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The Vampire Revamped
Derrick Norton takes a (not-too-close) look at a savoury monster

Vampire: (n) reanimated corpse that Contrary to popular belief the body of a drained of blood (at least 1 pint per night)
leaves its grave to suck the blood of creature killed i n t h i s w a y does n o t on 3 successive nights will automatically
sleepers. automatically rise as a vampire. It takes die by the end of the 3rd night, only to rise
time for the contagious agent to infect the as a vampire a t the next sundown. I n
Given the above dictionary definition it is body completely, and dark damp condi- other cases the victim will take some 3-
surprising to recall that for the AD8,113 tions are also needed. Consequently a 12 days to transform. As the time draws
vampire no mention is made of any blood- vampire can only form i f the body i s near he or she will become progressively
sucking trait. This i s a sorry state o f buried within 3 days, and even then the more vampiric in behaviour, although the
affairs; the bite of the vampire is as much chance is just 1%. It is a common tactic victim will find its actions clouded with
an integral part of the monster as is the among old vampires to hide the bodies of amnesia. J u s t before t h e change t h e
breath-weapon of dragons. In this article I their prey. Not only does this reduce the creature will seek out a dark place i n
will offer one interpretation of the vam- chance o f discovery, i t also helps t o which to hide from sunlight, since it is
pire's bite, plus information concerning prevent any rise in the undead population. here that it will die at dawn in 'readiness'
another previously unrepresented char- When found, bodies are often seen to be to rise as a vampire at dusk. Note that it is
acteristic: that of having a loyal hench- somewhat eaten; this was once thought quite possible for a creature to be bitten
man. These additions to the AD&D vam- to be the work of vampires b u t it is now while asleep, and not know about its pre-
pire are then complemented by a new known t h a t ghouls actively f o l l o w a dicament apart from a general tiredness
(unofficial) range o f 'greater vampires' vampire so as to gain a free meal! similar to a heavy cold. Even use of a
that takes account of other undocument- On rare occasions a victim of a vam- mirror will fail t o reflect the puncture
ed aspects of the creature, both mytho- pire's b i t e m a y l i v e t o t e l l t h e tale. marks; they can only be seen by others!
logical and cinematic. However, this is a mixed blessing since Strange as it may seem a vampire does
the probability t h a t t h e creature h a s not d r a i n blood f r o m all-and-sundry.
contracted vampirism i s much greater. Irrespective of its previous race a vampire
The Vampire's Bite Depending on the amount of blood lost will, if given a choice, take human blood
the victim suffers as follows. above other types. T h e f u l l order o f
'A creature so afflicted to rise as a vampyr
cursed to a terrible existence. When newly
risen, each d a y i s f i l l e d w i t h t o r m e n t : TABLE 1: EFFECTS OF BLOOD-LOSS ON A SURVIVING VICTIM
during rest i t is taunted with dreams of its
former life, and when active it is driven to PERCENTAGE OF1 HUMAN EQUIVALENT EFFECT2 DURATION
take blood, since it is only during the act of BLOOD LOST (in pints) (days)
d r i n k i n g fresh b l o o d t h a t t h e creature's 1 - 15 1 tiredness 1-3
in i s mitigated. Ye t i n t i m e a n i n - 16 - 3 0 2 slightly weak 2-6
dividual can come to master its blood-lust 31 - 4 5 3 fairly weak 3-9
and from then on i t is doubly-dangerous, 46 - 6 0 4 'mild disease' see DMG
for i t possesses, i n general, b o t h a desire 61 - 7 5 5 'severe disease' see DMG
and cunning unequalled amongst rational 76+ 5+ death
beings.'
Vecna's Book of the UnDead Notes
To calculate the approximate volume of blood in an individual, use the ratio of 1 pint
As correctly noted by Vecna, a vampire is for every 18 lbs weight
first forced, and later tempted, to drink 2The DM should adjudicate the results of 'weakness' as appropriate; reducing
blood if it is briefly to escape from pain. damage done, increasing the chance of spell failure and so on.
While a vampire has a matchless capacity
for blood it prefers to imbibe it slowly in
order to prolong the pleasure. Obviously Blood-loss also dictates the likelihood preference is as follows: human, half -orc,
any victim of this activity must either be that the victim will become a vampire, 'giant-class creatures', halfling, gnome,
charmed, asleep o r bound before t h e with a check to be made each time the mammal, half-elf, avian, dwarf, 'warm-
vampire strikes. S i n c e t h e b i t e o f a individual is drained partially of blood and blooded monsters', elf. A vampire will
vampire is highly narcotic, sleeping vic- survives. To calculate the chance, divide never willingly drink blood from cold- or
tims only rarely wake up: 1% chance per the amount of blood lost by 2: thus a non-red-blooded creatures. It is interest-
level. If the victim is under the vampire's human/aid losing 40% of its blood has a ing to note that those races least favoured
charm it cannot resist the command to 20% chance of turning into a vampire. by vampires (dwarf and elf) are also those
expose its neck... This value is halved again if a LG holy with few (if any) legends concerning the
Having bitten its prey the vampire then symbol and/or LG holy water is applied to monster's activities.
proceeds to suck blood at the rate of 1 pint the wound within 1 round of the attack.
per turn. Although the creature will die Such treatment will inflict 2-7 points of DM's note: it is suggested that a normal
before all the blood has been removed the damage, a n d u n l e s s a s u c c e s s f u l vampire be awarded a further 400 points
vampire is able to suck the corpse dry. 'system shock' roll is made the victim will onto its experience value to take account
Unlike a vampire's hand attack the bite also be unconscious for 2-5 rounds. In of the blood-draining ability, which greatly
does not drain life-levels, only blood. any event a sleeping creature partially enhances the danger characters face.
2 I M A G I N E magazine, January 1985
demi-human of CE alignment that actual-
ly likes the idea: a vampire may not charm
or o t h e r w i s e c o m m a n d a c r e a t u r e i n t o
service. T h e v a m p i r e m a y t h r e a t e n t h e
individual w i t h death (or w o r s e ) should
the o ff e r be refused, a n d t h e individual
will then have to decide w h e t h e r death is
preferable t o service! A p a r t f r o m a l i g n -
ment considerations the selected person
can f o l l o w a n y c l a s s , a n d s i n c e t h e
vampire can only have one such servant it
is normal for only powerful and intelligent
individuals to be chosen. Once both have
agreed, the pact is sealed w i t h blood; the
servant drinking a s m a l l a m o u n t o f t h e
vampire's u n h o l y f l u i d . A s m i g h t b e
expected, t h e r e w a r d s f o r s u c h a n e v i l
alliance are high indeed...

1 T h e henchman immediately becomes


immune to normal and silver weapons.
Immunity is also gained w i t h respect
to disease and the servant regenerates
at t h e rate o f 2 h i t points p e r round,
though severed l i m b s c a n n o t b e
regrown.

2 A l t h o u g h i n appearance t h e h e n c h -
man i s (slowly) a ff e c t e d b y age, h e
does not suffer the detrimental effects
of growing old. Thus, unless slain, the
individual i s virtually immortal. H o w -
ever, this 'stasis' extends to preventing
any f u r t h e r rise i n level f r o m experi-
ence. The henchman does not require
sleep and needs only small amounts of
food a n d water. H i s s t a m i n a i s m a n y
times greater t h a n n o r m a l : a n y t a s k
made difficult b y its repetition can be
performed for days on end.

3 O n drinking t h e vampire's blood, t h e


henchman i s i m b u e d w i t h a n u n -
breakable s e n s e o f l o y a l t y, a n d i s
incapable of acting in conflict w i t h his
master. Indeed over the years a sincere
bond o f f r i e n d s h i p m a y develop. I n
practice i t i s s i m p l y n o t p o s s i b l e t o
control t h e h e n c h m a n ' s m i n d e i t h e r
directly (eg psionic domination), or
indirectly (eg charm).

4 A s t h e years o f service l e n g t h e n t h e
henchman gradually increases i n
power. Every 10 years* the henchman
gradually gains a c u m u l a t i v e 1 % a b -
solute resistance t o h o l d , s l e e p a n d
paralysis magic, plus a s i m i l a r resist-
ance to poison. For every 50 years* of
service t h e h e n c h m a n ' s strength i n -
creases to the next category: 1 8 / 9 1 t o
1 8 / 0 0 to 19 and so on. Race and sex
do n o t l i m i t t h i s progression b u t t h e
maximum value is 24.
* These values a r e based o n t h e
The Vampire's Henchman human l i f e s p a n . F o r o t h e r r a c e s
consider 1 year to be 1% of the average
'Forget not the vampire's minions. Many The s t a n d a r d c i n e m a t i c a n d l i t e r a r y life-span.
charmed servants will it have, and one will henchman is at odds w i t h the monster's
be especially favoured. I n loyalty t h i s mythological description. A p a r t f r o m If a n d w h e n t h e v a m p i r e i s s l a i n , t h e
servant is without equal, and to ignore him other undead, only rats, bats and wolves henchman (if alive) has a period of grace
is to court disaster. Unnaturally strong in habitually associate w i t h t h e v a m p i r e . before t h e s e p o w e r s a r e l o s t a n d a g e
both mind and body this 'henchman' may However, s o i n g r a i n e d i s t h e f a n t a s y catches up. This period is one day for each
go where his master cannot, and by dark expectation of a loyal minion that it takes year o f service. D u r i n g t h a t t i m e t h e
and secret deeds achieves much to protect little imagination to accept the notion. henchman w i l l do everything possible to
his lord and harm his enemies.' To o b t a i n t h i s exceptional s e r v a n t a bring the master back, o r failing that, t o
Van He/sing Guide to Vampire Hunting vampire must first find a willing human or punish those responsible.
I M A G I N E magazine, January 1985 3
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6 Please m e n t i o n I M A G I N E m a g a z i n e w h e n re, / M g t o a d v e r t i s e m e n t s
Deep in the heart of Telinare has grown the City League;
a mighty hive c1-humanity, tfering everything an
adventurer could desire. Each month IMAGINE
magazine presents a few buildings from within the City;
desaibes their inhabitants; and eels one or two ideas for
adventures. 'This ravides an ideal campaign basek the
PEL:N RE
rym who can collect these ararles and steadily build them
up into the most comprehensive campaign setting THE CITY LEAGUE
available. Copy than, or act them out and store them in a
ring file — ash you need never be short of an idea for a
City encounter again.

50 1 0 0 1 5 0 2 0 0

( 1 1 / tCf

by Brian Garrod 2 6 . M a s k Workshop


Gibbet Street is in one of the oldest and most squalid areas of the city. A great tradition of the City League is the death-mask. Even convicted
The i n h a b i t a n t s are very poor and most of them s u ff e r from illness or criminals are accorded the honour and this mask shop prepares masks
disability. The m o s t c o m m o n m e a n s of t u r n i n g a p e n n y are peddling, for those hung on the gibbet. Making a mask is a highly skilled job and —
begging, t r i c k e r y a n d s t r a i g h t f o r w a r d theft. T h e m a i n f e a t u r e o f t h e carefully applied with make-up — it is almost indistinguishable from life.
street is the gibbet — still used for unofficial hangings. This gibbet, its The process involves pouring hot wax over the face to be copied, so only
frequent o c c u p a n t s a n d t h e s t a n d a r d s o f behaviour o f t h e residents dead faces can be done. Copies of masks can be bought for 20gp but the
mean that this is an area usually avoided. It was not always so, as the knowledge of how to apply the make-up correctly can only be bought for
street has seen better times, though they were long ago. Now the paving a m i n i m u m of 250gp a s s u m i n g Daxol Nabrish likes you.
is cracked and mud and dirt lie everywhere. Beggars Alley leads off from
Gibbet Street and curves round to meet the Wa l k (14). Once it merely
Daxol Nabrish; m, T7, N,
provided a rear entrance to some of the houses on Gibbet Street now it is
one of the most dangerous thoroughfares in the League. If the beggars,
26a Dagger, A C 7; hp 21 / 3 2
drunks, pimps, thieves and assassins don't get you then you'll probably
contract a deadly disease from the piles of uncleared sewage. There are S 12 E l Willowy, old, b r o w n clothing w i t h short leather apron
t w o rules and two rules only observed by all the inhabitants of this area. I 1 3 0 Mask-maker and Pilferer/Sharper
The first is that no-one shall touch a victim of the gibbet and the second W 9 E Tight-lipped, tight-fisted, suspicious
is that no-one shall touch or desecrate the death-masks hung on poles D 1 ] 0 K n o w s the local militia and court (they don't k n o w he's a
by the gibbet. Wo e betide any stranger w h o breaks these rules as the C 1 5 t h i e f ) ; member of the local thieves' guild; no friends; father
only p u n i s h m e n t in these parts is death by hanging! Ch 6 o f Arandul (26b) w h o m he watches through the w i n d o w

Arandul Nabrish, m, 14, N/CN,


2 5 . T h e Gibbet and the Mask-Poles 26b Shortsword, AC 7, hp 1 6 / 2 0
At the end of the street stands a gibbet. Stark and bare, its very shape is a
brooding m e n a c e . B e c a u s e o f i t t h e w h o l e s t r e e t s e e m s t o b e i n S 8 0 Cheerful countenance; green clothes, red cap with feather
permanent shadow. It is d o m i n a n t far beyond its size. Alongside it are 13 E B u r g l a r / R o b b e r and part-time m i n s t r e l
five mask-poles u p o n w h i c h h a n g t h e death-masks of recent victims. W 8 0 Arrogant, p r o u d and quick-witted
These are horrible enough in principle, but their manufacturer — Daxol D 1 ] 0 M e m b e r of the local thieves' guild; A r a n d u l sits singing by
(26a)— is so skilled they take on an unwholesome menace of their own. C 1 6 t h e gibbet picking the pockets of passers-by; if detected he
Their presence casts a pall of gloom on an already unhappy scene. C h 1 6 f l e e s t o Beggars Alley; son o f Daxol (26b)
7
I M A G I N E ma9anne, January 1985
2 7 . Mandren the Lunatic
2 9 b W a No
d rweapon,
e n ; m,
ACFri; L/NG,
9/10; hp 3 / 4
Mandren's hovel would appear unoccupied were it not for the foul smell
and unholy noises that come from within. Mandren spends most of her S 12 Slight, scruffy; yellow smock
life eking out a pathetic existence selling water. Periodically she has fits I 1 4 Pig-breeder
that cause her to rant and scream and assault anyone within reach. W 11 0 Pleasant, w a r y, determined, a m b i t i o u s
During these fits t h e locals often call i n guards from the nearby D 13 0 We l l known locally
madhouse to restrain her. This is not a popular job as Mandren trained C 9
as a magic user and on a scrap of paper hidden in her hovel she has the Ch 11
spell stinking cloud and periodically her lunacy takes the form o f
learning this spell and casting it up and down the alley. Those who save
against the spell and stagger out of the cloud (taking a round to recover) 3 0 . Citizens of Beggars Alley
will get mugged as they emerge!
Up and down the alley many unsavoury (and some dangerous) people
Basic - Stinking Cloud - New Spell (second level): casting the spell ply their trade. Most of them are NM/F0, AC 9/10, 2hp, while the rest
causes a cloud of foul fumes to appear of area 20'x20'x20' that lasts six are a mixture of low-level thieves and first level freemen. They will be
rounds per level of MU. Anyone in the cloud must save vs Poison or lie found leaning up against doorposts, squabbling over heaps of rubbish or
helpless, retching for 1 dz1-1-1 rounds. Those who save run out of the lurking in shadows waiting for unwary travellers.
cloud but must spend one round helpless recovering from the fumes.
Range: 30' D u r a t i o n : 6 rounds/level
30a Budlock; m, 1 ; N;
Dagger; AC 9/10; hp 7/10
27a Mandren the Lunatic; F, MU3; C/CN;
Bite (D1 -4); AC 9/10; hp 12 S• 1 1 U Dishevelled brown rags, crutch; filthy hair tied in pony tail
I 1 4 w i t h string
S 9 0 Dressed in loose, filthy, t o r n rags; wild eyes and hair; W 9 U Beggar
I 4 (16) w o u l d be beautiful if cleaned up and tamed D 1 1 E l Convincing actor, greedy, amoral
W3 (9) 0 Water Seller, Conjurer, Lunatic C 15 0 Well known character down the alley; feigns pathetic
D 1 1 U Stunned and sullen but coherent and reasonable between Ch 7 l a m e n e s s to beg alms and runs off cackling if any are given
C 16 attacks
Ch 1 4 U No-one admits to knowing her but rumours abound that
she is the sister of a high-born lady
3 0 b iLsohnybsownoerd;;MACE63//7F
, -hMpU130,/N1/2NE,

