I suggest a smaller starship (same number of decks). 
Don Turnbull's "Monstermark System" presents a complex mathematical system for assessing the relative challenge of a D&D monsters relative to others (and to the level of player characters). Honestly, I have little basis for evaluating the the utility of the system, since I've never used it. Truth be told, I've never seen much use for this kind of evaluation, but I readily concede that I'm probably unusual in not caring about such matters. I know that the Monstermark System has a solid reputation among fans of D&D, so I have little doubt that Turnbull had come up something worthy of consideration.

"Open Box" is a collection of reviews, focusing on two wargames: SPI's Sorcerer and Avalon Hill's Starship Troopers. Meanwhile, "Competitive D&D" by Fred Hemmings tells the tale of one referee's desire to "score" a dungeon expedition, as two competing parties attempt to make their way through it. I've long been curious about this sort of set-up, so I read the article with some interest. "D&D Campaigns" by Lewis Pulsipher is the first part of a series dedicated to exploring how to establish a D&D campaign and adapt the game's rules to particular styles of play. The article is fine as far as it goes, very similar to other articles Pulsipher was publishing in other magazine's at the time. 

"The Warlord" by Steve Jackson – co-founder of Games Workshop, not (confusingly) Steve Jackson Games – is a discussion of the self-published boardgame The Warlord by Mike Hayes. I'd never heard of the game before, which is apparently quite similar to Risk but with nuclear missiles. "What's Wrong with D&D" by Andrew D. Holt offers complaints and suggestions for "fixing" the game's combat and magic systems. Ho-hum. Alan Youde's "Poison" adopts the poison rules in Metamorphosis Alpha for use with D&D. Shrug. There's also a new magic item (helm of vision) by Steven Littlechild.

All in all, the first issue of White Dwarf feels very amateurish – as it should. It's an uneven mix of material, none of which is bad, but very little of which stands out as noteworthy, with the possible exception of "Monstermark System." Nevertheless, it shows clear promise and I know from personal experience that it does improve with time. Much like Different Worlds (or Dragon, for that matter), it takes a while before a roleplaying magazine finds its footing and I have little doubt the same will be true of White Dwarf.  

Tuesday, July 6, 2021

Different Worlds: Issue #22

Issue #22 of Different Worlds (July 1982) is a special RuneQuest issue, as its cover by Lisa Free, depicting a morokanth setting a trap for herdmen, makes clear. Like the ducks, morokanth are an aspect of Glorantha that's nearly impossible to explain easily and, even then, I'm pretty sure that they'll be baffling to most people (including myself). Regardless, issue #22 is a very good one that's not solely geared toward dedicated Glorantha aficionados.

The first article presents a "gateway" cult for RQ by Michael Kolb, entitled "Cult of Dionysus." As you'd expect, it details the cult of the Greek god for use with the game. I found the article interesting, because, unlike many previous articles presenting new cults, this one includes no new spells or rules. Instead, it shows how to use the existing RQ spells and rules to model an interpretation of the cult of Dionysus. Whether you agree with Kolb's presentation or not, I think there's something very positive about his approach of not using rules as the way to expand the scope of a game.

"Advice from Rurik" by Steve Perrin is a question-and-answer column for RuneQuest. Named after the sample character in the RQ2 rulebook, the column deals with both rules and the setting of Glorantha. "RuneFix1" by Greg Stafford presents a series of changes to the RuneQuest rules "adopted in the Chaosium house campaign." Amusingly, one of the largest changes concerns the acquisition of languages. I can't speak to the utility of any of the changes, but I am always happy to see evidence of RPGs actually being played by the people whose names appear in its byline. 

"Terraforming Part One" by Doug Houseman is a Traveller "source article" that discusses the topic of planetary engineering and includes game statistics and deckplans for a pair of starships. "Hela's House of Dark Delights" by Ken St. Andre is a solo adventure for Tunnels & Trolls. As someone with a growing interest in solo RPG adventure design, I found this useful. "Eight New Weapons for RuneQuest" by Paul Cardwell Jr. does what its title suggests. Most of the weapons detailed are "exotic" ones like atlatls, boomerangs, and caltrops.

This issue's reviews positively covers Worlds of Wonder, 76 Patrons, and Uragyad'n of the Seven Pillars (the last two for Traveller). It also negatively reviews C&S Sourcebook II and The Dungeon of King Lout, the latter of which I've never heard. Reviewer Dave Nalle sums up his feelings in the following way:

This product is ridiculously overpriced, almost contentless, and an affront to my pride as a gamer. There is no reason why anyone would buy this. You can design your own random and unrealistic dungeon (if you want) in the same time it would take you to prepare The Dungeon of King Lout and you would save $5.95.

Ouch!

John T. Sapienza continues to look at cardboard miniatures, this time focusing on Steve Jackson's Cardboard Heroes products. Larry DiTillio's "The Sword of Hollywood" returns, with some brief gossip about then-upcoming movies, like Revenge of the Jedi [sic]. Meanwhile, John Nubbin reviews Conan the Barbarian at length – and he doesn't think very much of it. Nubbin is critical of nearly everything, starting with its story (which "makes no sense"), but expanding to include the editing, acting, even its soundtrack (which he calls "awkward"). I have many problems with the film myself, but, even so, I think Nubbin's review is often needlessly nitpicky and mean-spirited. 