2 7 b 8 t c I f the asylum has sent any guards to look after S 1 7 E l Tall, lean; wears green leathers
Mandren they will be Gragen Axbow (F4 hp18/ 26 AC5 Broadsword) I 1 6 0 " To l l " keeper, Swordmaster C o n j u r e r / Swordsman-
and Lolden Beltow (F3 hpl 6/18 AC5 Longsword). These are basically W 6 Conjurer
honest types who are well known locally and somewhat respected as D 15 0 Cocky, short-tempered, brave and aggressive
they do not interfere unnecessarily in local activities. Visitors looking to C 1 1 C I Self-appointed leader of the local ruffians, Fit (30d) allows
them for aid are likely to see them whistling casually and examining Ch 1 2 h i m this deceit; husband of Rarad (30c); ruthlessly exacts
carefully the eaves of a nearby building. Both love money, however, and tolls from any who wander down the alley - the amount of
(tragically) Gragen loves Mandren. toll varies according to the amount Ishbone thinks he can
exact
Spell Book
2 8 . Weaponsmiths D&D 1 (1*, 2, 4, 5, 6, 9, 1 2 ) AD&D 1(3*, 6, 12, 15, 16, 22, 29*)
2 (3, 4, 6, 7*) 2(5, 6, 10, 12")
Once a thriving business, this weaponsmith's shop is now boarded up
with 'For Sale' signs on it. The two weaponsmiths (Dokas and Milly)
were murdered b y their scheming daughter (Negalmis) who later
disappeared in mysterious circumstances. No-one locally dares enter
30c R a r a d ; F; E3/F-MU3, N/NE;
Longsword, AC 9/10, hp 10/12
the premises as they are rumoured to be haunted. As a consequence
most of the stock remains, stacked neatly in the store, including 2 S 12 U Drab grey dress brightened by many coloured scarves
longswords +1, 4 daggers +1, 1 scimitar + 2 and 4 darts +2. I 1 2 0 Swordmaster Conjurer/Swordswoman-Conjurer
Unfortunately the building really is haunted as Dokas and Milly have W 13 0 Fickle, wayward, opportunist
become wraiths and Negalmis has become a spectre. For those who are D 13 0 Very well known locally; admired by all; wife of Ishbone
interested the title deeds can be bought from Daxol Nabrish (26a) for C 9 ( 3 0 d )
7500gp. If players reopen the shop they will discover that Negalmis was Ch 1 7
not much o f a business woman as she died owing over 2000gp in
various debts to local traders. Spell Book
D&D 1 (5*, 7, 9, 10, 11*, 12) AD&D 1(15*, 20, 22, 23, 25*, 29)
2 (2, 3, 4*, 8,10) 2(4, 5, 6*, 13, 22)
2 9 . T h e Friendly Neighbours
Wadren is a teenager whose parents have recently died leaving him the
30d Fit; M; F6/A6; C/LE;
Poisoned dagger; AC -1 /-2, hp 42/34
house they lived in but little else. He is struggling to make a living
breeding p i g s - n o t w i t h o u t success. H i s next-door-neighbour, S 1 2 E l Short and skinny; chain mail under grubby rags; eye-patch
Holman, covets these pigs and Wadren's house. Holman sometimes I 1 3 a n d white stick
resorts to stealing Wadren's piglets, killing them and selling them. Often W 1 0 U Myrmidon/Killer
Wadren manages to rescue them. It is quite likely a party walking along D 1 8 U Shrewd, cunning, sophisticated, efficient
Gibbet Street will observe this ritual being acted out. Holman chasing C 16 0 Known as a not-very-successful beggar; has connections
Wadren (who is clutching a piglet under his arm) down the street and Ch 8 w i t h t h e Knights Ocular; i n A D & D : leader o f local
shouting, "Stop, pig-napperl Stop that boy!" Wadren will swear his assassins cell
innocence and is bright enough to call on the Butchers Guild Militia
(who know him) to come to his aid if a party should side against him.
30e Lara; F, T4; C/CE,
Longsword and garrot; AC 9/10; hp 11 /13
29a H o l m a n ; M; F3; C/CE,
Longsword; AC 7/8, hp 14/17 S• 1 4 0 Squat, ugly and unpleasant; filthy rags; always wears dull
H/1/2 I 7 r e d scarf to cover angry scar around neck from attempted
S 16 Portly, ugly; mauve smock and brown breeches W 6 lynching
I 1 0 o Layabout and slob, Swordmaster/Swordsman D 12 0 Burglar/Robber
W 11 o Convincing liar, ingratiating, smarmy, covetous, quick C 13 0 Mean, uncompromising, vindictive
D 9 tempered and rude Ch 7 0 Idolised locally as a vicious back-stabber; leads a small
C 9 0 Not the sort to have many friends gang of gnomish thieves in smash and grab raids against
Ch 5 shops in neighbouring districts
8 I M A G I N E magazine, January 1985
Over the m i l l e n n i a t h e City League, like all societies, has developed a Heralds
system w h e r e b y tradesmen and w o m e n have formed groups to protect
their o w n interests. T h e s e g r o u p s a r e k n o w n a s G u i l d s . A G u i l d i s Heralds are, technically, a subsidiary guild w i t h i n the h u g e continent-
formed to perform t h r e e i m p o r t a n t functions. Firstly, and most widely spanning Guild of Messengers and Couriers. The Heralds maintain this
advertised, to maintain standards of production and quality — this is not fiction as it suits their purposes though they are actually an Honourable
a spurious reason as the reputation of a guild is very valuable. Secondly and S e c r e t O r d e r t h a t pre-dates t h e City League a n d m o s t recorded
to provide an e n v i r o n m e n t in w h i c h young people can be trained in the history. This is mostly due to the fact that the Heralds are responsible for
arts and sciences of the trade. A n d t h i r d l y to keep secret some of the recording history. They have vast stores in w h i c h can be found maps,
more important skills so that the sanctity of the Guild is preserved. Most charts, linealogies, dynasties and many, many forgotten contracts. They
trades and professions are represented by a guild and it is a mark of the w o r k closely w i t h the Cartographers (qv) and the Courtesans (qv). See
antiquity and stability of a society how extensive and effective its system I M A G I N E 4 1 6 for more details.
of g u i l d s is. I t h a r d l y n e e d s saying t h a t t r y i n g t o f i n d a n o n - g u i l d e d
tradesman in the League is like looking for hairs on a beholder t h e r e Linkboys
aren't any!
Linkboys are the men and w o m e n w h o hire themselves out at night to
The guilds are of various shapes and sizes. Some, such as the Seamen, light travellers and revellers home after dark. A l t h o u g h in appearance
have t h o u s a n d s o f m e m b e r s and l a x discipline and s h o r t apprentice- they a r e l o w l y a n d i n b e h a v i o u r h u m b l e i n a c t u a l i t y t h e y a r e a n
ships. Others, s u c h as the Perfumers, have f e w m e m b e r s w i t h tightly important link in the information gathering processes that permeate the
guarded trade secrets and apprenticeships of such length only gnomes League. C o n s e q u e n t l y t h e y h a v e c o n n e c t i o n s w i t h A s s a s s i n s (qv),
or d w a r v e s can spare the time. Likewise, the political i n f l u e n c e o f the Thieves (qv), Courtesans (qv) and Heralds (qv) t h o u g h not the Carto-
Guilds varies; in the past the Courtesans, Cartographers and Thespians, graphers (qv), w h o find t h e m a little rough.
have been so powerful as to attract the hostility of the Katar.
Locksmiths
Even l i s t i n g a n d r e c o r d i n g t h e h u g e n u m b e r o f g u i l d s , m u c h l e s s
categorising them, is a vast task. Felix Pursuivant of the Guild of Heralds Having split a w a y f r o m t h e ranks of the Farriers and A r m o u r e r s , i n a
did at least attempt it. The following are some extracts from that list. struggle t h a t w a s s o m e t h i n g close t o civil w a r, t h e Locksmiths h a v e
become t h e League's t i g h t e s t - k n i t a n d m o s t r u t h l e s s guild. B y bitter
experience, t h e y have discovered t h a t n o - o n e w i l l b u y locks or o t h e r
Guilds Of The City League devices if there is any suspicion that another party knows the secret of
that l o c k , o r o w n s a d u p l i c a t e k e y. A s a c o n s e q u e n c e , t h e G u i l d
Amalgamated Guild of Apothecaries and Alchemists exercises t w o policies. First, it runs a savage campaign of brutality and
Their title is the guild members' idea of a joke. Even so this is a large and political c o r r u p t i o n a i m e d a t t h e Thieves' Guild. Second, t h e r e i s a n
unbreakable G u i l d l a w t h a t n o t h i n g i s e v e r c o m m i t e d t o paper, a n d
very i m p o r t a n t guild. S o i m p o r t a n t that it has split into m a n y factions
and is sponsored by many nobles and merchants. Once every five years many l o c k s m i t h s h a v e e v e n l e a r n e d t h e d i s c i p l i n e o f f o r g e t t i n g t h e
details of a lock as soon as it is made. The Guild Militia of the Locksmiths
local guild fathers and mothers meet to discuss developments in their
field. These meetings are simply an excuse for a grand slanging match is a barbaric organisation, notorious for the way it deals w i t h m e m b e r s
— t h e real spread o f information i s b y the regular movement o f w h o flout this rule. Even so, there are individuals w h o will sell the right
apprentices from master to mistress and back again through bribery and kind of information for the right price — if you k n o w w h e r e to look.
deals. A n y m a g i c u s e r w o r t h h i s o r h e r s a l t h a s a h o l d o v e r s o m e
member of this guild. Lorists and Sages
This i s p r o b a b l y t h e m o s t l o o s e l y organised o f a l l t h e g u i l d s a s i t s
Assassins members t e n d t o be v e r y i n d e p e n d e n t l y m i n d e d people. L o r i s t s a n d
Run on classic lines this guild is in truth a series of cells linked in some Sages tend to deal w i t h non-political i n f o r m a t i o n (unlike the Heralds,
mysterious, u n k n o w n way. The Assassins are much weaker in the City Courtesans and Cartographers w h o deal w i t h little else).
League t h a n i n o t h e r comparable u r b a n locations, h o w e v e r, since so
many professional killers end up as members or hirelings of the Knights Scribes and Lexicographers
Ocular.
This g u i l d controls all t r a n s l a t i o n s and writings. T h e i r p o w e r h a s n o t
been changed by the invention of maniacal contraptions t h a t t r a n s f e r
Brewers writing mechanically as they have taken care to include the building and
A l t h o u g h m o s t l y concerned w i t h n o r m a l brewing, t h e Guild also gets operation of all such machines w i t h i n their control.
involved in the concoction of various arcane alcoholic potions used for
diverse means by, for example, the Courtesans (qv). Thespians (including Harpers, Minstrels and Jesters)
This is another huge guild with branches sprawling hither and thither. It
Cartographers is not w e l l organised or rigidly controlled and yet its leaders (and t h e
A very small, discrete group w h o prepare m a p s and charts. M a p s are leaders of the subsidiary Guilds) keep a close watch on h o w it behaves
usually available only on commission. The Cartographers have dozens through a c o m p l e x a n d e ff i c i e n t s p y n e t w o r k . M u c h u s e f u l p o l i t i c a l
of secret drawings and tomes that they use for their researches hidden information c a n b e gathered by t h e G u i l d a n d s o t h e K a t a r a n d T h e
away in a site k n o w n o n l y to a f e w, very senior, m e m b e r s of the guild. Knights O c u l a r (as w e l l a s t h e Thieves' a n d Assassins' Guilds) h a v e
They h a v e close t i e s w i t h t h e C o u r t e s a n s (qv) a n d t h e Heralds (qv). their o w n spies planted w i t h i n it.
Because of the p o w e r f u l i n f o r m a t i o n t h e y conceal t h e Cartographers
are closely guarded and monitored by the Knights Ocular. A t r a d i t i o n o f t h e C i t y i s t h a t a n y adventurer w h o w a n t s t o e n s u r e
temporary notoriety should pay a Harper to write and perform songs that
extol the buyer's bravery and virtue (irrespective of the facts). For as little
Courtesans as a few gold pieces, an 'off-the-peg' ditty can be amended to include the
This large a n d p o w e r f u l g u i l d i s steeped i n a n t i q u i t y a n d lore a n d i s character's name in a tavern for an evening, but for a mere 1000gp, that
governed by rigid rules of conduct and discretion. It is said that no secret same adventurer could have a 'made-to-measure' story sung throughout
is u n k n o w n t o t h e g u i l d leaders. Because o f t h i s t h e y w o r k w i t h t w o the inns and taverns of a whole district. It's a great way to 'advertise' that
other guilds that control i n f o r m a t i o n — the Cartographers (qv) and the your services are f o r hire, a n d is i n m a n y ways the only w a y to get a
Heralds (qv). These t h r e e guilds are k n o w n w i t h i n t h e League as t h e commission from the Punctilio. Equally, for a similar sum, a rather less
Triple Alliance and they wield huge amounts of power. The Courtesans c o m p l i m e n t a r y song could be sung about a rival in all the same places. It
also control several other, lesser, guilds such as the streetwalkers and should be borne in m i n d that such songs could inadvertently d r a w the
the courtiers. They are extremely wealthy, and, at the top, benefit from attention of undesirable elements to adventurers at awkward moments.
the patronage of the Katar's court. Never have your story told w h e n you need a f e w weeks of rest!
9
I M A G I N E magdne, January 1985
g l A FA U T, , , f f r - A a e 7 0
Thieves
Other guilds within the City League include:
The City i s f u l l o f Thieves' Guilds, separated b y area a n d a l i g n m e n t , Bakers, Butchers, Candlemakers, Chandlers, Charcoalers, Clogmakers,
divided by petty jealousies and bitter enmity, and hunted by the militias Clothiers (a direct subsidiary of the Cerwyn Clothiers Guild), Cobblers,
of rival guilds and the forces of the Katar. No t w o guilds have quite the Coopers, Embalmers (cremation is widely practised in most parts of the
same o r g a n i s a t i o n , t h o u g h m o s t s e e m t o b e d o m i n a t e d b y a s i n g l e City t h e s e days, a n d t h i s G u i l d i s d e c l i n i n g rapidly), G l a d i a t o r s ( n o t
powerful character. One thing they do all have in common is a system of technically a G u i l d , b u t a B r o t h e r h o o d o f p a r t i c i p a t i n g f i g h t e r s ) ,
safe houses unique to that guild. A safe house is any place that will hide Glassworkers, H i d e w o r k e r s , I n n k e e p e r s , J e w e l l e r s ( t h e L e a g u e ' s
a fugitive t h i e f w h o can provide the r i g h t password. They may be any reputation f o r j e w e l l e r y is legend), Limners, Litigants and L a w y e r s (a
normal trader's shop, or a private dwelling, and are normally identified vast guild serving the hideously complicated legal system — see e 18),
by a symbol or mark visible from the street that can be recognised by a Longshoreman, Masons, Mercantylers, M e t a l s m i t h s , M i l l e r s , M o n e y -
member of the guild. These properties w i l l often have 'priest-holes' or lenders ( d o m i n a t e d b y a d w a r v e n h i e r a r c h y ) , O s t l e r s , P e r f u m e r s ,
secret t u n n e l s . D u r i n g periods of cooperation guilds m a y temporarily Physicians, Pilots, Potters, Saddlers, Salters, S m o k e r s a n d Picklers,
exchange information about marks or p a s s w o r d s — e a c h changing their Seamen (a p o w e r f u l Guild, utterly loyal to the Katar), S h i p w r i g h t s and
codes once the cooperation is ended b u t woe betide thieves who try to Ropema kers, S p i n n e r s , Te n t m a k e r s , T h a t c h e r s , T i m b e r w r i g h t s ,
take refuge in a house that does not recognise them! Turners, Weaponsmiths, Weavers, Wheelwrights.

MONSTER M NEY
A new adventure format for the Pelinore campaign
In t h e l a s t i s s u e o f I M A G I N E magazine, details o f t h e A r e n a w e r e The payment received is
published, e x p l a i n i n g h o w this, and smaller stadiums around the City Common monsters 1/2 x xp value
League, w e r e used for execution and gladiatorial contests. A particular Uncommon monsters 1xxp value
favourite o f the massive population o f the City is to see lightly armed Rare m o n s t e r s 5 x xp value
gladiators i n c o m b a t w i t h v a r i o u s n a s t y beasties. S e v e r a l p l a y e r - Very rare monsters 10 x xp value
characters m i g h t find t h e life of the Arena something they can't resist,
and will plunge into a career wh ich will either vault them into fame and These payments should be modified by the a m o u n t of damage done at
wealth as a f a v o u r i t e o f the crowd, o r w i l l see t h e m crippled or killed the time it is presented at the Arena. Calculate the percentage damage
upon the sand. done to the monster and pay only that percentage of the maximum price.
Example: A neo-otyugh (rare)
It's a dangerous business. Sooner or later, the most successful gladiator * xp value , 1 5 0 0 + 1 5 / h p = 1500+(15x54) = 2 3 1 0 x p
is going to find the crowd beginning to tire of constant victories; tougher * m o n e t a r y value = xp value x r a r i t y value = 2 3 1 0 x 5 = 11 , 5 5 0 g p
and t o u g h e r m o n s t e r s w i l l have to be fought, at ever increasing odds. * damage %= (actual d a m a g e / t o t a l hps)x 100 - ( 3 2 / 5 4 ) x 100 = 59.26%
And eventually there w i l l come a t i m e w h e n a fighter's w e a l t h y patron * cash received , monetary value x damage °/0= 11 , 5 5 0 x 59% = 6814gp
will fix up a match that is a little too much, and will bet on the opposition;
and w h a t price your fame and glory then? This would probably be rounded off to 6800gp. The calculation process
is e x a c t l y t h e s a m e f o r t h e B a s i c g a m e , e x c e p t t h a t t h e D M m u s t
No, for the smart adventurer, there is really only one choice. If you can't estimate the rarity of the monster. Don't make them all Very Rare just to
make m o n e y o u t o f t h e A r e n a b y f i g h t i n g i n it, perhaps you c a n f i n d avoid displeasing the players!
yourself filling a n o t h e r of its pressing needs.
The xp values f o r m o n s t e r s can b e f o u n d w i t h t h e o t h e r stats i n t h e
Running a n A r e n a i s n ' t e a s y. A p a r t f r o m c o n t r o l l i n g t h e s t a f f a n d FIEND FOLIO® Tome and Monster Manual II, on pages 196-215 of the
m a i n t a i n i n g the buildings, t h e r e is the perennial problem of acquiring D u n g e o n Masters Guide or calculated using the table on page 85 of the
enough i n t e r e s t i n g m o n s t e r s t o p l e a s e t h e m a s s e s — a n d e a t t h e DMG. Basic game xp values are normally given w i t h the monster stats,
gladiators. Not only does this pose a problem to the Arena management, or can be worked out from the relevant table in the rulebook. None of the
it a l s o g i v e s t h e D M a w o n d e r f u l n e w o p p o r t u n i t y ; l e t t h e player- money received in this way counts towards xps (unless you are using a
characters try to capture the monsters they meet instead of killing them, 'buying' s y s t e m s i m i l a r t o t h e o n e o u t l i n e d i n W h a t To D o W i t h A
so that they can sell t h e m to the Arena. Dragon's Treasure — IMAGINE magazine 41 7). The party should,
however, g e t t h e same experience for capturing t h e m o n s t e r as t h e y
Using t h i s f o r m a t , t h o s e b o r i n g h a c k - a n d - s l a y sessions w i l l b e g o n e would have had they killed it
forever, as the players w i l l be struggling to keep the monster not only
alive, but in good w o r k i n g order so as to get the best possible price for it One last point. T h e r e i s n ' t a n u n l i m i t e d d e m a n d f o r m o n s t e r s i n t h e
Capturing a really tough, c o m b a t - w o r t h y monster could be worth more Arenas. A t each one that the party visits, the D M should make a roll to
to the party than t h e treasure it was guarding. You could even get the decide whether the manager is interested in the offer: perhaps allowing
characters going on m o n s t e r hunts, as they develop clever techniques a 2 5 % chance o f the monster(s) being rejected. T h e a d v e n t u r e r s w i l l
for capturing particular beasts. As with all nice things, however, beware then have to sell elsewhere (and the smaller District Arenas will always
of letting things get out of hand — adopt these restrictions: cheat on the price), or make a sensible effort of disposing of the beast.
And should they start making too much money from the enterprise, then
The Arena doesn't w a n t boring monsters w h o is going to pay the f o l l o w i n g g e n t l e m a n a n d h i s n u m e r o u s h i r e l i n g s w i l l doubtlessly
to w a t c h a bucket of green slime? take a very close interest.
The A r e n a d o e s n ' t w a n t s u p e r - p o w e r f u l m o n s t e r s — w h o i s
going to pay to get turned to stone by a basilisk?
The A r e n a doesn't w a n t unfettered aerial m o n s t e r s — w h o is
going to pay to watch a harpie fly away?
31a Gross an Creer, m, F8, N,
Battleaxe +3, AC - 2 / - 1 , hp 6 4 / 7 2
The Arena doesn't w a n t damaged monsters — w h o is going to Dw
pay to see the coup de grace given to a land shark on l h p . S 1 7 0 Massive brute, w e a r s blue t u n i c a n d breeches, f u r s a n d
I 1 6 c h a i n mall+3, carries shield +2
The A r e n a ' s rate of payment was strictly laid down by Enactment XXXIV, W 9 0 A n i m a l Procurer
and i s m o n i t o r e d b y t h e c o u r t officials. T h e s a m e r a t e covers all t h e D 8 0 Selfish, thug-like, loathsome, b u t very s h r e w d
Arenas i n t h e C i t y League, a l t h o u g h i t i s c o m m o n p r a c t i c e f o r t h e C 1 8 0 K n o w s t h e b u y e r s a t a l l the A r e n a s a n d has t h e e a r o f
smaller, district arenas to cheat on the rate, offering as little as one third Ch 5 s e v e r a l g u i l d chiefs. N e a r l y everyone i n t h e C i t y w i l l at
of the rate below. The D M should calculate payment with regard to the least k n o w his name
xp values of the m o n s t e r s captured and the frequency w i t h w h i c h the
monster can be expected t o be f o u n d i n t h e locality. I n t h e Advanced
game, t h i s can refer to w h e t h e r the m o n s t e r is common, u n c o m m o n , 3 1 1 3 8 t c G r o s s ' two lieutenants will probably be the first to call,
rare or very rare (unique monsters should never be captured, and D M s playing d i r t y t r i c k s o n t h e a d v e n t u r e r s — l o o s i n g t h e i r c a p t u r e d
w h o allow it to happen should end up in t h e Arena having to face them!). creatures, wrecking their rooms w h i l e they are out. Nathes and Ryar of
In t h e Basic game, t h e D M w i l l h a v e t o j u d g e h o w rare a m o n s t e r is Kosre a r e T 4 , A C 6, hp 1 0 / 1 2 , and use poisoned daggers if cornered.
before applying the modifiers. * Tom Kirby
10
I M A G I N E mapzine, jcmuary 1985
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,
S I X OF THE BEST! YOU REACH A
Now on sale.... COOL, LEAFY
GLADE . • . .
. . . . which is surrounded by trees. You see a pool
701m of sparkling water and bend to drink some. As you
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SPECIAL E D I T I O N I the bushes behind you. Looking at the pool you
• W O E .
notice something - YOU CANNOT SEE YOUR
REFLECTION!!

The beating of your heart grows louder and faster.


You must do something — but what?

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a) D i v e into the Pool? (Turn to page 24)
b) D r a w your weapon and turn t o face the
direction the sound came from? (Turn to page
37)
Six of the best!
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c) Faint? (Turn to page 38)
phos
A (rkfidc tft P s u r o a r ,

The tbc I M A G I N E m a r t r i n e nlp • t Turn to the page indicated in one o f the above
options to find the results of your decision.

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Cancelling The Debt


Colour Spray
have had cause to remonstrate with year's print run, and thus negotiate a Chris Harvey tells me that the promised
price very favourable to UK purchasers. colour cover T&T modules are now becom-
Fantasy Games Unlimited of New York in
this column from time to time because of ing available. A t the time of writing, the
FGU have been busy elsewhere, releasing following h a v e appeared: D e a t h Tr a p
the lack o f back-up material f o r their Equalizer at E4.50, Naked Doom at £3.95,
popular Bushido rpg. They have made the Empire Karo, an adventure for After- and Captif d'Yvoire a t E3.95. The last
first step towards reinstating themselves math, The setting is Cairo, Illinois (pro- named is a new one on me, and appears —
in m y favour b y approving a m i n i - nounced 'Karo' b y i t s inhabitants) 5 0 unless I am mistaken — to have a Gallic
adventure designed i n Britain. This i s years after a World War. The designer connection. Each of these modules contains
Takshido's Debt, an entertaining little tells us that due to Arms Control negotia- a two page summary of the T&T rules which
caper w i t h t h e characteristic Bushido tions, the nuclear weaponry available to is specific to that particular module. I think
twist somewhere in the tail area. Steve the superpowers was severely limited by this means that you could run the module
Bell is the writer, Chaotic Intellect Pro- the time WWIII occurred in the year 2000. just with the aid of the summary it contains,
However, they more than made up for this but to play others, or to design your own,
ducts edited and Games of Liverpool are
you will require the full rules.
the publishers. Price is 95p, which seems by the use of Chemical and Biological
very fair to me. Coinciding with this long weapons.... That's t h e trouble w i t h a
overdue addition, the price of Bushido game like Aftermath, the rationale behind
itself h a s been reduced t o £ 7 . 9 5 i n the play is so depressing. Still, i f post- Entente Cordiale
Britain. The popularity of the game over holocaust society interests you, Empire Talking of Gallic Connections, I see that
here has allowed Games o f Liverpool, Karo is probably just what you are looking Jeux Descartes of Paris are publishing a
for. Price £4.20, French translation o f C a l l o f Cthulhu.
who import it, to take nearly half of this
Following on, as it does, from the French
translations of the D&D, and T&T games,
this further illustrates the growing interest
Cut Short Blowing in the Wind in rpgs in France. There is also an appreci-
Standard Games' figures for use in con- Iron Crown Enterprises have released a able increase in players in Germany, where
new, expanded version of their Iron Wind the magazine Drache fills the same kind of
junction with their Cry Havoc game are
now on sale. There are half a dozen or so, at fantasy role-playing module. It is the first niche that Jeux & Strategie and Casus
book in the Loremaster series, which is Belli f i l l i n France. U l r i c h Kaiser a n d
around 3 1 p each f o o t figure, depicting
various medieval types modelled on those intended t o be a s e t o f modules each Thomas Kratz visited the IMAGINE maga-
shown o n the game counters. Very nice depicting a different part o f t h e world, zine editorial dungeon earlier in the year,
Loremaster. The modules are specifically while Didier Guiserix of Casus Belli was to
they are too, although the horses are a bit
designed to operate with ICE's own Role- be seen at Gamesday. Adventure gaming
lumpish. Standard intend bringing o u t
some Japanese figures t o complement master f r p system, although I C E w i l l now has firm roots throughout north-west
their Samurai Blades game i n the near provide conversion notes to other systems Europe, a n d i s a l l t h e stronger f o r i t s
future. No word yet on Standard's 'state of on request. This is a source book rather international acceptance. Good gaming,
the art' n e w game — it's beginning t o than a scenario book, impressively detailed bons jeuxes and gute spiele t o all o u r
sound like T2.... and excellently produced. friends in Europe.

The Hero Keeps Going Masters of the Game The Wild West End
Issues 3 & 4 of Heroes, the unashamed Gamelords Ltd o f Maryland have been Another US producer that you have to hunt
steadily revamping their products, adding for in the UK is West End Games. Their
house magazine for Avalon Hill and Victory
Games, have come among us. Issue 3 has colour covers and the like to make them main output is historical boardgames but
lots of stuff on the James Bond game, more attractive. Looking at what they now they have one or two titles which IMAGINE
Lords of Creation, Runequest 3, Powers have available, i t seems as though they magazine readers m a y fancy. W e b &
and Perils and Mystic Wood. Issue 4 has have been extending their range pretty Starship is a board game for 2 or 3 players
much material for the James Bond game, steadily as well. They now have ten books featuring t w o sets o f aliens battling f o r
Lords of Creation, Runequest 3.... It may be in the Thieves' Guild series, four or five in domination w i t h poor old Earth i n t h e
the H a v e n series a n d several generic middle. Paranoia i s W e s t End's r o l e -
relatively easy to predict the contents of
issue 5, but then Heroes does not pretend adventures for use with any frp system.
to do anything but support Avalon H i l l / These publications vary of course in value
Victory games and certainly the material it and quality, but one thing you can't fault
provides i s good quality (apart from the Gamelords for is detail. They pack their
illustrations, which are to the same stand- books with great masses of it and any GM
ard as in A H games, i e below average). must benefit from a look through them. playing system, depicting a future domin-
There is an RQ3 scenario in issue 4 called Regrettably, they are not terribly easy to ated by a 'well-meaning, b u t deranged'
The Wolfrunners which looks, on a cursory find i n Britain currently, b u t a bigger computer; the players are cast in the role of
examination, t o b e worth t h e purchase demand would rectify that. Get out there the computer's elite agents. It is, say West
and hassle the manager of your nearest End, a role-playing g a m e o f a 'darkly
price o n i t s own. Always assuming, o f humorous future'.
course, that you are an RQ player.... game shop immediately.

13
I M A G I N E magazine, jamuuy 1985
The Last Enchantment
by Michael Moorcock THE LAST ENCHANTMENT © 1978

Through the blue and hazy night ran a Awkwardly he ran, sometimes scuttling
shuddering man. H e clutched terror t o like a wounded spider, something lurch-
him, his bloated eyes full of blood. First ing, mooing to himself through the tall
behind him and then seemingly ahead of and ancient forest, his feet sinking into the
him came the hungry chuckles, the high carpet of wet, pungent bracken and rotting
whispered words. roots. He held in his hand, that long white,
'Here toothsome. Here sweetmeat.' metal-coloured claw, a g l o w i n g black
He swerved in another direction, moan- talisman, held it out and cried:
ing. Like a huge husk he was, like a hollow 'Oh Teshwan — aid me, Teshwan. Aid
ornament o f thin bone, w i t h his great, me....'
rolling head swaying o n his shoulders In t h e sluggish brew t h a t was t h e
resembling a captive balloon, t h e wet contents of his rolling skull a few words
cavern of his wide mouth fully open and swam to the surface and seemed to lie there,
gasping, the yellow spikes of teeth clashing moving with the tide of his mind. And the
in his head. voice which spoke them was sardonic:
'How can Teshwan aid thee, little mortal?'
But this relic of disorientated flesh could
not form a coherent thought; could not
answer save to scream its fear. So Teshwan
took his presence away and it was left to the
horseman to find the horror-crazed man.