The issue concludes, as most issues do, with Gigi D'Arn's column. This time, she continues her coverage of TSR's purchase of SPI and its subsequent actions, such as the canceling of all SPI game events at Origins. In retrospect, it's not at all surprising how badly things ultimately turned out for SPI and its many excellent games. What a waste! Gigi also relates a darkly amusing story of something she overheard in a game shop: "That's the D&D role-playing game. It's based on Mattel's D&D electronic game."

I really enjoyed this issue and look forward to reading the next issue – though I should note now that I seem to have misplaced part of my collection of these issues, including issue #23. I'll keep digging around in my "files" to find the missing issues, but it's possible I might not be successful before next week, in which case I'll think of some way to continue this series. 

Tuesday, June 29, 2021

Different Worlds: Issue #21

I don't usually write about the letters column of Different Worlds for a number of reasons. However, in the case of issue #21 (June 1982), I want to draw brief attention to a letter by Steve Perrin, in which he responds to an article in issue #20 about heraldry. Perrin is quite complimentary about the article by Robin Wood but wishes to point out a handful of errors and misapprehensions based on his longtime association with the Society for Creativity Anachronism. In looking at the history of roleplaying games, we often forget the role played by the SCA as a crucible for many ideas that would later become important in the hobby (especially on the West Coast of the United States). Seeing this latter reminded me of that, as well as my own ignorance about this aspect of the hobby's prehistory.

"Racial Sight Differences" is the first article of the issue and it's an odd one. To start, it's author is credited simply as Shadowstar, which I can only assume is a pseudonym. Its subject matter is the differences between "human and non-human ways of seeing," starting with infravision but going beyond that into theoretical notions such as texture and vibration sensitivity. The article is short and peculiar – a bit like me, I suppose – and, while it doesn't include any game mechanics, it raises some interesting questions in a Gygaxian naturalistic vein. Also of note is that the article is illustrated by an artist credited as "Michael Mignola," who, at the time, was still a student.

"Healing Plants and Other Herbs" by Robin Wood is an amazing article. Seven pages in length, it's filled with many helpful illustrations of leaves and flowers to accompany straightforward, interesting text about various plants and herbs with healing properties. Most useful, though, is a series of tables at the end of the article to help the referee in designing unique (and fantastical) healing plants for use in his campaign setting. These are the kinds of articles I really enjoy seeing and this one is no exception. "Pistols" by Paul Montgomery Crabaugh offers up a few new handguns for use with GDW's Traveller, while John T. Sapienza's "Grenadier Hirelings, Fighting Men & Specialists" is a review of three different sets of AD&D miniatures.

Larry Best's "Fantasy Is Reality" is listed as a "philosophy" article, which tells you what you're in for. Best recounts his experiences as a graduate student in medieval English literature studying older texts and how what he read in, say, Beowulf or the Greenlander's Saga clashed with his everyday experience of the world. He knew there were no such things as monsters or spirits of the dead and yet all these stories spoke of them as if there were. Best states that 
I realize that technology, education, and shoes have caged me, kept me from a realm too often considered mere fantasy, a world through which I might perceive medieval literature, and all literature, and my entire life from a new and visual standpoint, a beautiful and fantastic world of pure reality.

I really don't know what to make of this article, so I won't even try.

Ken St. Andre's "The Elric Saga: See Battle Near Melniboné" is a solo adventure for use with Stormbringer. It's a fun little scenario based on events from the works of Michael Moorcock. "Creating Jolanti" by Michael Malony and Greg Stafford is a RuneQuest piece describing the constructed race known as the Jolanti. "Making a Magic Staff" by Gerald M. Schmitt is a D&D variant that offers rules and guidelines for making the ubiquitous wizard's staff much more mechanically useful. As is often the case with the articles of Different Worlds, it's not something I'd make use of myself, but I nonetheless appreciate variants of this sort.

This month's reviews highlight Waspwinter and Legend of the Sky Raiders, both for Traveller. The latter is rightly lauded, while the former is not. Also reviewed are Journey to the Center of the Circle (which I do not know) and Descent into the Depths of the Earth. John T. Sapienza's "An Expanded Cleric vs. Undead System" seeks to alter the turning system in order to better take into account the disparity between a cleric's level and that of the undead he's attempting to turn. Gigi D'Arn comments on how hard it is to write a monthly column, with which I can sympathize. Nevertheless, she comments upon the fall-out of the end of SPI, starting with its acquisition by TSR and the establishment of Victory Games. There's also mention of TSR's purchase of Amazing stories and a needlework company, as well as the (unrealized) rumor that Chaosium had obtained the rights to produce a game based on Fritz Leiber's Fafhrd and the Gray Mouser stories. 

I continue to enjoy reading Different Worlds and am curious to see where the magazine goes as the 1980s wear on.

Tuesday, May 18, 2021

Different Worlds: Issue #15

Issue #15 of Different Worlds (October 1981) features a cover by Rick Becker, who had previously done the covers for issues #6 and #10, as well as The Gateway Bestiary. Paul Montgomery Crabaugh's "More Citizens" kicks things off by presenting six new professions for use with GDW's Traveller: cavalry, artillery, technician, engineer, reporter, and civilian, along with three new skills. In my youth, when I was playing Traveller regularly, I used to adore articles like this, so reading this one was a nice blast of nostalgia for me.

"Tournament Role-Playing" by Ken Rolston is a lengthy, 10-page piece that covers a great many topics relating to the refereeing a adventure scenarios at gaming conventions. The topics range from styles of play to the creation of characters to judging players. He provides a lengthy example of a RuneQuest scenario he has designed that nicely demonstrates the principles he puts forward. Of particular interest to me was his assertion that one's "best bet" is "basing your tournament scenarios in the campaign you are currently running." As someone who's long felt that too many game writers aren't even playing the games for which they are writing, I couldn't agree more.

"Calandra and Aurelion" by Charles Huber is a Gloranthan cult for use with RuneQuest. Even though I don't play RQ regularly, I nevertheless enjoy these cult write-ups. Religion is a topic that's near and dear to me; I find its treatment in most fiction (including RPGs) to be laughably simplistic. RuneQuest makes a much better effort to take religion seriously and many of these cult articles demonstrate that quite well. David F. Nalle's "Favorites of the Gods" is another article treating religion, specifically the ability of characters to gain the favor of deities through sacrifices and quests. Nalle's treatment is simple and mechanical in its approach, but I nevertheless appreciate his attempt to grapple with the topic of divine intervention.

"A Modest Proposal for The Fantasy Trip" by David R. Dunham is a short article suggesting the splitting of the game's attribute scores into related pairs to deal with both the over-importance of certain attributes and the "unrealistic" nature of combing, say, one's physical strength and endurance into one score. This is a long-standing complaint about not just TFT but also its descendant GURPS. "Man Bites Dog" is Ken St. Andre's rather peculiar article that's ostensibly about "role-playing in the future." Instead of a prognostication of how the then-new technology of computers might change the face of the hobby, St. Andre instead offers a half-serious, half-parodic account of what roleplaying might be like in a post-apocalyptic world when only the aged remember "the good old days back in the 1980s." 

Lewis Pulsipher's "Making Life Hard for Magic-Users" is another entry in the ancient genre of "cutting magic-users down to size," the belief that magic-users in Dungeons & Dragons are too powerful compared to other character classes. To correct this supposed imbalance, Pulsipher offers numerous possible fixes, such as spell points, spell failure, spell interruption, and more. I appreciate the range of options he suggests, even if I've never been of the opinion that magic-users needed fixing to make them less potent and flexible.

This issue's reviews are lengthy and mostly critical of the products reviewed, starting with SPI's Universe. Actually, the review of Universe is quite measured and fair. The review of Aftermath is similarly fair, but notes that the complexity of the rules militates against wading through its rules to get to the genuinely good material in the game. The poor Fiend Folio gets the most abuse, such as the following passage that mocks the monsters contained therein.

Harsh but not wholly incorrect.

Gigi D'Arn's column is shorter, owing to the fact that it's now monthly, a fact Gigi draws attention to at the start of her piece. Nevertheless, there are a few notable tidbits, such as further rumors about the insolvency of SPI and that Chaosium is working on a King Arthur RPG (though it's rumored that Ken St. Andre is working on it with Greg Stafford). Gigi also says the following, which I found amusing.
Ouch! Equally amusing, I think, is that not everyone who read Different Worlds liked Gigi's column, as this letter to the editor makes clear.
I guess there's no accounting for taste.

Friday, April 9, 2021

Starfaring in Moves Magazine

In a comment to a previous post, James Mishler asked me to post the review of Ken St. Andre's science fiction RPG, Starfaring, that appeared in issue #35 of SPI's Moves. Here it is in its entirety:

"That Bastion of Socialist Game Design"

SPI is well known for its publication of the famed wargames magazine Strategy & Tactics, but the company also published a second periodical, Moves, which first appeared in 1972. Whereas S&T was a more general wargames magazine, Moves focused on the play and design of specific games, providing play reports, variants, new scenarios, and reviews. 

Recently, I was reading issue #35 of Moves (October/November 1977) and came across an article entitled "Captain Video Returns." The article is a collection of brief reviews of science fiction games, both wargames and RPGs, the author, Phil Kosnett, came across at Origins 1977, held that year in New York. Among the reviews is a glowing one of GDW's Traveller. I reproduce the entirety of the review below for the benefit of readers. Take note of its first sentence.

I assume – without proof, mind you – that calling GDW "that bastion of socialist game design" is a joke, a bit of gentle ribbing at GDW's expense, but perhaps there's more to the comment than I know. If anyone can shed some light on this matter, I'd be appreciative.

Thursday, April 8, 2021

Pericles

One of the few unambiguous of the pandemic has been my ability to play board wargames more regularly with my friends via VASSAL. Recently, we started playing Pericles: The Peloponnesian Wars 460–400 BC from GMT Games. Since I was a child, I've loved ancient history, particularly Greek and Roman history. When I was in college, I had to read the History of the Peloponnesian Wars by Thucydides. Doing so ushered in a brief, intense period in my life when I devoured everything I could about the period. Consequently, when the opportunity arose to play a wargame set in the fifth century BC, I jumped at the chance.

The structure of the game is quite unusual. There are two sides, represented by Athens and Sparta, as you might expect. However, each side has two players, each one representing a faction within the side. In the case of Athens, it's the demagogues and the aristocrats, while in Sparta, it's the dynasties of the two kings, the Eurypontids and the Agids. The fundamental tension in the game is that each player is trying to achieve the most honor overall and thereby win the game while still cooperating with the other faction on his side. There's an intriguing "tug of war" on each side, as the factions compete to set the agenda in their respective assemblies (the boule for Athens and the gerousia for Sparta) in order to gain the upper hand in the conduct of the war against the other side. 