Elric o f Melnibone heard the voice and


recognized the name. H e sensed other,
more ominous denizens lurking about him
in the forest.
Moodily he curled his hands about the
reins o f his mount and jerked its head,
guiding it in the direction of the screams.
He only casually considered aiding the
man and he rode his horse toward him
more from curiosity than anything. Elric
was untroubled by the terrors that the forest

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14 I M A G I N E Ist49az1ne, Jamuuy 1985


held, regarding them as another, more 'Oh, help me, help me,' begged Slorg bered clearly a time years before when he
normal man might regard the omnipresent and lurched toward Elric. The albino drew and t w o companions h a d sought a n
song of birds and the rustle of small rodents himself up and pulled his horse back. ancient volume called the Dead God's
in the undergrowth. 'No closer,' he warned. ' I am Elric of Book. Their questing had led them to a
Melnibone.' cavern guarded a t i t s entrance b y the
Great tremblings shuddered t h r o u g h Slorg's tattered face squeezed itself into a symbol o f the Lords o f Chaos. I n that
Slorg's ruined body and he still heard the frown. 'Ah, the name and the face,' he cavern they h a d discovered a n under-
sharp whisperings. Were they carried on mumbled t o himself, 'the face and the ground sea which h a d h a d unnatural
the air or were they slithering about in his name. Elric of Melnibone. Outcast.' qualities. There was the same sense of a
jellied brain? 'Indeed,' smiled Elric, 'but no more than sardonically amused presence here as there
He gasped as he turned and saw the you, it seems. Now I must bid you farewell had been in the Caverns of Chaos.
white-faced horseman riding like a grim, and suggest, by way of friendly advice, that Teshwan was a Lord of Chaos.
handsome god into the moon-glazed glade. you compose yourself soon. It is better to Hastily E l r i c pulled h i s runesword
The horseman's long, sharply delineated die with dignity, Siletah Slorg.' Stormbringer from its thick scabbard.
skull was leper-white, as i f stripped o f 'I have powers, outcast of Melnibone — I The sword was dead.
flesh, and his slightly slanting eyes gleam- have powers, still! Help me and I will tell Normally the blade, forged by unhuman
ed crimson. He wore a jerkin of black velvet you secrets — such secrets!' smiths for Elric's royal ancestors, was alive
caught at the throat by a thin silver chain. Elric waved a disdainful hand. A moon- with sentience — throbbing with the life
His britches, too, were of black cloth, and beam caught for an instant the flash of the force it had stolen from a hundred men and
his leather boots were high and shining. rare actorios ring which reposed on his women whom Elric had slain. Once before
Over his shoulders was a high-collared finger. ' If you know me, then you should it had been like this — in the Caverns of
cape o f scarlet and a heavy longsword know that I am no merchant to bargain. I Chaos long ago.
slapped at his side as he pulled his steed to a ask nothing, and give nothing. Farewell!' Elric tightened his lips, then shrugged as
standstill. His long, flowing hair was as 'I warn you, Elric — I have one power he replaced the sword in its scabbard.
white as his face. The horseman was an left. I can send you screaming from this 'In a world completely dominated by the
albino. place — into another. It is the power which Forces of Chaos,' he said, 'I cannot rely on
The shock of confronting this new and Teshwan gives to all his servants — it is the the powers which normally aid me in my
more tangible figure jerked Slorg back into one he never takes back!' sorcery. T h a n k Arioch I have a good
half-sanity, and broken words sidled from 'Why not send your hungry friends into supply o f drugs about me, o r I would
his lips. this other place?' indeed be doomed.'
Who are you? A i d me! I beg you, aid 'They are not human. But if you leave In earlier times Elric had relied on his
me!' me, I shall lay my last enchantment upon soul-stealing runesword to give him the
Elric laughed lightly. 'Now why should you.' energy which, as an albino, h e lacked
I, my friend? Tell me that' Elric sighed. 'Your last, perhaps, but not intrinsically, b u t recently he had re-
'I have been — been profaned — I am the last or the first to be laid upon me. Now discovered a cleaner way of counteracting
Slorg. I was once a man — but those....' He I must go and search for a quieter place the deficiency, b y taking herbs he had
rocked his body and flung his rolling head than this where I can sleep undisturbed.' discovered i n the Forest of Troos where
backwards, the curved lids falling down He turned his horse and his back on the many unlikely things grew, both flora and
over h i s b u l g i n g eyes. ' I have been shaking remnant of a man and rode away. fauna.
profaned....' He heard Slorg calling again as he 'By my father's plague-infested bones,'
Elric leaned forward on the pommel of entered another part of the forest, untainted he swore. 'I must find a way off this granite
his saddle and said lazily: 'This is none of by the Siletah or those he had termed the plain and discover who, if anyone, rules in
my business, master Slorg.' Hungry Whisperers. this world. I have heard o f the powers
The great head darted forward, the eyes 'Teshwan — return! Return to do me one invested in Teshwan's worshippers — and
snapped open and Slorg's long lips writhed last service — a deed of vengeance — a part I seem to remember a hint of why the Lords
over his teeth like a camel's. 'Address me of our bargain, Teshwan!' of Chaos confer such peculiar talents upon
not by a mundane title! I am Siletah Slorg A short time later Elric heard a thin, them.'
— Siletah o f Oberlorn — rightfully — wailing scream come flowing out of the He shuddered.
rightfully.' night behind him and then the whole forest He began to sing a ululating hate-song
The title was unknown to Elric. seemed alive with horrible laughter. Satiat- of old Melnibone. Elric's ancestors had
'My apologies, 0 Siletah,' he mocked, ed, triumphant, chuckling. been clever haters. And on he rode beneath
'for now I observe a man of rank.' the sunless sky.
'A man no longer,' whispered Slorg and His mood altered by his encounter, Elric He could not tell how much time had
began to sob. 'Help me.' rode through night, not caring to sleep, passed before he saw the figure standing
'Are you, then, in danger?' and came out of the forest in the morning, out s t r o n g l y against t h e featureless
'Aye, danger — my kinsmen have set the glad o f the sight o f the green plateau horizon.
Hungry Whisperers upon me, do you not stretching ahead of him. Now on the flat waste of stone there were
hear them?' 'Well,' he mused, 'Teshwan disdained to two points at which the monotony was
And Elric cocked his head to listen. Yes, aid Slorg and it seems there is no enchant- broken.
he heard sibilant voices now. 'Where are ment on me. I am half regretful. Now Slorg Elric — white, black and scarlet on a grey
you, morsel?' resides in the bellies of those he feared and gelding.
his soul's at home in Hell.' The morose man, black hair lying like a
Then the plateau changed quite sudden- coat o f lacquer o n h i s rounded skull,
ly to grey rock. dressed in green, a silver sword dangling in
Swiftly Elric wheeled his horse. T h e his right hand.
plateau and the forest was behind him. He Elric approached the man who raised his
spurred his mount quickly forward and the eyes to regard the albino.
plateau and forest faded away to leave a vast 'This is a lonely place,' said the stranger,
and lonely expanse o f flat, grey stone. sucking at his fleshy cheeks, and he stared
Above him the sun had disappeared and at the ground again.
the sky was bright and white and cold. 'True,' replied Elric halting his horse. 'Is
'Now,' said Elric grimly into silence, 'it this your world or were you sent here, also?'
seems I was wrong in my assumption.' 'Oh, i t ' s m y world,' said t h e man,
without l o o k i n g u p . 'Where are y o u
The plateau — its atmosphere — reminded bound?'
him of another environment in which he 'For nowhere, seeking something. Where
had once found himself. Then he remem- do you journey?'
I M A G I N E ma9azine, January 1985 15
'I would not be so impertinent, my lords,
as t o set myself beside you a l l insofar as
powers are concerned, but you know that I
am E l r i c of Melnibone and that my race is
old; my deficient blood is the royal blood of
the K i n g s o f t h e D r e a m i n g C i t y. I have
little pity or sentiment of any k i n d w i t h i n
me, for sentiment, whether love or hate, has
served me badly in the past. I do not know
what you require of me, and I thank you for
your hospitality nonetheless, but I believe
that I can conduct myself better i n most
ways than can any other mortal.'
'Let us hope so, E l r i c of Melnibone, for
we w o u l d not wish you to fail, k n o w that.
Besides, you are not fully mortal as humans
understand the word. Now, know you that
I be Teshwan, and these need not be named
and may be addressed singly or collectively
by the name of Lords of Chaos.'
Elric bowed politely. ' L o r d Teshwan —
my Lords of Chaos.'
They r e t u r n e d h i s b o w b y s l i g h t l y
i n c l i n i n g t h e i r heads a n d b r o a d e n i n g a
trifle their sardonic, crooked smiles.
'Come,' said Teshwan briskly, 'sit here
beside me and I w i l l inform you of what we
expect. Yo u are more favoured than others
'I — oh, I go to Kaneloon for the Rites, of into the palace. A n d where he had been a have been, Eh ic, and, in truth, I welcomed
course.' portcullis manifested itself t o g u a r d t h e the o p p o r t u n i t y given me by my vengeful
' A l l things, i t is said, are possible in the palace in the giant's absence. servant Slorg before he died.'
Wo r l d of Chaos,' Elric murmured, 'and yet Elric waited patiently until at length the Elric climbed u p o n the dais and seated
this place seems unusually barren.' portcullis vanished and the giant reformed himself in the chair which appeared beside
The m a n l o o k e d u p s u d d e n l y, a n d himself. Teshwan. A b o u t h i m t h e walls o f flame
jerking h i s l i p s i n t o a s m i l e , l a u g h e d 'My masters order me to inform you that soared and tumbled, mumbled and roared.
sharply. you may enter but that, having once come Sometimes shadow engulfed them, some-
'The Rites w i l l alter that, stranger. D i d to the Palace of Kaneloon, you may never times they were bathed in light. For a while
you not know that this is the Ti m e of The leave save under certain conditions.' they all sat i n silence, pondering.
Change, w h e n t h e L o r d s o f Chaos rest 'Those conditions?' At last Teshwan spoke.
before r e - f o r m i n g the w o r l d i n t o a fresh 'Of these they w i l l tell you i f you enter. 'Now,' he said at last, decisively. 'Here's
variety of patterns? Are y o u reckless — o r w i l l y o u s t a n d the situation in which we have decided to
'I d i d not k n o w that,' said Elric, ' I have pondering?' place you. You may leave us only if you can
come here only recently.' ' I ' l l a v a i l m y s e l f o f t h e i r generosity,' create something which it has never occur-
'You wish to stay?' smiled Elric and spurred his nervous horse red to us to create.'
'No.' forward. 'But y o u , s u r e l y, a r e t h e Masters o f
'The L o r d s o f Chaos are fickle. I f you As he entered the courtyard, i t appeared Creation?' said Elric in puzzlement. ' H o w
wished to stay they might not let you. Now that the area w i t h i n the palace was greater may I do this?'
that you are resolved to leave, they m i g h t than that outside it. N o t troubling to seek ' Yo u r first statement is n o t strictly true
keep you here. Farewell. Yo u w i l l find me any mundane explanation for this pheno- and in qualifying it Jean give you a hint of
therein!' He lifted his sword and pointed. A menon in a world dominated by the Lords the answer to your question. We of Chaos
great palace o f greenstone appeared a t of Chaos, E l r i c instead dismounted f r o m cannot make anything new — we may only
once. T h e man vanished. his horse and walked for nearly a quarter of experiment w i t h c o m b i n a t i o n s o f t h a t
'This, a t l e a s t , w i l l s a v e m e f r o m a mile u n t i l he reached the entrance of the already created. D o you understand?'
boredom,' E l r i c said philosophically, and main b u i l d i n g . H e c l i m b e d t h e steps 'I do,' said Elric.
rode towards the palace. swiftly a n d f o u n d himself i n a vast h a l l 'Only the Greatest Power, o f w h i c h we
The many-pinnacled b u i l d i n g towered which had walls of shifting flame. know l i t t l e m o r e t h a n d o h u m a n s , c a n
above h i m , i t s h i g h e s t p o i n t s hazy a n d In the glow from the fiery walls, there sat create f r e s h conceptions. T h e Greatest
seeming to possess many forms, shifting as a table at the far end of the hall nine men — Power h o l d s b o t h L a w a n d C h a o s i n
if blown by a wind. A t the great arch of the or at least, men o r not, they had assumed perpetual balance, m a k i n g us war only so
entrance a h u g e giant, semi-transparent, the f o r m o f m e n . D i f f e r e n t i n f a c i a l that t h e scale w i l l n o t b e t i l t e d t o o f a r
w i t h a red, s c i n t i l l a t i n g skin, blocked his characteristics, t h e y a l l h a d t h e s a m e to one side. We wish not for power — only
way. Over the archway, as if hanging in the sardonic air. In the centre of these nine was for variety. T h u s every t i m e we weary o f
air above the giant's p r o u d head, was the the one w h o had first addressed Elric. H e our domain, we let our old creations fade
Symbol of Chaos, a circle which produced leaned forward and spoke words carefully and conceive new ones. I f you can b r i n g a
many arrows p o i n t i n g in all directions. from his red lips. fresh element to our domain, we shall free
'Who visits the Palace of Kaneloon at the 'Greetings to you, mortal,' he said. ' Yo u you. W e c r e a t e j o k e s a n d paradoxes.
Ti m e of the Change?' enquired the giant in are the first f o r some time to sit w i t h the Conceive a better joke and a better paradox
a voice like limbo's music. Lords of Chaos at the Ti m e of the Change. for o u r entertainment and you may leave
' Yo u r masters, I gather, k n o w me — for Behold — there are others w h o have had here.'
they aided their servant Slorg i n sending the privilege.' 'Surely you expect the impossible from
me h i t h e r. B u t t e l l t h e m i t i s E l r i c o f A rent appeared i n the wall o f flame t o me?'
Melnibone, nonetheless — Elric, destroyer disclose some thirty frozen human figures, ' Yo u alone may assess the t r u t h of your
of dreaming Imrryr, kinslayer and outcast. some men a n d some women. T h e y were question. N o w, we begin.'
They w i l l k n o w me.' petrified in positions of many kinds, but all
The giant appeared to shrink, to solidify had madness and terror in their eyes — and A n d Elric sat and watched, pondering his
and then to drift in a red mist, pouring like they were still alive, Elric knew. problem, as t h e great L o r d s o f Creation
sentient smoke away f r o m the portal and He lifted his head. began their mighty experiments.
16 I M A G I N E ma9arine, January 1985
The walls of fire slowly flickered and exposed and set them, peak first, l i k e So Teshwan said smilingly 'You have
faded and again he saw the vast and barren inverted pyraminds, into the ground. Upon the power — use i t well. A joke and a
plain of flat stone. Then the air darkened the flat surfaces dancers appeared in bright paradox is all we require.'
rags which fluttered and flared around 'The reward for failure?'
and a sighing wind began to moan over the 'To be forever conscious.'
plain. I n the sky clouds blossomed i n them. They were warped, unhuman, pale
as dead beauty, grinning fixedly and then At this, Elric shivered and put his mind
myriad shapes, alien, dark, unfamiliar,
blacks and smoky orange, at the same time Elric saw the strings attached to their limbs to concentrating, searching his memory
familiar.... and the silently laughing puppet master until a manlike figure formed before him.
The r o c k heaved l i k e lava, became bearlike and gigantic, controlling them. Then he placed features on his head and
From another direction sped a small, blind clothes on its body until there stood before
liquid, rearing upwards and as it reared it
figure bearing a scythe that was a hundred Elric and the Lords of Creation a perfect
became giants, mountains, ancient beasts,
monsters, gryphons, basilisks, chimerae, times bigger than the bearer. With a sweep, replica — of Elric.
unicorns. Forests bloomed, their growths he cut the strings and, with that action, the Puzzledly, Teshwan said: 'This is splen-
whole faded to be replaced by a gushing did impertinence, I grant you — but this is
huge and exotic, elephants flew and great
birds crushed boiling mountains beneath brilliance of green and orange flame which nothing new — you already sit here beside
formed itself into streamers of zig-zagging us.'
their feet. Fingers o f b r i l l i a n t colour
climbed the sky, criss-crossing and blend- disorder. 'Indeed,' replied Elric, 'but look in the
All this went on around them. The Lords man's mind.'
ing. A flight of wildly singing lions fell
from the firmament towards the forest and of Chaos smiled to themselves now, as they They frowned and did as he asked. Then,
soared up again, their music lonely. created, but Elric frowned, watched with smiling, they nodded. ' T h e paradox i s
As the forest melted to become an ocean, wonder and no little pleasure, but puzzled good,' said Teshwan, 'and we see your
a vast army of wizened homunculae came how he might emulate such feats. point. We have, for an eternity, created the
For long hours the pageant of Chaos effect. You, in your pride and innocence
tramping from its depths dragging boats have created the cause. In that man's mind
behind them. F o r a short w h i l e they continued as the Lords took the elements of
Elric's w o r l d a n d shook them about, was all that could ever exist.'
marched over the seething waters a n d
them, w i t h precision, began, i n ordered turned them inside out, stood them on end, 'You have noted the paradox?' asked
made startling, strange, beautiful, unholy Elric, anxious that the correct interpret-
style, to climb into the flaring sky. When
combinations until they were satisfied with ation had been divulged.
they had all left the ocean behind them,
the constant movement of the scene about Of course. For though the mind con-
they righted their boats, set their sails,
them, the perpetual shifting and changing. tains the variety beloved of we of Chaos, it
laughed and screamed and shouted, waved contains the order that those barren Lords
their arms, climbed into the boats and with They had set a pattern that was no pattern,
which would last until they became bored of Law would foist on the world. Truly,
fantastic speed streamed towards the
horizon. with their domain again and brought young mortal, you have created everything
All creation tumbled and poured, malle- about another Time of Change. with a stroke. And thank you, also, for the
able i n the Domain o f Chaos. A l l was Then their heads turned and all regarded joke.
gusto, craze and roaring terror, love, hate Elric expectantly. 'Why, truly — the best joke is but a
and music mingled. Teshwan said a trifle wearily. 'There — simple statement o f t r u t h . Farewell.
you have seen what we can do.' Remember, friend mortal, that the Lords of
The s k y shook w i t h multi-coloured
mirth, blossoming white shot through 'You are artists, indeed,' said Elric, 'and I Chaos are grateful to you.'
with veins of blue and purple and black, am so amazed by what I have witnessed that And with that, the whole domain faded
searing red, splattered w i t h spreading I need a little time to think. Will you grant away and Elric stood on the grassy plain. In
it me?' the distance h e observed t h e c i t y o f
flowers o f yellow, smeared, smeared,
'A little time — a little time only — we Bakshaan which had been his original
smeared with ghoulish green. Across this
want to see what you prepare for us while destination, and nearby was his horse to
scathing backdrop sped bizarre shapes. take him there.
The Lords of Chaos shouted and sang the excitement is still upon us.'
their weird creation and Elric, shouting And Elric placed his white albino's head He mounted, flapped the reins, and, as
also, thought the frozen statues he had seen upon his fist and thought deeply. the grey gelding broke into a trot, he said to
Many ideas occurred to him, only to be himself, 'A joke indeed, but it is a pity that
were weeping and laughing.
discarded, but at length he straightened his men do not laugh at it more often.'
A grotesque combination of man and
tree sent roots streaming towards the earth back and said: 'Give me the power to create Reluctantly, he headed for the city.
and I will create.' AO Michael Moorcock
to tug mountains f r o m the caverns i t