Pericles is thus divided into two phases, the first dealing with debate in the assembly, the second dealing with the war between Athens and Sparta itself. Though we're not very far into the game, I've very much enjoyed it so far. There's a bit of a learning curve here, as there almost always seems to be when picking up a new wargame. I find that, as I've gotten older, it's often harder for me to pick up new rules and that was certainly true here. Fortunately, the friend who owns the game is very patient and did a good job of initiating the rest of us into its intricacies. The result was a pretty satisfying start of the game and I expect that future sessions will go much more smoothly.

I continue to learn a great deal from my recent forays into board wargaming, not just about modern designs, some of which are very different from the older Avalon Hill or SPI-style wargames with which I was familiar from my youth, but also about different ways of modeling conflicts and large "world events." This is an enduring interest of mine, one that I keep hoping will yield some fruit with regard to my roleplaying game campaigns. I don't know if Pericles will provide me with the flash insight needed anymore than did Here I Stand, Liberty or Death, or Falling Sky, but I am having fun with my friends regardless, which is the important thing. 

Tuesday, March 23, 2021

Dragonslayer (no, not that one)

SPI's DragonQuest underwent at least one name change prior to its release in 1980. According to this advertisement from the pages of Different Worlds #7, this game was initially to be called DragonSlayer. An earlier issue of DW suggested that the game was to be called Dragonflayer, which might simply have been a typo, though it's hard to say. In any event, I can't help but wonder if the name change had something to do with the 1981 movie of the same name, perhaps relating to trademarks.

Thursday, February 18, 2021

Gygax, SPI, and AD&D

Issue #22 of Dragon (February 1979) is noteworthy for its inclusion of a lengthy "sneak preview" of the upcoming (August 1979) release of the Dungeon Masters Guide. The issue reprints most of the significant charts and tables from the DMG, as well as many new magic items (all of which, I believe, had appeared in AD&D modules) to help bridge the gap between OD&D and AD&D. As a historical document of the interim period between the publication of the last OD&D supplement (1976) and the completion of AD&D, I find it fascinating.

Even more fascinating, though, is a short piece by Gary Gygax entitled "SPI on AD&D®" (please note the registered trademark symbol). In it, Gygax is reacting to "a recent review of ADVANCED DUNGEONS & DRAGONS® PLAYERS HANDBOOK on SPI's house organ, STRATEGY & TACTICS." Gygax doesn't cite the specific issue in which this review, by Richard Berg, appears, but I assume it must be from either late 1978 or early 1979. He takes issue with Berg's comments on the PHB and accuses him of "pontificating from a lofty height," despite the fact that Berg "does not play DUNGEONS & DRAGONS®." According to Gygax, Berg's sin is in asserting that the "PLAYERS HANDBOOK was not a game design but merely a rewriting of what had already been given in the original DUNGEONS & DRAGONS." Now we begin to see the crux of the matter!

Gygax sums up his position in the article's last paragraph:

Leaving aside the schoolyard name-calling, it's clear that what really chaps Gygax's hide is the not-unreasonable claim that AD&D is derivative of OD&D. Despite his boasting about sales, I don't believe it was because his ego was bruised that Gygax wrote this and other similar articles in the pages of Dragon and elsewhere. Rather, it's because, at this moment in time, Dave Arneson was launching court cases against TSR predicated in large part on the claim that he was owed royalties for works derivative of OD&D. If, as Berg suggests, AD&D is nothing more than a rehash of OD&D, then Arneson's claim has some credence and TSR would owe him a great deal of money. 

I don't think this is controversial; others have commented on it many times before. What I find interesting about this particular instance is that Gygax – and presumably TSR – felt the need to vociferously denounce a single review that, from what I gather wasn't even negative in the main, simply because its author alluded to the ultimate pedigree of AD&D. Granted, Strategy & Tactics was an important and influential hobby magazine at the time and Berg an important designer, but, absent context, Gygax's little article seems needlessly incendiary and petty. When one realizes how much was actually at stake, it begins to make much more sense, though I still can't help but feel that Gygax's approach was unworthy of him.

Tuesday, October 20, 2020

Imagine Magazine: Issue #15

Issue #15 of Imagine (June 1984) is a special issue devoted to coverage of that year's UK Gamesfair. The cover features an illustration by Glyn Wyles and a photo of a game of Illuminati be played, presumably at the Gamesfair. Paul Cockburn's report on the convention leads off the issue and is accompanied by numerous photographs. From the vantage point of 2020, looking back on Gamefair is incredibly fascinating. The article boasts that 350 people attended, which is about one-tenth the number that attended GenCon that same year. Being on the wrong side of the Atlantic, I know next to nothing about the history of UK conventions, including Gamesfair, which is why reading articles of this delight me. Graeme Morris follows this with an account of a game of En Garde! he played (a game I tried to run a few years ago and at which I utterly failed). 

The report of Gamesfair also includes a poll of attendees about their favorite games, miniatures, magazines, etc. Looking over the ranked listings is intriguing. They seem to comport with my sense of what was popular in the UK RPG scene at the time – for example, the popularity of Traveller and RuneQuest is clear – but I nevertheless wonder whether the poll is indeed reflective of anything other than the particular tastes of those present at Gamesfair that year.