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Please m e n t i o n I M A G I N E m a g a z i n e w h e n r e p l y i n g t o a d v e r t i s e m e n t s
17
IMAGINE productions proudly present:

THE THEATRE OF

MICHAEL MOORCOCK
This month: THE ETERNAL CHAMPION (a romance)
with the lead role played by Erekose, Elric, Hawkmoon & Corum

produced by DAVID HILL


Last night The End of Time stage company Seven years elapsed before h e first formulated by the British writer John
put ona new production — THE ETERNAL turned to it again, and then, in the Cooper-Powys 1 8 7 2 - 1 9 6 3 ) . I n e a c h o f
CHAMPION, by that up-and-coming, form o f a t w e n t y t h o u s a n d w o r d the multiverse worlds, the Champion, in
erudite manipulator of words, Michael novelette, i t w a s published b y Te d one of his various incarnations, is involved
Moorcock. For those who missed the opening Carnell i n t h e m a g a z i n e S c i e n c e in t h e conflict b e t w e e n L a w (order) and
Fiction, of which he was the editor. The Chaos (entropy).
night o f this stunning extravaganza and
readership of June 1 9 6 2 could not have In t h e A m e r i c a n D e l i e d i t i o n o f T h e
masterpiece of surrealism, the programme Eternal Champion, Michael Moorcock
guessed w h e n t h e y r e a d t h e o p e n i n g
notes are printed below for your gratification. words t h a t t h e novelette w a s t o be t h e took t h e opportunity t o w r i t e a preface,
First night guests who honoured the cornerstone o f t h e C h a m p i o n m y t h o s , and m o s t illuminating i t proved to be. A
management with their presence for the tour and simultaneously the key which would quote sums up succinctly what he wishes
de force, included Catherine Cornelius, the unlock the doors to a fuller understanding the term multiverse to represent.
twins Jherek Carnelian and Jerry Cornelius, of m a n y o t h e r books w h i c h t h e y o u n g
Una Perrson, Oswald Bastable, Graf Ulrich author was yet to write. "....a multitude of alternate universes
von Bek, Lord Jagged, Karl Glogauer and intersecting s o m e t i m e w i t h o u r
Michael Kane. Apologies were accepted from "They called for me. That is all I really own, a n d to w h i c h , o f course, o u r
know.... and if, as wise men tell me, own belongs - an infinite number of
John Daker, who was unavoidably detained
time is cyclic, t h e n I shall one day slightly different versions o f reality
on another plane whilst travelling the
return to the part of the c y c l e / k n o w in w h i c h o n e i s l i k e l y t o c o m e
multiverse and Brut of Lashmar and John-ap- as the twentieth century AD in the across a slightly different version of
Rhys who both got caught up in 1 anelorn and Age o f Men, f o r (it was no w i s h o f oneself."
felt unable to leave. mine) I am i m m o r t a l . "
The multiverse links different time zones,
Revised, rewritten and expanded, it finally different r a c e s a n d d i f f e r e n t f o r m s o f
appeared i n 1 9 6 9 i n f u l l - l e n g t h n o v e l reality, and as such it is a concept which
A l l the w o r l d ' s a stage, a m i g h t y multiverse; tormat. is central to much of the writer's works.
A n d we the four in one are actors in its drama. The basic concept behind the Champion The conflict between Law and Chaos is
mythos i s t h a t o f a m a n involved i n a also central to the main drama. It occurs
Surely t h e m o s t e n i g m a t i c character t o conflict w h i c h i s n o t o f h i s c h o o s i n g , in o n e g u i s e o r a n o t h e r i n a l l t h e
emerge f r o m t h e s u b - g e n r e o f H e r o i c asking or making. In the title book of the romances a n d i n d e e d , i f n o t a c e n t r a l
Fantasy 3 r Sword & Sorcery, written over series, John Daker is thrust into another theme i n h i s o t h e r w o r k s , i t i s a l m o s t
the past 3 0 years is Michael Moorcock's world w h e r e he materializes as Erekose always lur!zing on the periphery, threaten-
immortal creation The Eternal Champion — a once great hero of the land in ing to move inwards.
—The Four Who A r e / W e r e One (Erekose, Seeds o f t h e multiverse concept, a n d
Elric, H a w k m o o n and Corum). "a w o r l d w h i c h w a s Earth, b u t n o t also those of the opposing for ces of L a w
The canon of dramas which tell the life the Earth o f John D a k e r. " and Chaos, w e r e f i r s t s o w n b y M i c h a e l
story o f t h i s a m a z i n g p e r s o n a n u m b e r Moorcock i n h i s s t o r y T h e S u n d e r e d
directly t w e n t y - t h r e e episodes, a n d i n - As Erekose, he has been summoned from Worlds, first published in Science Fiction
directly almost everything which Michael the t o m b t o h e l p t h e people d e f e a t a n A d v e n t u r e s # 2 9 (November 1962). I t is
Moorcock has written over the years. This enemy w h i c h i s t h r e a t e n i n g t o r a v i s h now available in an expanded version in
man i s a p r o l i f i c w r i t e r o f p r o d i g i o u s their l a n d s . O n c e s u m m o n e d , h e i s the book The Blood Red Game. By 1975
proportions. A look inside the cover of any caught u p a n d t r a p p e d i n a c h a i n o f the seeds had g r o w n into a rich harvest
recent novel publication w i l l reveal a list events o v e r w h i c h h e h a s l i t t l e o r n o culminating in The Quest For Tanelorn.
totalling well over sixty titles. control, and which he cannot alter. This book brought the Eternal Champ-
In the early seventies, the heyday of his The Eternal C h a m p i o n i n h i s various ion mythos to a climax, and wove together
Sword & Sorcery Romances, i t w a s n o t incarnations h a s t o r e s i g n h i m s e l f t o many o f t h e loose t h r e a d s a n d s t r a n d s
unusual to see five n e w novels published h i s / t h i s f a t e , n a m e l y t h a t o f avenging from t h e previous works. B y 1 9 7 5 , t h e
during the course of a year. All this is a far wrong. multi-patterned tapestry w a s a l m o s t
cry f r o m 1 9 5 5 w h e n , a t t h e a g e o f 1 6 , The setting for the drama which unfolds compl-te. O n l y a c o u p l e m o r e s c e n e s
Michael Moorcock planned the book The over the t w e n t y three acts is a series of were to be added by the weaver over the
Eternal C h a m p i o n and drafted parts of it. universes w i t h i n t h e multiverse (a t e r m ensuing years.
18
I M A G I N E Ittagadne, January 1985
For those w i s h i n g to delve deeply into S'aalem. Then history began; India, chains. N o t a n auspicious s t a r t f o r o u r
the b i r t h a n d g r o w t h o f t h e e n i g m a t i c China, E g y p t , A s s y r i a , P e r s i a , hero. A s such, h e is a prisoner of Baron
Greece and Rome - all these came Meliadus, who has killed his father and is
Champion figure, a good place to start is
by making a comparison o f t h e original after Melnibone. B u t n o n e l a s t e d intent on world domination. A black jewel
list o f n a m e s i n t h e 1 9 6 2 version, w i t h ten thousand years." is i n s e r t e d i n t o H a w k m o o n ' s forehead;
those o f t h e 1 9 6 9 n o v e l . I n t h e e a r l y (Dreaming City, Science Fantasy this operates on the level o f a m i n i a t u r e
version, J o h n D a k e r i n h i s f i t f u l s l e e p 1961) camera relaying back to Meliadus, every
hears v o i c e s c a l l i n g o u t t h e f o l l o w i n g action comes across the multiverse stage
names: The b a c k d r o p o f t h e C o r u m d r a m a s made by Hawkmoon. A n y step out of line,
features the land of the last Vadhagh and any hint of insubordination, and the jewel
"Shaleen, A r t o s , B r i a n , U m p a t a , Nhadragh peoples. Races who were soon will be activated to implode.
Roland, Ilanth, Illysseus, A l r i c . " to be ousted by Man Stage r i g h t w e h a v e P r i n c e C o r u m ,
resplendant in his scarlet robe and silver
All these voices: "....who in those days called himself hand. On returning to Castle Erorn, after
Mabden." finding h i s relatives butchered i n o t h e r
"fled away down the ghostly rivers of castles, h e f i n d s h i s o w n f a m i l y m a s -
my m e m o r y. " The o p e n i n g l i n e s f r o m t h e b o o k T h e sacred b y t h e Mabden. H e h a s l o s t h i s
Knight of the Swords provides memor- father, mother, sisters, uncle and cousins:
In t h e l a t e r v e r s i o n t h e s e n a m e s a r e able lines for the reader. There is no doubt all slain by the hand of Glandyth-a-Krae,
replaced by: that M i c h a e l M o o r c o c k w r i t e s n o t o n l y the wicked villain of the plot. Revenge is
imaginative works, but he also writes for the t h e m e of the books, and early in the
"Corum Jhaelen Irsei, Aubec, Elric, the r e a d e r w i t h i m a g i n a t i o n , w h o c a n action Corum is captured by the Mabden
Rackhir, S i m o n , Bastable, C o r n e - build on w h a t he is given. and brutally tortured — a n eye is b u r n t
out and a hand is hacked off. These are
lius, A s q u i n o l and Hawkmoon."
"In those days there were oceans of later replaced by another sorcerer, after
By this time, Michael Moorcock knows in light a n d cities i n t h e skies, a n d Corum is saved by a being f r o m another
which direction h i s w r i t i n g i s going. A l l flying beasts of bronze. There were plane. H e is given a j e w e l l e d eye and a
the characters he has written about, or is herds of crimson cattle that roared silver hand. When the patch is lifted from
yet to explore more fully in the next f e w and were taller than castles." the eye, it enables the viewer to see into
years, a r e w o v e n i n t o t h e C h a m p i o n other planes, and to summon beings and
The stage set for the Hawkmoon dramas, creatures to aid h i m i n battle. The silver
mythos tapestry.
In P hoenix i n Obsidian, t h e second by comparison, is one of a post-holocaust hand senses danger before it arrives and
Champion novel published i n 1 9 7 0 , t h e Earth: is ruthless in slaying, even w h e n Corum
names o f a l l o f h i s c h a r a c t e r s f e a t u r e does not wish blood to flow. Here we have
even more prominently in the Champion's "Then t h e Earth g r e w old, i t s land- echoes of Hawkmoon's jewel and Elric's
nightmares. scapes m e l l o w i n g a n d s h o w i n g sword. Such acquisitions have to be paid
signs o f age, i t s w a y s b e c o m i n g for, a n d C o r u m f i n d s h i m s e l f p i t t e d
In t h e e a r l y sixties, t h e d o o m e d p r i n c e whimsical a n d strange i n t h e against three deities.
Elric w a s w r i t t e n i n t o t h e d r a m a w i t h manner of a man in his last years." Enter, centre stage — Elric, the albino
more stories o f t h e m i s a n t h r o p i c figure (The J e w e l In The Skull, 1 9 6 9 ) prince. There can be little doubt that this
being added over the next two decades. personification o f the Eternal Champion
By the mid-sixties, a new protagonist in This landscape of a futuristic Earth in the is the favourite throughout the theatres in
the form of Dorian Hawkmoon-von-Koln, multiverse, i s f a m i l i a r w i t h E u r o p e a n - which h e h a s appeared. M i s a n t h r o p i c
a dispossessed lord, is the central figure sounding n a m e s ; G r a n b r e t a n , L o n d r a , Elric, doomed f r o m t h e outset; betrayer
on stage throughout t w o trilogies. In the Kamarg, Turkia and Germania. and betrayed. Elric, w h o o n m a k i n g h i s
second, The Chronicles of Castle Brass, The l a n d i n w h i c h J o h n D a k e r f i n d s debut, not only kills a heroine and spares
which c u l m i n a t e s i n T h e Q u e s t f o r himself after being w r e n c h e d o u t of his a villain, b u t also destroys h i s o w n city,
Tanelorn, Hawkmoon joins with the other own time-zone i s o n e threatened by an fleets of ships, and almost all of those he
incarnations in an attempt to destroy the age-old f o e . T h e s e t t i n g i s t h e c i t y o f was supposed to be aiding.
sorcerers Agak and Gagak. Necranal, w h i c h spreads for many miles Armed with Stormbringer, he bestrides
Then, b y t h e e a r l y s e v e n t i e s a n d around the base of a tall mountain with its the multiverse, a colossus relying on the
through t o 1974, Prince Corum Jhaelen ten thousand-windowed palace. Here he " c r u t c h " by his side to provide his very life
Irsei is the central protagonist of the six learns of the vow he has previously made force a s h e w r e a k s h a v o c i n e v e r y
volumes, and his adventures only add to to f i g h t f o r h u m a n i t y, i f ever t h e Eldren kingdom h e v i s i t s . E l r i c o n l y s u r v i v e d
Race were to dominate the nearby lands childhood because of:
the complexities of the mythos.
The action o f t h e d r a m a s h o w s each again. And later, like another incarnation,
incarnation coming from a vastly different he betrays those he has previously aided. "magic p o t i o n s , t h e c h a n t i n g o f
After leading Humanity into battle victory, runes and rare herbs."
type o f u n i v e r s e a n d t i m e z o n e . T h e
he joins the enemy and Humanity on that (Elric o f Melnibone)
subject of Time could occupy many pages
in its o w n right. One quotation from The planet is destroyed.
King o f t h e S w o r d s i l l u s t r a t e s i t s There is little doubt that the numerous Finding the sword Stormbringer:
complexities: stage s e t s f o r t h i s d r a m a t i c production
are extremely memorable. "Elric f e l t fresh energy p o u r up h i s
"There is really no such thing as time right arm and into his body. W i t h it
you see. I remember w h a t to you is Next, t h e cast w h o portray T h e Eternal he needed no drugs, w o u l d never
the f u t u r e . " Champion. Three who play the part of an be w e a k again. I n battle he w o u l d
incarnation, e i t h e r a t t h e o u t s e t o f t h e triumph. A t peace h e w o u l d r u l e
Elric's l a n d p r e d a t e s c i v i l i z a t i o n . T h e first act, or within minutes of the curtain with pride."
backdrop f o r t h e drama, w h i c h revolves going up, are in some way maimed, or are (Elric of Melnibone)
around this hero, is the fast-decaying ten found t o be suffering from a n incurable
thousand year empire of Melnibone —the malady. U n l i k e o t h e r S w o r d & Sorcery Soon after, h e realises t h e price w h i c h
Dragon Isle: productions which have graced the boards has to be paid. This sword of hell has to be
of the blood-soaked world stage, the cast provided with the souls of other mortals if
of t h i s d r a m a a r e n o t s i x t e e n s t o n e , his o w n life force is to be supported and
"Ravaged a t l a s t b y t h e f o r m l e s s
terror called Time, M e l n i b o n e f e l l bronzed a n d m u s c l e - b o u n d w i e l d e r s o f enriched.
and newer nations succeeded her: the broadsword. Dorian Hawkmoon, who For those w i s h i n g to delve into Elric's
Ilmiora, S h e e g o t h , M a i d a h k , makes h i s e n t r a n c e s t a g e l e f t , i s i n background and the literary origins of the
19
I M A G I N E ma9azine, January 1985
character, articles written b y Michael visual senses a sword which kills of its
Moorcock in 1963 and 1964 — Elric of own volition, a tower which vanishes
Melnibone and Elric will provide interest- from one plane only to appear on another,
ing insights. a ship which sails over land and sea, a
Of all the incarnations, it is Elric who mirror which holds and traps the memor-
dominates the multiverse. Eric, the hero ies of those who look into it, a lake which
of book, comic and role-playing game. gives o u t t h e voices o f i t s drowned
Elric, full of gloom and self-pity, whose victims, and a castle built of dried blood.
conscience will never allow him to forget Marvel at the battles between Law and
that the sword which provides his very Chaos; g a s p a s t h e cosmic balance
life force is also the cause of much human swings first to one, then to the other; sit
destruction, including his own personal spellbound in your seat as the multiverse
loves and friends. passes through t h e conjunction o f a
million spheres before your very eyes....
Finally, the action of this epic production. These are but a few of the delights that
What a multitudinous number of plots await you once you enter t h e lavish
and sub-plots litter the dramas o f the theatre of The Eternal Champion.
Champion. Things are seldom what they
seem; paradox and irony rear their heads
in every act, and the action never eases
until the very last sentence is read. The Eternal Champion
Always, the central action is in some
way bound up with Law and Chaos, and A Bibliography
linked to this are sub-plots of murdered
families, revenge, sorcerous intrigue, Erekose
quests and battles. The Eternal Champion
In one world of the multiverse, the hero Phoenix in Obsidian
battles with a deity of Chaos, whilst in Swords of Heaven, Flowers of Hell
another world the same deity has been
defeated by another incarnation of the Hawk moon
Champion. But being banished from one History of the Runestaff
world does not weaken the power of the The Jewel in the Skull
god in another. Arioch, Brie's patron, is a The Mad God's Amulet
case in point. The Runestaff
Throughout the action, each hero en- The Chronicles of Castle Brass
counters a multitude o f creatures and Count Brass
enemies which have to be defeated if the The Champion of Garathorm Music for the production is provided by Deep
final outcome i s t o b e realized. Here The Quest for Tanelorn Fix — a delicate little chamber orchestra,
again, Michael Moorcock is original i n lead by Desmond Reid. This bright ensemble
that the creations he sends out from the Corum captures every nuance of the evening admir-
wings are by and large of his own making. The Books of Corum ably, each note echoing perfectly the mood on
This is not the case in the final Corum The Knight of the Swords stage.
trilogy, where he delves into Celtic myth- The Queen of the Swords
ology and comes up with his own inspired The King of the Swords The whole production is stage managed and
creations from that cauldron o f deities The Chronicles of Prince Corum and the produced by Edward P Bradbury.
and beasts. Silver Hand
The final act of the drama is played out The Bull and the Spear Theatre critic James Colvin, sometime writer
in the city of Tanelorn. Secrets of the The Oak and the Ram of realistic fiction and opera singer extra-
Runestaff and of the rune-etched sword The Sword and the Stallion
are revealed and the cosmic balance is
ordinaire, co-ordinated and arranged the
seen i n t h e sky. Throughout the final Eric whole event. Tragically, he did not live to see
scenes, t h e beauties o f Tanelorn a r e Elric of Melnibone the opening night. A t the dress rehersal, a
revealed i n t h e i r entirety, a n d m a n y The Sailor on the Seas of Fate large filing cabinet fell on him, crushing his
answers are supplied which give a deeper The Weird of the White Wolf chest. He never regained consciouness. An
understanding of the Eternal Champion The Vanishing Tower obituary by his lifelong friend and fellow
mythos. At last Erekose finds peace, but The Bane of the Black Sword critic William Barclay will appear in the next
at a high personal cost, and the other Stormbringer issue of New Worlds.
incarnations find that their quests have
come to an end. The titles in the Elric series are not the original Soon to go on tour of the multiverse, this
When the final curtain comes down, it titles, but those for the series in chronological extravaganza w i l l play at the following
is on a stage strewn with statues of the order first published in America. They are now venues: Lywn-an-Esh, Munchien, llmiora,
characters who have acted out this epic published in this country by Granada books
drama. who a l s o p u b l i s h n e a r l y a l l t h e E t e r n a l Shazar, Jharkor, Lormyr, Bugle, The Realms
Champion books, p l u s most other Michael of Chaos, Lake Billy The Kid, with the last
Also on stage for the duration of the play
Moorcock books available in paperback. night at Ladbroke Grove.
is a strong supporting cast. A special Forthcoming What/who is The Eternal Champion? Perhaps
mention must be given to Jhary-a-Conel,
who, in one guise or another, is always Eric at the End of Time this is partially answered by a quote from
giving his support to whichever incarn- (May 1985, Granada — First paperback Aspects of Fantasy, written by Michael
ation happens t o be occupying centre edition; includes two Elric stories appear-
Moorcock in 1963:
stage. There is also a veritable plethora of ing for the first time in paperback, essays
heroines, deities, demons, elementals, and reprints of the Sojan stories. 'The herorangesthe land of his ownpsyche,
sorcerers and villains. The leading ladies Elric Gaming Books encountering the variousaspects of himself.
of the production are Rhalina, Yishana, (October 1985, Granada) Whenweread a goodfantasy, we arebeing
Ermizhad and Yisselda. Stormbringer admitted into thesubterraneanworlds of our
Props include a multitude of stunning (June 1985, Granada — reissue) ownsouls.
effects and spectacles t o delight t h e It4 David Hill
20
I M A G I N E magazine, Jansieny 1985
TM