The previous year, there was a fiction contest held at another convention, Mythcon. The two winning entries, "Trial" by Linda Morgan and "After the Storm" by Pauline E. Dungate, are printed in this issue. "The Marsh Idol" is an AD&D adventure by Mark Davies. The scenario includes a new monster, the marsh dragon, which is detailed later. Curiously, the creature is explicitly noted as being "unofficial." Also included in a competition adventure, "Round the Bend" by Jim Bambra, which was used at Gamesfair that year. It's a fun little scenario, in which the players all take the roles of half-orc thieves who have been caught by a wizard from whom they were attempting to steal and, as a punishment, are reduced to two inches in height and then tasked with recovering a magic item the wizard accidentally dropped down his drain. How's that for an adventure set-up?

"The Imagination Machine" reviews the game Pi-Eyed and discusses the state of the software industry at the time. The game reviews are equally split between reissued SPI wargames and RPG materials. The comics "Rubic of Moggedon" and "The Sword of Alabron" have new installments and I still cannot bring myself to care. Roger Musson's "Stirge Corner" talks about the importance of mapping, which I find fascinating, because I know there are many players for whom mapping is a chore and one of the least interesting aspects of D&D. Yet, here we are, in mid-1984 and it's still a topic that Imagine considered worthy of an article. 

Ian Knight and Graham Fuller present "In Search of Dragons," which is an exploration of the myths and legends of dragons across the world. "Illuminations" announces the latest gaming releases. One of them caught my eye: The Character Generator, a computer program designed to generate AD&D characters. I know nothing of this program, which was produced by Triffid Software Research. I doubt it was a licensed program but perhaps who knows? The column also discusses the adventure modules published by Grenadier Models, such as The Horrible Secret of Monhegan Island. One day, I should really revisit the other entries in that series.

Colin Greenland reviews media, starting with the movie, The Right Stuff, followed by the novels Fire in the Abyss (by Stuart Gordon), The Follower (by Stephen Gallagher), and Frost (by Robin W. Bailey). Rounding out the issue is Derrick Norton's "It's like this … only different," in which he talks about the risks and rewards of expanding one's RPG repertoire beyond the games with which one is already familiar. It's an unusual topic, particularly for those of who've always played lots of different roleplaying games, but I suppose, when the hobby was still new, it might have been an issue with some players. 

Imagine continues to be equal parts captivating and confusing to me. Some of that no doubt comes from not having read the magazine at the time and not having lived in the United Kingdom. But a lot of it, I suspect, comes from the editorial team's attempts to find a distinctive voice for the magazine, something that set it apart from the more well-known Dragon and White Dwarf. Each issue is thus an attempt to discover just what Imagine is and what it should include. I'm now halfway through its run and I must admit I'm still not entirely sure if there are any answers to those questions, but I'm happy to keep reading to see how things unfold.

Friday, October 16, 2020

Interview: Rick Priestley (Part I)

For gamers of a certain age, especially in the UK, Rick Priestley needs no introduction. Designer of 1983's Warhammer Fantasy Battle (with Bryan Ansell and Richard Halliwell), he also had a hand in many of the many games that derived from it, such as Warhammer Fantasy Roleplay and Warhammer 40,000. Mr Priestley worked at Games Workshop until 2009, when he left to join Warlord Games, which has published several of his designs, perhaps most notably Bolt Action. He very kindly agreed to an interview, the first part of which I am pleased to present below. 

As you will see, Mr Priestley's answers are quite thorough and touch upon many aspects of not only his own experiences but the early days of UK gaming. Since the process of answering my questions in such a fashion takes time, there will be gaps of several weeks between installments of this interview. Nevertheless, I have no doubt readers will agree that what he has to say is worth the wait. I learned a great deal from his answers and am grateful he took the time to provide them.

1. How did you first become involved in the hobby of miniatures wargaming?

It’s the usual story for players of my generation and nothing out of the ordinary. Like every other boy in the 60’s, I was brought up with Airfix models and Britains/Timpo toy soldiers, all sold through Woolworths and commonly available across the nation. Boys’ comics were full of war stories and war themes made for popular TV and films. For many of us, our relatives had served in either the second or first world wars and our parents certainly lived through the second war. Our fathers had probably done national service after the war. Even as infants we routinely played 'war’ in the playgrounds using stick guns and imaginary hand grenades. Children’s magazines like Look and Learn and World of Wonder often had military themes and history was still respectably a tale of battles and kings, with proper dates and all.

At the same time, games were pretty much universal parts of growing up, especially board games, which we all treasured as Christmas and birthday presents. Even as kids we would congregate in each others' houses to play whatever new and exciting games were about. That continued as we turned into teenagers, and we would start to buy and play SPI and Avalon Hill games – the latter were very expensive through – quite an investment at the time! At the same time we’d be putting together more advanced plastic kits, so it wasn’t just wargaming: it was always a mix of military modelling, board gaming and miniatures-based wargames. Many of us would lean one way or the other – perhaps dabbling in miniatures wargaming whilst being primarily a modeller or board gamer, for example. 

I don’t think there was much of a leap from assembling and painting Airfix kits and collecting toy soldiers to devising games with them. I guess the moment when ‘playing’ turned to ‘gaming’ for me was with the discovery of ‘proper wargames’ in the form of the books written by Charles Grant, Donald Featherstone, and Brigadier Peter Young. There was also a series of little booklets in the ‘Discovering’ series (part of Shire publications – pocket-money books on a variety of subjects). Anyway, I came across a copy of Charles Grant’s Battle! Practical Wargaming in a local book store, and that was the loose end of a ball of string as far as I was concerned. That was the first time I encountered proper rules. Afterwards I made friends with other lads at my school who had started wargaming in a similar fashion. Military Modelling began publishing in January 1971 and quickly became the ‘go to’ resource for young wargamers, with adverts from all the leading manufacturers and publishers of the day. I suppose I would have been 12 years old when I came across that first book, towards the end of my first year at secondary school I think.