magazine interviews....

Michael Moorcock
For readers of Sword & Sorcery stories, that he suggested that he, as agent, I Why w a s t h e Elric s e t o f Mythos
the name of Michael Moorcock is synony- should submit the story in America. I associations withdrawn from the TSR
mous with all that is the best and most forgot it until long after Ted died. Event- DEITIES & DEMIGODS handbook?
exciting in the genre. His character Elric ually, Les Flood, who had taken over
is much loved by lovers o f fiction and Ted's agency, found the manuscript and M I was asked by TSR if they could use
garners o f a l l kinds. I n this exclusive sent it back. Ariel books were asking for the deities, etc, and quite cheerfully said
interview, which took place in October at a story at that time, so I sent them that yes, not realizing that Chaosium (pro-
the Forbidden Planet Bookshop in London, one. ducers of the Stormbringer game) was
IMAGINE magazine brings t h e man's a rival firm. It was all settled amicably in
career up to date. I Where does it fit into the Elric saga? the end, but it did mean that TSR had to
drop that section from their book.
IMAGINE magazine: The project that M I now see it as an episode between
you've done for this magazine revolves While The Gods Laugh and Kings In I Can you tell us something about the
around the character Earl Aubec, a hero Darkness, I suppose. concept behind the Eternal Champion,
first written about i n t h e story The your inspiration a n d y o u r favourite
Master o f Chaos - originally entitled 1 The idea o f Paradox features promin- character?
Earl Aubec and the Golem. Why was ently in this story. Can you enlarge on
this hero chosen? this concept? M I started w o r k o n i t w h e n I w a s
sixteen, and originally the influences
Michael Moorcock: We're going back M The paradoxical games played in the came f r o m H Rider Haggard a n d A
about twenty years to the days of the story are all in some way prefiguring Merritt. The idea of being reborn and
magazine Science Fantasy. At that time later stories and also The Dancers A t that o f the Champion figure stemmed
I thought about writing a series o f The End Of Time. Chaos enjoys paper- from those writers, and just grew and
novels and stories about Earl Aubec, board paradox (in itself boring). While grew. Of all the incarnations, Elric is my
and about the Young Kingdoms. When Law permits n o paradox a t all (also favourite. Admittedly, some characters
IMAGINE magazine asked for the game sterile). A world in balance is a world I've written about are more sophist-
scenario, I thought it a good idea to use permitting both a degree of congruity icated, but my real love is for Eiric.
the Aubec material as it relates to Elric, plus a degree of paradox.
and readers will be familiar with the I Did you have a masterplan of 20+ books
lands on the map — they are the same I What is your personal knowledge of the when you embarked on the series?
ones which feature in the Elric stories. games world, and why do you think it
has become so popular? M Not when I started as a lad, but fairly
I In an article titled Elric reprinted in the soon after, it started to take shape. The
book Soian you wrote: " I f Cele Gold- M (chuckles) I've played Monopoly.... figures from mythology, the ones heard
smith likes the next one. I'm planning and Ludo when I w a s younger. Un- by John Daker, were changed for the
the first of a series showing the develop- fortunately for me it's the time factor, characters which I was writing about in
ment of the Earth from a rather unusual but I k n o w a l o t o f people w h o are the paperback edition. I'm usually think-
slant.... vaguely possible that Elric will actively involved. I t ' s certainly v e r y ing about ten books ahead, so I can think
appear i n f u t u r e stories." Can y o u popular. If you look back to the 20s and about prefiguring stuff that I haven't
enlarge on that? 30s, the people then were enjoying the really begun to write. I think ten books
popular magazines, they contained the ahead (chuckles) because usually I don't
M The scenario is based on one of the same types of fantasies but they weren't want t o write t h e book I ' m actually
stories, but Elric doesn't appear in it — so formalized. ;t's also linked t o the writing. It's a way of tricking myself into
though there are references to him. : did times w e live in. Large numbers o f thinking if I've got to write that imagined
the scenario recently from one of the people feel disenfranchised, a n d i f book I escape into writing the book I'm
original ideas of that time, and I don't people haven't got any effect, or feel actually writing. I cut down on anxiety
think, if I'd written the story back then, that they haven't got any effect in the that way (laughs).
that when I got down to it I would have real world, they go into religion — or
put Elric in. I shan't be writing any more perhaps role-playing games. Both are 1 When d i d you first g e t involved i n
stories of that period. I've always worked substitutes for the person who feels that Sword & Sorcery; what did you read
on the principle that if it doesn't excite he has no effect on anything. when you were young?
me as the writer then it won't excite the
reader. I've always adhered t o that. I Will you get involved in role-playing M Hard to say. I was reading H Rider
Also, there's a distinct danger, i f that games, or computer games? Haggard a n d Edgar Rice Burroughs
danger hasn't already occurred, of re- almost as soon as I could read. They
peating yourself. M Actively, no. I'll write the odd scenario, were m y father's books, a n d w e r e
such as the outline I did for IMAGINE. readily available. I was six or seven, I
The Elric story The Last Enchantment; It's a good way of adding to the Eternal suppose. After that others followed. I
could you tell us something about it? Champion romances, plus p r o v i d e went through a miscellaneous selection,
storylines for comics. Granada are doing including Dickens, S h a w and school
M It was written in 1962 and was going an adventure role-playing game book stories.
to be the last Elric story after While The based on Elric; there may even be a
Gods Laugh. Te d Carnell (Editor o f series. I don't know much about it, but it I When you wrote the first story featuring
Science Fantasy) wanted more. I believe comes out next year, I think. Elric, everything was destroyed by the
HAAGINE magazine, January 1985
21
hero. Usually the hero sets out to find
rather than destroy. Was it a concious
effort to turn the genre on its head?

M (Chuckles) He's a sort of Byronic hero.


I d o n ' t like heroes in t h e Conan m o u l d
who are described as good, but usually
create m a y h e m all around. I suppose I
project m y s e l f i n t o t h e position. I ' d be
extremely upset with myself, and not be
self-righteous about it.

I Is Elric you in your younger days?

M Ye s , I think so. A horribly exaggerated


and r o m a n t i c i s e d v e r s i o n o f a n
adolescent.

Was he/is he a "writer's albatross"?

M N o t n o w. Te n t o f i f t e e n y e a r s a g o I M I suppose it's a sort o f perfect order. M I w a s in C o r n w a l l a t t h e t i m e a n d i t


thought that he was, but time mellows. It's similar to the Holy Grail in a lot of its was a rainy holiday, so I decided to look
characteristics. I t operates o n several at t h e Cornish language and the Celtic
I You m u s t b e pleased that the Elric levels. A t one it's a source of order, on myths. The ideas came from there and
books are a t last being published in another a s o u r c e o f disorder, i n t h a t the i n s p i r a t i o n b e h i n d t h e b o o k s i s
sequence in this country. human n a t u r e i s i n c l i n e d t o m a k e a n Cornwall. Moidel's Mount is based on St
awful lot of trouble just to get hold of it. Michael's Mount. As a kid I spent a lot of
M Ye s I am. Granada are hoping to buy time in Devon and Cornwall w i t h relat-
the r i g h t s t o t h e f i r s t o n e , E l r i c o f I What does the blind captain represent ives l i k e g r e a t a u n t s . N o w I r e c a l l
Melnibone, and then they'll have all six. in The Quest for Tanelorn? Where does images of the places but I was so young I
In G e r m a n y t h e y ' r e p u b l i s h e d i n o n e this idea come from? can't r e m e m b e r t h e p l a c e s w h e r e I
massive volume, and very good it is too. stayed. It's the landscape which I like so
M A n o t h e r image. In a way, it's h o w l see much and which I used as a background
1 In your books, L a w a n d Chaos i s a man. The blind steersman is, in a sense, for the books.
central theme. Can you tell IMAGINE how w e a l l s t u m b l e t h r o u g h l i f e . I t ' s
readers w h e r e t h e influences come another poetic image w i t h a n u m b e r of I How do you set about drawing a n d
from?
resonances to it. The blind leading t h e planning t h e maps a n d stories a n d
blind is one of the resonances. thinking out the names for people and
M I enjoyed the books by Poul Anderson places?
The Broken Sword and Three Hearts I Each of your heroes has a companion.
and T h r e e Lions. Basically i t ' s a good What role does he play? M T h e y c o m e n a t u r a l l y. T h e m a p w a s
metaphor for the human being; the two the first thing I'd do; I've always enjoyed
forces w a r r i n g i n s i d e t h e i n d i v i d u a l . M I t ' s formalized mythology. In most folk drawing the maps. W h i l s t d r a w i n g t h e
Half of us is attracted to the wild side — stories there is a companion. His func- maps I'd be thinking around the story. I
the romance o f chaos, w h i l e t h e other tion for me is to take the piss out of the don't start w i t h a preconceived begin-
half is saying that if you spend all your hero; bring him d o w n to earth, see the ning, middle and ending. Images are the
money, you w o n ' t have any left for your w h o l e picture and make t h e hero stop important part. The plot tends to come
bus fare. I a l s o used t h e ideas b e h i n d taking t h i n g s s o seriously. H e ' s r e a l l y naturally a s d o t h e n a m e s w h i l s t I ' m
Zorastrianism. Again, that sort of dicho- the i r o n i c c o u n t e r p o i n t . I n s t r a i g h t writing. What I make sure of is that the
tomy, t h e sort of ambiguity of light and fiction you'd use the ironic counterpoint images are coherent and that the whole
dark and the different aspects of it seem in stylistic terms; in visionary fiction, it's thing coheres as a piece. The landscape,
to me to reflect the h u m a n condition. A people or characters supplying different the creatures, the swords — t h e general
lot a l s o c o m e s f r o m t h e t h o u g h t s o f aspects of human nature who take over inventions, that is, all have to be a part of
Jung. this role.
the s a m e and feel right. T h e y have t o
resonate. They must all fit. Once I have
I Symbolism is prominent in your books. I Linked with the companion, why do the the images I let the plot take care of itself
Perhaps we could look at some of the letters " J C" feature so prominently in as I write.
symbols y o u use. H o w d o y o u see the names of your characters?
Tanelorn, t h a t mythical city, i n your 1 How long d i d the Sword & Sorcery
books?
M Te d Carnell (John Carnell, t h e editor romances take t o write? Were t h e y
of S c i e n c e Fantasy) picked the initials written f o r the love o f the theme o r
M I t ' s an ideal._ There's a lot of symbolic JC f o r J a m e s C o l v i n f r o m h i s o w n because you needed the money to fund
ideas; t h e Utopian w o r l d , l o s t dreams, initials (James Colvin is a pseudonym New Worlds of which you were then
dreams of perfection. That's what I write used b y Michael Moorcock). I never editor?
about. I n T h e G o l d e n Barge, I discuss thought a b o u t J e r r y Cornelius h a v i n g
how people completely mess things up the same initials, it just happened. I then M A b s o l u t e l y both. There's n o l i n e you
in a t t e m p t i n g t o achieve a n d discover decided to make something of it and use could draw between them. I enjoy story
some sort of Utopia. There's a constant it f o r s e v e r a l o t h e r characters. O n e telling. I'm fairly unique in the Science
ambivalence around it and Tanelorn is, I thing led to another. But in the beginning Fiction/ Fantasy circle w h e r e the short
suppose, a dream of perfection. Even in it w a s coincidental. I believe t h a t y o u story is the supreme form. M o s t o f the
the r e c e n t books, B y z a n t i u m E n d u r e s never p r o d u c e a t h e o r y u n t i l y o u ' v e best writers are best as short stories; I'm
and Laughter of Carthage, I'm writing actually d o n e i t . I t c e r t a i n l y w a s n ' t best a t novels, j u s t by sheer luck. T h e
about a k i n d o f h o r r i b l y debased ideal planned from the beginning. Hawkmoon b o o k s w e r e e a c h d o n e i n
world w h i c h Pyat is talking about. three days. I never re-read them after I'd
I In the Corum Trilogies there are several finished t h e m . S t r a i g h t o f f t h e t y p e -
I What does the Runestaff featured in the Celtic ideas, associations a n d myth w r i t e r a n d o ff t o t h e publisher. W h e n
Hawkmoon books symbolize? references. Was this intentional? writing a n e w book w i t h l i n k s back t o
22
I M A G I N E magazine, January 1985
others, I w o u l d skip-read t h e previous (Laughing) I t h o u g h t I'd gone as far as way through. I d o n ' t k n o w h o w m a n y
one could go there. scenarios I ' v e d o n e f o r H a w k w i n d ,
books to check up on facts. Now I spend
a little longer. and s o n g s t h a t f i t , b u t t h e y ' v e n e v e r
Who are your favourite illustrators, not found t h e i r w a y o n t o r e c o r d . I d o n ' t
I Will you ever return to the Sword & necessarily sci fi ones? know w h a t w e ' l l b e d o i n g , b u t i t ' l l
Sorcery genre? probably be sword and sorcery oriented.
M M e r v y n Peake's an obvious one. Heath Over the years I've had a bad deal on the
M Scenarios f o r c o m i c books and role- and Charles Robinson, Dulac and all of music s i d e . I s i g n e d a s t u p i d a n d
the s o - c a l l e d G o l d e n A g e a r t i s t s . doubtful m u s i c contract a n d I h a v e n ' t
play a d v e n t u r e s s a t i s f y t h e u r g e t o
return to The Eternal Champion. There Modern day ones are those I work with, received a p e n n y i n r o y a l t i e s f o r t h e
is o n e l a s t n o v e l — t h e f i n a l E t e r n a l especially C h a y k i n a n d C a w t h o r n . I work I've done for Blue Oyster Cult.
Champion book. I've owed the novel to enjoy the landscapes Rodney Matthews
has d o n e a n d t h e l a t e s t E l r i c covers. I Are there a n y ambitions l e f t t o b e
Granada f o r a b o u t f o u r years a n d I ' m
He's got a n e w book coming o u t soon
fulfilled?
planning t o w r i t e i t n e x t year. I t ' l l b e
based o n t h e c o m i c b o o k S w o r d s o f and I'm doing the introduction for it.
Heaven, Flowers of Hell which Chaykin M Gloriana was the best thing w e did
illustrated. I l l add more to that one, but I What happened to two titles which I've musically. I ' d l i k e t o see t h a t g e t i n t o
essentially it'll be the same story.... I'm seen in catalogues: one by John Clute production. Originally it w a s done as a
still w r i t i n g f a n t a s y, i t ' s j u s t t h a t i t ' s and the other your book Heroic Dreams? potential m u s i c / s p e e c h dramatization,
but the BBC music department said that
getting a b i t more a w a y from S w o r d &
M J o h n Clute w a s going t o write The it didn't fit into their department and the
Sorcery.
Cruel World and its Pierrot, which was drama department said i t didn't fit i n t o
a critical look at my books. But he never theirs. That was that. I'd also like to see
I Have you ever had offers from other
wrote it. M y book is actually written but an Elric film, but the chances are pretty
publishers who would like to base more
the publishing company went bankrupt. thin. P r o d u c e r s h a v e f o u n d t h a t i t ' s
books on your Sword & Sorcery char-
acters but written by other authors? It's very critical of an a w f u l lot of books cheaper to rip off ideas than it is to pay
w h i c h a r e p o p u l a r. To l k i e n d o e s n ' t for them!
M Ye s . From time to time that happens, come out too well. As they say, it knocks
but I ' v e t u r n e d i t d o w n s o f a r. I ' v e the product. Elric at the End of Time, I Will the audience who have enjoyed
the short story, w h i c h showed him in a your Sword & Sorcery, Jerry Cornelius,
permitted them to be used in comics and and the End of Time books move with
games, but I've drawn the line at a story comic light — several American publish-
ers turned that down initially because it you as you tread the n e w ground o f
or n o v e l b y s o m e o n e e l s e . Yo u c a n realistic fiction?
completely dissipate something b y do- knocked the product.
ing that, or by allowing it to go on and on;
w h e t h e r i t ' s b y y o u o r s o m e o n e else. I Could you tell us about your writing M I believe that the public doesn't go for
(Chuckles) I've got my price. If someone
routine? categories. I t ' s p u b l i s h e r s a n d b o o k -
offered m e a m i l l i o n q u i d t o take over sellers who go for those. Someone once
M I t ' s a strict nine-to-five day. I tend to said about me that I'm a commodity on
Elric I'm sure I'd accept. But up to about
a million quid I've still got my principles. be very disciplined w h e n I ' m w r i t i n g a my n a m e a s f a r a s p u b l i s h e r s a r e
novel. I tend not to drink much and not concerned. A s f a r as readers are con-
(The chuckle turns to a laugh)
do anything except work. I'm w i t h it the cerned, I'm very pleased to find young-
I If we can turn to The Warhound and the whole time. At one time I almost worked sters reading m y books. W i t h l u c k , i f
World's Pain, h o w did that one come through the year. This year I took some they e n j o y Byzantium, f o r example, i t
about? time off to do some travelling. I keep a may open u p a n e w avenue o f f i c t i o n
general notebook, but not so much as I that p r e v i o u s l y t h e y ' d t h o u g h t t h e y
M T h e e d i t o r o f Timescaoe books used to. wouldn't like. I a l w a y s g e t a l a r g e
number o f y o u n g s t e r s a n d t e e n a g e r s
(American) w a n t e d a n o t h e r book f r o m
me. I w a n t e d to get away from straight I How do you view your latest work? w h e n I do signing sessions at Forbidden
Planet, a n d t h a t ' s s o m e t h i n g w h i c h I
Sword & Sorcery w i t h i m a g i n e d l a n d -
M W h a t I ' m involved i n a t present i s find very rewarding.
scapes, s o I w r o t e t h i s one. There are
another t w o i n t h e p i p e l i n e , w h i c h going t o w a r d s w h a t I t e r m r e a l i s t i c
fiction r a t h e r than fantasy. Then again I To end on a lighter note you've 'died'
f o l l o w o n , s o t o speak. N o t t h e s a m e
w h a t is realistic fiction? A lot of it is still twice, yet in an article in 1963 you said:
characters, b u t t h e same family — the
Von Bek. T h e second o n e i s set about visionary if you look closely at it. 'I don't want to die. I hope I shan't.
Maybe I'll be the exception that proves
one hundred and fifty years on from The the rule.'
Wa r h o u n d . I t ' s i n t h e p e r i o d o f t h e I Which books w o u l d you like t o b e
French Revolution. T h e books a r e s e t remembered for?
M (Laughing) I e n j o y l i f e a l o t , a n d i t
around the change from, as it were, the
M The current ones — Byzantium always strikes m e a s extremely u n f a i r
Age of Religion into the Age of Science.
I'm finishing off the second one now and Endures and Laughter o f Carthage. that you have to die.
the t h i r d o n e i s partly drafted. They're Only because they're the most serious
This w a s t h e first t i m e t h a t I ' d m e t
called The City in the Autumn Stars type of thing I've ever done. There are
still two more to be written in the series Michael Moorcock and I hope that it won't
and Manfred; or The Gentleman Houri.
so it could conceivably be those. be the last. Even though he had a raging
dose of 'flu nothing was too much trouble
I You enjoy working in threes, don't you?
I I'd like to move on to the musical side of for him. He is a gentleman in the true
your life. In Entropy Tango there were sense of the word, completely unassum-
M (Laughs) Ye s I d o . I t c o m e s f r o m
several poems. Were these intended for ing a n d possessing a great sense o f
working in three day stints w h e n I did a humour. Ones heroes are often found to
section a day on the romances. song lyrics?
have feet of clay. Not Michael Moorcock.
M Ye s . U n f o r t u n a t e l y t h e w h o l e t h i n g Genuine, sincere a n d a man o f high
I Do you read much fantasy?
fell through and it got shelved. We did all literary and personal principles.
M N o . I read and like M J o h n Harrison the demos for it and also for Gloriana, My thanks also to Forbidden Planet
and t h e Fritz Leiber stories w h e n n e w but they never materialised. Dave Brock bookshop for their warmth and hospitality
of H a w k w i n d h a s j u s t asked m e i f I ' m in allowing me to carry out the interview
ones appear. It's very swiftly becoming
the debased form of literature. The titles prepared to work on a n e w LP. I told him on their premises.
yes, but that this time it's got to go all the 1010David Hill (October 1984)
are becoming more and more ludicrous.
23
I M A G I N E ma9athw, Jansuuy 1985
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CLASSIFIED ADS a) T h e liquid envelops you and


you are drawn downwards until
IMAGINE'm magazine offers special rates to those interested in taking Out classified eventually you are confronted by a
advertisements. These cost just 1 Op per word or £3.00 per column centimetre beautiful mermaid reading a book.
(pre-payment required). As you approach, entranced by her
beauty, you notice that the book is
If you want to advertise in IMAGINE magazine write to: called The Gamesmen of Kazar,
IMAGINE magazine (classified) The Mill, Rat hmore Rd, CAMBRIDGE CBI 4AD.
one of the many solo adventures
available with Tunnels & Trolls
THE CHALLENGE An experienced AD&D DM is wanted in the role-playing system.
Fantasy roleplaying by post. A valuable prize HORNCHURCH area, to take control of 'a
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24 Please mention I M A G I N E magazine when replying to advertisements


''....Even the Melniboneanshadheardthetales of Lormyr'shero of ancienttimes,Aubec of Matador,whowassaid tohavecarvednewlands
from the stuff ofChaosthat hadonceexisted at the World's Edge....''
The Sleeping Sorceress—Michael Moorcock

EARL AtIBEC
A N D T H E I R O N GALLEON
by Michael Moorcock and Michael Brunton
This is an AD&D® adventure designed to be played by a Dungeon Master Aubec's world is similar in many respects to that of Elric. Yet in Aubec's
(DM) plus one player with the single provided character. The central time the Bright Empire of Melnibone is still strong. Gadric XI, son of
character i s one o f Michael Moorcock's creations, Earl Aubec o f Terhali, the Green Empress, sits on the Dragon Throne, a close consort
Malador, who shares the same world background as Elric of Melnibone. of the Dukes of Hell. Disdainful of the human affairs of the Young
Aubec is a hero of the same world from an earlier age. Kingdoms that have grown up like weeds around them, the near-human
Melniboneans still exert a terrible influence upon the world. The power
Both the DM and player will benefit from reading The World o f the of the Dragon Princes of lmrryr is felt everywhere, through their golden
Young Kingdoms before play begins. It lays out — in brief detail t h e battle barges and fearsome flame-spittled dragons. The sorcerous
general background of Aubec's world, and part of his personal history. If Melniboneans also have a long association with the Lords of Chaos and
you intend playing Earl Aubec you should read no further than the next Entropy, powerful demonic beings who seek to bring the world under
section. The rest of the information is for the Dungeon Master alone. their total domination and release Chaos Unbound. All this serves to
make the humans of the Young Kingdoms fearful — and respectful in
their fear — of Melniboneans and their works.
The World of the Young Kingdoms
Aubec is the Champion of Lormyr, one of the southern Young Kingdoms.
"For ten thousand years did the Bright Empire of Melnibone flourish. As Champion he was also Queen Eloarde's Consort and the father of her
Ten thousand years before history was recorded o r ten thousand years child, Prince Haminak. The boy is the one thing in all the world that
after history had ceased to be chronicled, reckon it how you will. Only Aubec cares about.
Melnibone ruled the earth for a hundred centuries...."
The Chronicle of the Black Sword Nearly everything has changed since the revolt o f Eloarde's half-
brother, Aradard. Aubec is now an exile from Lormyr, pursued by
So begins the last book of Elric's adventures, which leads to the Aradard's assassins wherever he journeys. After witnessing the brutal
destruction of the world of Melnibone and the Young Kingdoms. The murder of Eloarde by Aradard, and then smuggling Haminak to apparent
same world — several centuries earlier in its history i s the setting for safety, Aubec has found himself deprived of his lands, his Queen and
the adventures of Earl Aubec of Malador. (indirectly) his son.
IMAGINE magazisw, January 1985 25
EARL AIMED AND THE IRON GALLEON
Aubec lives only for vengeance. He is willing to rob and murder in order lesser degree — in all the planes of existence, although as individuals
to destroy Aradard and his minions, and recover his lost son. He they may be banished from particular planes so effectively as to be
wanders the world, his only companions a small cat and his trusty thought of as "dead". The Lords of Law are in this position upon Aubec's
broadsword, selling his military skills to the highest bidder until he can plane, and the rather fickle Lords of Chaos hold sway directly and
raise an army and return to Lormyr. And, at times, he meets Myshella of through their agents such as the Melniboneans.
Kaneloon, a sorceress determined to involve him in the affairs of Fate,
affairs of an altogether more weighty nature. Ultimately it is clear from Moorcock's books that both Chaos and Law are
sterile, one through unending change without invention, the other
At the point when this adventure starts, Aubec has already had some through unending order without change. The difference between the
experience of sorcery, the powers of Chaos and the machinations of two is that Law recognises the power of the Cosmic Balance — Fate —
Fate and Law. As told in The Master of Chaos, Aubec assaulted Castle while Chaos seeks to overthrow that power.
Kaneloon under the direct orders of Queen Eloarde, hoping to make it
part of the kingdom of Lormyr. A t Kaneloon he fought and defeated Men openly pledge themselves to one cause or another. The greedy,
creatures from his own imagination. In rising above the darkness of his uncaring and power-hungry usually ally with Chaos, while those of a
own mind Aubec won the right to go beyond the world's boundary and "nobler" persuasion choose Law. Neither side offers mercy to its
carve new lands from the Chaos-stuff that existed beyond. Here too, he enemies.
first encounters Myshella, the Dark Lady, and refuses the 'rights' that
she offers him....
Money
The coinage of the Young Kingdoms is broadly similar to that given in the
Dungeon Master's Notes AD&D rules. Each nation mints its own coinage, but all are freely
interchangeable. One other coin of note exists, the Melnibonean Wheel.
Background Said to represent the Wheel of Chaos, these coins are carved (rather
than minted) from pure gold. These coins are extremely rare, and
Aubec and the Iron Galleon concerns the rescue of a powerful artifact, consequently extremely valuable (worth at least 250gp). Most humans
the Horn of Fate, from the clutches of a Melnibonean outcast, Dyvim are reluctant to handle 'tainted' Melnibonean money, and Wheels in
Ka'aand. It has fallen into his hands by accident a l t h o u g h nothing to particular.
do with Fate is accidental a n d , ignorant of its power and purpose, he
has unwittingly brought it into the world of the Young Kingdoms. Luck Points
The Horn o f Fate has only one purpose in the world of the Young Luck points are given to characters to reflect abilities beyond the normal
Kingdoms, it heralds the end of the all things and the beginning of a new scope of the rules. At the start of play the DM should assign 6-10 Luck
world free from sorcery. Prince Elric is to blow the Horn three times at points to Aubec, depending upon the competence of the player. The
the End of the World, and to have it sounded before then would only lead player should be told that his character has some Luck points to spend —
to the destruction of the Earth and its incorporation into the realm of the but not how many a n d be told what they can be used to influence. He
Chaos Lords. or she should also be told that NPcs may have been allocated Luck points
as well. The D M determines h o w NPcs spend their Luck points,
Dyvim Ka'aand is the captain of the Iron Galleon, a remarkable ship with depending upon the player character's actions.
the power to sail the Seas between the Worlds. While on another plane,
he rescued a shipwrecked reaver, Ulrek One-Ear, an uncharacteristically In this adventure spending 1 Luck point allows:
quixotic gesture. When Ulrek proved to be boring a conversationalist 1. a successful ability check; or
Dyvim killed him as a diversion during dinner one evening. I a n extra attack in a melee round; or
lignoring a minor wound (1-8 points of damage inflicted in one
Ulrek's only possessions — a good broadsword and a drinking horn — blow can be ignored).
were added to the Iron Galleon's collection of trinkets, although Dyvim Spending 2 Luck points allows:
realised that the horn had a quality that could not have come from same 1. a 'death blow' to be attempted. If a 20 or more (including any
plane as Ulrek. Before the reaver died, he confessed to having taken the modifiers) is rolled on the 'to hit' die, an opponent has been
horn during a raid on the tower of a sea-mage. Momentarily intrigued, struck dead with one blow. If the die roll is less, the attack is
Dyvim resolved to investigate the horn and then he returned to his other resolved normally; or
— more amusing — pursuits. 2. recovery of hit points equal to a cure serious wounds spell —
the character 'pulls himself together'; or
The Iron Galleon sailed on, and eventually passed into the world of the 3. a required Saving Throw to be reduced to 2 or better.
Young Kingdoms, bringing the Horn of Fate with it. While it is within the
Young Kingdoms, t h e Horn represents a tremendous danger. I t s
sounding is the signal for the end of the world, yet if Fate is not to be Ability Checks
thwarted only Elric can blow the Horn, centuries in Aubec's future. At certain points in the adventure Aubec will be required to make an
ability check. This requires a roll of less than the relevant ability on 1d20.
The Lords of Law have a vested interest in seeing that the Horn is blown
at the proper time. Only then have they any hope of freeing the Young
Kingdoms from the influence of Chaos. Until the Horn is blown — at the One-on-One Play
appointed time t h e y are too weak on this plane to take direct action. In a one player module it is always possible to 'kill off' the one and only
They have therefore told their chief servant, Myshella of Kaneloon, of character with ease. The DM must resist the temptation to see the
the Horn of Fate and the need to get it away from this world at this time. adventure as a personal confrontation, and his or her duty in that
Myshella's thoughts have turned to Aubec, and the part he might play in confrontation as 'getting' the player. This doesn't mean that the player
recovering the Horn of Fate.... character should be given an easy ride, but the DM should remember
that the character is supposed to be a hero and win through.... most of
the time.
A Note on Alignment
"Law" and "Chaos" are terms familiar to all AD&D players — and within
the game these are based upon the ideas in Michael Moorcock s books. The Player Character
However, t h e game terms " L a w f u l " and "Chaotic" d o n o t mean EARL AUBEC OF
precisely the same things in Aubec's world as they would elsewhere— MALADOR: AC -1;
the classifications of "Good" and "Evil" have no real relevance. MV 9"; Fighter 12;
hp 9 9 ; A T 3 / 2 ;
For example, the Melniboneans have a highly stratified slave-based D by weapon; AL LN;
society where unspeakable cruelties are the norm. Yet they also have Size M; THACO 5 (7);
the finest art, culture and sensibilities t o be found i n the Young S 1 8 / 7 6 (+2/+4),
Kingdoms. Despite their apparently "Lawful Evil" alignment, t h e 113, W 9,C 17, D 16
Melniboneans are allied with the Lords of Chaos. (+1/-2), Ch 15
(+15%); plate armour
The Lords of Chaos (also referred to as the Lords of Entropy and the (AC1); iron two-
Dukes of Hell) and the Lords of Law are engaged in an eternal struggle to handed sword +3
control the "Multiverse". These powerful beings exist — to a greater or (nsa).
26 I M A G I N E ma9azitte, Jtuusary 1985
EARLAUBEC AND THE IRON GALLEON
In this case he will not have any equipment, but will still have his cat.
A Second Player: Jhary-a-Conel Jhary will aid Aubec in any fashion if he is released. The DM should
If Jhary is used as a character (when there are two players) he should be reduce the chance of any of the other NPCs agreeing to aid Aubec if
allocated 3-5 Luck points and Aubec only given 5-8 Luck points. Those Jhary-a-Conel is used — he has, after all, been provided with an ally.
NPCs who have been allocated Luck points may be allocated one extra
point at the DM's discretion. The ubiquitous self-proclaimed 'Companion-to-Champions' is a sophist-
icated, worldy-wise dandy who tolerates the intransigence of heroes
Jhary-a-Conel: with patience and skill. He is able to remember many incidents from his
AC 4; MV 12"; other incarnations, but whether this helps or hinders him is open to
Fighter 7; hp 40; doubt. Jhary-a-Conel has some familiarity with magic, and can use
#AT 3/2; D by magic items and scrolls as though a magic user.
weapon; AL N(G),
Size M, THACO 14;
S16 (-/+1), 117,
Cats
W 15,C 14,D 18 Both Aubec and Jhary-a-Conel have cats as travelling companions.
(+3/-4), Ch 16; Jhary Aubec's cat is not a familiar, but it is sensitive to danger. The DM should
normally uses a make a point of mentioning (subtly) what the cat's reaction is to the
longsword, but can various characters and situations in this module. Jhary's winged cat is
any weapon at a unusual and it should be treated as a magic user's familiar.
pinch.
Jhary-a-Conel may Aubec's Cat: AC 6; MV 6"; HD 5 hit points; #AT 2; D 1-2/1; SA rear
also be used an NPC, claws for 1-2; SD surprised on 1 only; MR Std; Int Animal; AL N; Size S;
encountered first in THACO 20; domestic cat — M M2.
the Menagerie and Jhary's Cat, Whiskers: A C 6; M V 6 / 1 8 " , HD 1 ; h p 6; # A T 3;
Cargo Hold aboard D 1-2/1-2/1-2; SA rear claws for 1-2/1-2; SD surprised on 1 only;
the Iron Galleon MR Std; Int Animal; AL N; Size S; THACO 20; small, black and white
(encounter area 7). winged cat, cf wild cat — MM2.