2. What about RPGs? When and under what circumstances did you first encounter roleplaying games?

Role-playing games didn’t really exist as a genre until quite late in my wargaming day. Before D&D came along in – I guess it must have been 1975 – there was a style of wargaming with miniatures that you might characterise as ‘skirmish’ wargaming. In skirmish wargames a figure was one man rather than representing a portion of a larger formation. Often our men would have names and they would take part in a series of adventures with a continuous narrative, and individuals would survive wounds, gain experiential bonuses and buy, steal or make new weapons and so on. These were ‘role-playing’ games after a fashion, even if we didn’t use that name, and often they would be based upon adventures in the American West or the high days of Empire in Africa. At that time it was reasonably common to have an ‘umpire’ running even ordinary tabletop wargames, so it was usual for someone to work out a game and others to play it out. In essential details this kind of wargaming was the ancestor of all role-playing games.

If you read about the history of D&D, you’ll see that it was a very similar route that led the TSR team from publishing wargames rules to role-playing games via their Chainmail system. Some of my friends and I were already playing similar fantasy games – skirmish fantasy wargames with named characters and a story arc worked out by an umpire. When the first copies of D&D appeared in the UK we did feel a bit as it we’d been beaten to the post! I did go on to play D&D though and created dungeons: this was with the imported rules – I think it was the second edition – three books in a brownish box. A friend of mine had the rule book and some of the early supplements, which was just as well because it was a damned expensive affair! That early version of D&D was extremely free-form, which was very appealing, and beyond that I would just make up stuff – great fun. I never got any further than that with D&D or any commercial RPGs that came afterwards. They all seemed over-regulated and rule-driven to me. Some of the background was nicely done though – RuneQuest especially – and the RuneQuest percentage driven mechanic was considered pace-setting at the time. Some skirmish wargames rules had also used a similar mechanic, as did the first published set of rules that I was involved with – Reaper. I think by the time D&D developed into a phenomenon my gaming had taken a back-seat to college life. Afterwards it was more a question of earning a living so my interest became more professional than hobby.

3. Would you mind talking more about Reaper? You designed this set of rules with Richard Halliwell. What was the origin of the game? Were you happy with the published version?

Reaper was born from two things: a fantasy campaign that Hal ran, and our mutual ambition to publish a set of wargames rules. I think that ambition  to write and publish our own rules – was something that we nurtured all through our teenage years. Hal had a set of science fiction space combat rules printed in a fan magazine called Dragon’s Lair – an irregular newsletter for fantasy wargamers, the first of its kind in the UK as far as I know. We worked on rules together and would invent games using the models we had. I remember coming up with a science-fiction boarding action game that used gridded floor plans to represent different parts of a space ship – something like what would become Space Hulk. Obviously, as teenagers, we were convinced we could do a better job than any of the published rules writers out there. Such is the arrogance of youth.

Not that there was much for fantasy wargames at that time. There was a set of fantasy amendments for the Wargames Research Group ancient rules, which we adapted and used for most of our early fantasy games. These would be games in Tolkien’s Middle-earth using the Minifigs ME (Mythical Earth) range of models. Later on we would prefer to write our own rules to go with whatever fantasy projects presented themselves. Both Minfigs and Garrison produced a range based on Robert E Howard’s Conan stories that included some nice monsters and unusual ‘fantasy’ types.

I don’t remember exactly when the first percentile dice arrived in the UK, although I recall they were sold by Skytrex and were quite expensive. These were actually 20-sided dice numbered 0-9 twice – one red and one black making a pair. There were a few games that featured these dice. I remember in particular a set of WW2 naval rules that used a series of complicated charts and graphs in conjunction with a percentage mechanic to determine the effect of gunfire. These dice suggested rules mechanisms different from those associated with usual six-sided dice. Percentage dice – D100s if you like – imply a mathematical profundity and precision that I believe we found appealing at the time. They give a feel of a serious and proper game – something more realistic than could be achieved with a D6. I still maintain that D100s give that feel to a game, though I would also suggest that it is a ‘feel’ only and in fact such mechanics are neither more realistic nor more accurate in terms of simulation. D100s can be remarkably unhelpful because of the even spread of probability, making fluky scores rather more common that you might wish. I would go on to use a D100 system for Warhammer Fantasy Roleplay, but we had to ameliorate the fluke element with ‘fate points’ to protect players from erratic dice swings.

Anyway, we started to use a percentage system as the basis for our own fantasy wargames. I think the game that inspired us to do so more than any other was The Old West Gunfight rules by Mike Blake, Steve Curtis and Ian Colwill. This was an inspiring set of rules with snippets of history and lovely sketches to accompany the text. For the time this was rather unusual. We are in the age of rulebooks that were solid text and roneo’d sheets stapled together rather than printed and bound. As for photographs and even diagrams… dream on! Our games evolved as a mixture of rules that we’d transposed from other games together with our own percentage driven combat system. In essence they were skirmish wargames with heroes and followers, and usually fixed upon a scenario where our gallant warriors had to travel across a blighted wilderness enduring the onslaught of mutant monsters, rescuing allies from the clutches of ne’er-do-wells, capturing ancient or mystical towers to uncover mysterious artefacts, and so on. Although ostensibly a ‘fantasy’ campaign, events were to reveal a world that was in reality a post-apocalyptic earth where magic had developed in the clutches of psychic mutants following some catastrophic nuclear war. The action eventually took us to a semi-terraformed Mars via a matter transporter. So, I say fantasy… but there was a lot of science-fiction. To some extent this setting was inspired by Michael Moorcock’s stories, notably the Count Brass books which are part of the History of the Runestaff series.

I can’t remember exactly at which point our collection of rules and notes became Reaper but the name was taken from the Blue Oyster Cult song "Don’t Fear the Reaper," a jukebox favourite following its release in 1976. Asgard Miniatures was also founded in 1976, and we’d started to incorporate some of the first Asgard releases into our games. Asgard were based in Nottingham – which is not all that far from Lincoln where Hal and I lived – and I think we had this notion that maybe Asgard would publish our rules. Of course, we had little idea of what publishing amounted to at that time, let alone how to sell something you’d published, but – as I said before – we were ambitious! Hal phoned the number on the Asgard advert and spoke to Bryan Ansell, who every generously invited us over to Nottingham to demonstrate our game. Bryan showed us round the Asgard workshop, which was a small unit round the corner from where he lived, little more than a double garage really. That was the first time we’d seen casting machines and mould presses and all the paraphernalia of manufacturing wargamers figures. I seemed to remember I bought some figures ‘hot’ out of the mould! Bryan was very encouraging, not just with the rules but also with painting and modelling. I’d painted a lot of the models we took over for our demo and I’d also made conversions of some of them. I think in those days Bryan was keen to see if anyone half-promising could design figures. I did subsequently paint a few models up for the Asgard display and even made a few bits and pieces that found their way into the range. It was Bryan who hooked us up with the owners of the Nottingham Model Soldier Shop – who eventually published Reaper.

I got the job of putting the book together having been introduced to the concept of ‘camera ready copy’ by Bryan. Basically, I typed the rules up onto A3 sheets which would then be reduced down to A4. We had a typewriter at home and it happened to have a ‘legal’ carriage, i.e. an extra wide carriage that could take bigger sheets of paper. I left spaces for illustrations which would be added by Hal and Bryan using stock artwork from the Asgard adverts. I think by this time – probably late '77 and early '78 – Hal was at Nottingham University, so he was travelling a lot between Nottingham and Lincoln, acting as go between. I was out of school but wouldn’t go off to college until late '78, so I guess I had some time on my hands. Anyway, I did the basic production work, finalising the text and drawing up the few diagrams, adding the headers using rub-down Letraset transfers. Hal sorted out the cover and a friend drew the cover illustration. Bryan added a nice sketch of Hal onto the credit page – not a bad likeness either!

Hal handled the final stage over in Nottingham. It was printed by the Nottingham Model Soldier Shop – although often described as ‘Asgard’ at the time – and was supposedly the longest set of British wargames rules published to date! Much of that was down to a rather lengthy set of magic rules, which I’d developed as a kind of ‘build your own spell’ system. The rules were quite expensive and I don’t think they exactly set the world on fire, but it’s amazing how many people say they played and enjoyed them back in the day. Later on a second edition was published by Tabletop Games – essentially a tidied up version of the game – and these are fairly easy to find. The second edition is easy to spot because it’s only A5 size compared to the original A4, and it’s saddle-stitched rather than slide bound as was the original.

Mechanically, Reaper suffered from being a little too predictable in terms of combat resolution, basically because of the accumulated percentages. For example, ten men fighting with a 17% of scoring a hit would calculate out at 170% or 1 hit and a 70% chance of a second. In essence, you would inflict 1 or 2 hits every time and that was that. Hits were moderated by a ‘toughness’ role – a sort of saving throw – but even so things were a bit too predictable really. Later on I tried splitting the results out into 50% chances and taking rolls for each, but with D100’s that’s a bit cumbersome so I reduced the percentages to a D10 system with some loss of detail. At the end of the day you lose a lot of the advantages of a D100 system doing that and if you’re going to go for 50% rolls you might as well be throwing a D6.

The Reaper rules were actually more of a battle game than the games we were actually playing, mostly because our role-playing elements were pretty much done free-form by the umpire without any rules as such. There was a lot of ‘it’s up to you’ in the game system and that’s something I think both of us felt was key to the game. I think we were rebelling against the ‘rules are rules and must be obeyed as holy writ’ style of game that was more usual at the time (and since!).

Reaper was the gateway that introduced Hal and myself to the world of miniature manufacture and rules publishing, and most importantly to Bryan Ansell who would later go on to recruit both of us into Citadel and hence Games Workshop. Two other players who took part in our Reaper games (members of what we called LOON – the Lincoln Order of Necromancers) also joined Citadel – before me – Paul Elsey, who became a mould maker, and Anthony Epworth, who became the shop floor manager and subsequently a mould maker. So really, we have a lot to thank Bryan Ansell for, and none of it would have happened without Reaper.

Tuesday, October 13, 2020

Imagine Magazine: Issue #14

As you can see from the cover, issue #14 of Imagine (May 1984) is an interesting one. The cover illustration is by Bryan Talbot, creator of the comic, The Adventures of Luther Arkwright. Though the comic is highly regarded, both now and then, it wasn't well known, even in the UK, at the time this issue appeared. In his editorial, Paul Cockburn comments on this fact but notes that "After this month, I hope we will all hear more of him again." As it turns out, it'd still be three more years before Talbot returned to the comic and completed its story. 

The Adventures of Luther Arkwright form the core of this issue, with a special section devoted to the comic. Talbot is the author of an article entitled "Firefrost" that presents an overview of the comic's setting and central conflict. He follows it up with a two-page comic that serves as a briefing for a Traveller scenario – "The Fire Opal of Set" – in the world of the comic (and co-written by Talbot and James Brunton). The adventure also includes conversion rules so that it can be used with the Star Frontiers game. 

Ed Dovey presents a very interesting article entitled "Campaign Diaries" that, literally, borrows an idea from Tony Bath's Setting Up a Wargames Campaign by recommending that referees keep a log for tracking of the passage of time in a setting. Dovey uses the examples of birth, deaths, marriages, public events, and weather, but his advice could just as easily be applied to other matters. Speaking as a referee running a multi-year, eight-player Empire of the Petal Throne campaign filled with all sorts of significant events, I welcomed the reminders this article (and Bath's guide) offered. Meanwhile, Roger Musson's "Stirge Corner" discusses the utility of NPCs in establishing the details and tone of a campaign. Again, a useful article, even for an experienced referee.

This month's fiction piece is quite noteworthy from a historical point of view. "Featherquest: The Tale of a Dreamer" is the very first piece of published fiction by Neil Gaiman. He would have been twenty-four at the time. "Illuminations" once again provides current game news. Here's the most significant item in the article in my opinion:

The article goes on to mention two other licenses that TSR has acquired: Indiana Jones and Dynasty. While the Indiana Jones game certainly did come out – and was not as dire as memory would suggest – I cannot recall a game based on Dynasty's ever appearing. There was SPI's Dallas RPG and I have a vague recollection of TSR's having produced an All My Children boardgame but not Dynasty. Perhaps the deal fell through? 

"The Imagination Machine" keeps readers abreast of the latest from the world of micro-computers, including a review of a game called City by Terminal Software, which sounds like a precursor to Sim City. There are new installments of both "Rubic of Moggedon" and "The Sword of Alabron" comics, in addition to a letters page and a review of fanzines. "Insane Swords" follows up on Chris Felton's article in issue #12 about making magic items. This article considers what happens when the process of crafting goes wrong and produce a cursed item. Brian Creese continues to look at play-by-mail games in "Chain Mail." 

"The Adventures of Nic Novice" by Jim Bambra and Paul Ruiz seemingly comes to an end with this issue's discussion of experience. I can't say that I'll miss it. There are seven game reviews in this issue, five of them being "TSR" wargames, which is to say, TSR re-issues of classic SPI wargames. The others are Sherlock Holmes, Consulting Detective and Horror on the Hill for D&D. Colin Greenland reviews three movies I've never heard of, the most notable being Invincible Barbarian, which he calls "third-rate nonsense." He also reviews Fred Saberhagen's novel, Empire of the East. 

This concludes issue #14 of Imagine, which I quite enjoyed, though that may have something to do with my fondness for Luther Arkwright. It's intriguing to look at these issues as a microcosm of what must have been happening at TSR UK at the time – simultaneously trying to follow the dictates of the parent company back in the USA while also trying to forge its own path. I'm keeping this in mind as I read future issues in the weeks to come.

Thursday, October 8, 2020

Dragon, Ares, TSR, SPI

Issue #76 of Dragon (August 1983) – a favorite issue of mine – contained the following notice on page 4, right after the "Out on a Limb" letters column: 

Here is some background on this. Ares was an in-house science fiction gaming magazine produced by Simulations Publications Inc. (SPI). The first issue appeared in March 1980 and was published (more or less) bimonthly. TSR acquired SPI's assets in 1982, just as issue #12 (January 1982) was about to be published. From that point on, the magazine switched to a less frequent schedule, becoming quarterly and its editorial direction was entirely in TSR's hands. 

Much like SPI itself, TSR had no clear notion of what to do with Ares and struggled trying to find a place for it within the company's publishing plans. The note above appeared just prior to the release of issue #15 (Fall 1983). TSR must have concluded that the best way to preserve Ares was to give it an injection of readers from Dragon by shifting all of the latter's SF content over to its pages. On the face of it, this move makes sense and might have even worked had it not been for the fact that, in acquiring the company, TSR had voided all existing subscriptions to SPI's periodicals, including Ares. This move angered its existing subscriber base and likely played a major role in the magazine's demise in 1984, ending with issue #17.

From that point on, Ares survived as a section within the pages of Dragon itself, reversing the decision announced above. Even though I liked Ares as a separate magazine, the Ares section of Dragon – which only ran April 1984 to 1986 – was among my favorite parts of Dragon, presenting lots of excellent articles for Gamma World, Traveller, and, of course, Marvel Super Heroes, among many others. I was saddened when Kim Mohan announced in issue #112 of Dragon (August 1986) that, according to reader opinion, "we've been spending too much space on coverage of superhero and science-fiction games. Accordingly, the ARES section is now a thing of the past."

I've regularly remarked that, when it comes to roleplaying, science fiction is an "also ran genre." It's not without its fans, but it's, at best, a distant second to fantasy in terms of popularity, assuming it's not been eclipsed by another genre. There are numerous reasons why this is the case; I even understand them. Looking back on this notice from Dragon is a reminder that it's ever been so.