PLAYERS' INTRODUCTION
The DM should read Out the following at the start of play:

The port of Cadsandria has some advantages, but news from Lormyr She picks up a wine cup and takes a sip, and offers the cat a scrap
isn't one of them. Even though it is only a day or two's ride away, from the edge of your platter. It purrs quietly.
news — even gossip i s scarce. As the oldest enemy of Lormyr, you
would think that the people of Argimiliar would have something to 'That in itself is unimportant. What the man was carrying is infinitely
say about their foe. Warrior's work is scarce, too, as you reflect upon more so, a treasure of incomparable power in this world. A simple
the few coins that remain in your pouch. horn, apparently, yet capable of bringing about the ruin of everything
if it were to be sounded at this time by any other than the one
At least the tavern food and drink are passable, more than passable. appointed to do so. That event lies centuries in the future with Elric,
The cat appreciates the good meat that the landlord has put before ahh, sad Elric. I shall not see him do it, but it can be only Elric if Fate is
you. You listen to the sounds of laughter from a table across the to be obeyed.
room, and take a long pull at your wine cup.
'Aubec, you must hunt the Iron Galleon and take the Horn of Fate
Then the tavern becomes silent, and your hand goes towards the hilt from its captain, then bring it to me at Kaneloon, whence I can send it
of your sword. The cat leaps onto the table — and then purrs. From to safety, for its own sake and that of this world.
the shadows comes a wornan's voice, 'Greetings, M y Lord o f
Malador. I have searched long and hard for you.' Myshella, the 'There is a ship of Tarkesh at the docks. Hire it, and sail towards the
Sorceress of Kaneloon steps forward and sits at your table. port of Dhakos in Jharkor on the morning tide. This money will be
more than enough for the Tarkeshite galley. Within five days you will
'My Lord, I would not have come were it not a matter of the gravest meet the Iron Galleon. We must hope that nobody becomes curious
urgency. My masters need a warrior of great skill; quickly. about the tune that the Horn plays in that time!

'Sailing the seas of this world is a ship of sorcerous origin, a vessel Myshella stands and drops a purse on the table. Her hand lingers on
made of iron. It sails not only the seas of the Young Kingdoms, but the the cat's head. Tavern sounds suddenly break in on your thoughts.
waters of other worlds as well. On one such the captain of this Iron
Galleon rescued a sailor f o r what reasons I do not know.' The sorceress is gone.

If Aubec questions any of the people in the tavern, they did not see There should be a similar attack by another group on the following
Myshella at all. They will regard him with increasing suspicion if he morning. Aubec should realise that escape by sea is the only valid
continues to question them. method of avoiding further confrontations with Aradard's hired killers.

In the purse left by Myshella are 40gp, 1 Ogp worth of mixed silver and
copper coins, five rubies worth 500gp each, and four Melnibonean
The Tarkeshite Galley
Wheels (worth 1000gp in total). After paying for his stay at the tavern (a The Barnava Lass is a trading galley from the port of Barnava in Tarkesh.
bill of 15gp), Aubec should make his way to the dockside and the The ship is some 80' long, with an 18' beam, somewhat small by
Tarkeshite ship. Tarkeshite standards, but strongly built. At present the Barnava Lass is
the only sea-going vessel anchored in the harbour at Cadsandria. Her
If Aubec decides not to obey Myshella's instructions and hire the last cargo has been unloaded, but the ship's master, Captain lbraim, has
Tarkeshite ship, nothing will happen for two days. On the evening of the not yet found another load. Aubec will find Captain lbraim drinking in a
third day Aubec will be attacked by a group of Aradard's men as he cheap dockside tavern w i t h h i s steersman, Valuis, and h i s chief
leaves a tavern. oarsman, Tergas. lbraim will not be keen on leaving harbour so soon
after a voyage, especially as he and his crew have just been paid for their
(Up to) 6 of Aradard's hirelings: AC 3; MV 9"; Fighter 6; hp 38 each; last cargo.
zAT 1; D by weapon; Int Ave; AL NE; Size M; xp 529 each; THACO 16;
wearing platemail and armed with longswords and/or battle axes. lbraim will start by asking for 1500gp for the hire of his ship and his
crew. If Aubec gives his destination as Dhakos all will be well, but if the
The DM should hint to the player that Aubec's whereabouts have been Iron Galleon is mentioned lbraim will raise his price to 2000gp. If Aubec
discovered, and that he can expect further 'visits' from Aradard's men. haggles lbraim will accept 1 COOgp, as he knows that an empty ship will
I M A Q I N E magarine, puusary 1985 27
EARL A M = AND THE IRON GALLEON

make a fast passage to Dhakos — a week at most — and that he will be


gAT EypaRQ TArkKE51-1
BANARYA
able to pick up another cargo there as easily as anywhere else.
KIN(5Do/A5 0 I.45tiAmr,
The
Ibraim will not accept the Melnibonean coins as payment a n d will not AT THE TIME OF
even touch them. He will be more than happy to take two o r more o f
the rubies as payment. Once they see the gems Valuis and Tergas will EARL AUBEG 171-1Al1,•,,FoRyA
ci0K P a l e 3ea,
also take a strong interest in the contents of Aubec's money pouch. , sc6)

lbraim will then send his two subordinates to round up the rest of the 0 ,•••• H A F c t s i , ,
crew from the other dockside taverns and brothels. At dawn the Barnava TRO
14,F
•RA - -- t ;p
HA)cs,(c
c oto
Lass will weigh anchor and head northwest towards Dhakos and the
Iron Galleon. HAzAA,K
The crew of the Barnava Lass:
fit0:15AE5 0 A1tri&41N)
Valuis, Tergas: AC 5; MV 12"; Fighter 5; hp 32, 30, 25; A T 1; <-----'• t
D by weapon; Str 16 (-1+1), Int Ave, Dex 15; AL N; Size M; xp 342, 330,
' O F AA19r,,' :'
300; THACO 16; all wear studded leather armour and carry shortswords. 6 69, i,4 3 6 °
A
25 sailors: AC 7; MV 12"; Fighter 2; hp 12 each; #AT 1; D by weapon;
Int Ave; AL N; Size M; xp 71 each; THACO 20; armed with shortswords, A e ( b t t A t i - M D O E ,
eke'
hand axes and spears. u
1-c-
--• The Oldesf-
SORCERER5
The Voyage c e r,
The DM should use at least one of the first two encounters given below,
and must use the third encounter, The Collision in the Fog. The DM
should read the relevant boxed section to the player at the start of the
encounter, altering the names of the ship and captain if necessary.

These encounters happen on the first three days of the voyage from r,-;• • •-•
Cadsandria to Dhakos or Aflitain. The winds on these days are light, and )
by the evening of the third day Aubec's ship will only have reached the ' The
northern point of Melnibone.
Sea STE7L.
1. The Wind Demon LISRVAYF,

The morning dawns clear, as one of the sailors brings you a cup of ktpt-V-IstticoN) - .;:b1KI;
mulled wine for breakfast. Suddenly, one of the lookouts gives a A??A;;,FRA5Az
horrified cry, and staggers back from his post. A misty cloud rolls Li •::: •
across the deck, gradually forming into some sort of creature. It
slides towards another sailor, who strikes vainly with his sword, 50 pirates: AC 8; MV 12"; Fighter 2; hp 10 each; #AT 1; D by weapon; Int
and then slumps to the deck, terribly wounded. Ave; AL CE; Size M; xp 65 each; THACO 20; armed with clubs, short-
swords, axes and nets (a hit entangles the victim, making it impossible to
attack or defend. A successful Strength check allows escape).
The creature is an ildriss, a type of grue elemental. It has attacked the
ship as an act of pure devilment. Only Aubec possesses a weapon which If captured, Aubec will be bound and left in the cable tier (at the bow of
can hit the creature, but it will not attack him until it has no other obvious the galley) of the Pan Tang ship. His cat will follow him aboard n o - o n e
targets, preferring to terrorise the crew first. will notice — while the Barnava Lass is fired and sunk. The following
evening, a fog w i l l descend, making sailing dangerous. The Pan
1 ildriss: AC 2; MV 3" as rolling fog, otherwise 24"; HD 4; hp 32; #AT 1; Tangians will drag Aubec on deck to mock him. The course of play should
D 3-12; SA 4 in 6 chance of surprise, always attacks first; SD +2 or better follow that described below, with the Pan Tang slaver ship being run
weapons to hit, immune to air based attacks; MR Standard; Int Low; down by the Iron Galleon (Fate is not to be denied). Aubec may break his
AL NE; Size M; xp 405; THACO 15; MM2 — Grue, air. bonds by making a successful Strength ability check.

2. The Pirate Ship 3. The Collision in the Fog

Off the port beam a galley appears out of the haze. It flies no
colours, but its oars move with purposeful strokes on a course Evening is falling, and with it the fog is gathering. Progress over
that will bring it near to your ship. Captain lbraim moves to stand the last three days has been slow, and looks like becoming even
by your side, muttering over the looks of the approaching vessel. slower. In the bows of the boat stands a leadsman, calling the
He gives orders to alter course to starboard. depth of the water. Before the mist thickened one of the lookouts
saw the coast of Melnibone, and the waters around that island
Before the sailors have a chance to obey a hail of arrows from the are full of treacherous shoals. lbraim and Tergas join you at the
other ship strikes the Barnava Lass. It is a pirate ship. Grappling rail, and a wine cup is held out towards you.
irons are flung across the now narrow gap to draw the vessels
together. Suddenly, a tall wall of metal appears, smashing through the side
of the Barnava Lass, and you are hurled into the churning water.

The vessel is much more than a simple pirate ship. This is a Pan Tang
slave raider looking for fresh victims. The Pan Tang ship is an open The Iron Galleon has run the Barnava Lass down. Though it moves quite
decked galley, some 90' long with a 20' beam. It has a small deck house, slowly, it is so massive that it automatically destroys the Tarkeshite
and a set of storage lockers down the centre line. The Pan Tangians will vessel. If Aubec makes a successful Strength check he will be able to
attempt to take their opponents prisoner — they are to be taken as tread water. His cat will swim towards him and climb onto the top of his
slaves, facing a miserable future working to death on Pan Tang. The head. A subsequent successful dexterity check allows Aubec to grab the
crew of Aubec's ship will fight bravely — even fanatically — in their own anchor chain of the Iron Galleon as it passes, and climb up it to 'safety'.
defence, as they are fully aware that slow death will be their only reward
if they are captured.
Aboard the Iron Galleon
The Pan Tang Sorceror-Captain: AC 8; MV 12"; Magic User 5; hp 13; 1. Main Deck
#AT 1; D 1-4; SA Spells; Magic Missile, Protection from Good, Push,
Shield, Sleep, Mirror Image, Scare, Monster Summoning I; Int High; If Aubec is successful in climbing up the anchor chain (the DM may care
AL CE; Size M; xp 425; THACO 20. to remind the player that this feat will be successful if a a Luck point is
28
I M A G I N E magazine, Jarmo'', 1985
EARL A LT = AND THE IRON GALLEON
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spent) he will board the Iron Galleon at the point marked A. The anchor 2. Forward 84 3. Aft Fighting Platforms
itself is trailing in the water by the starboard side of the Iron Galleon.
Aubec is the only survivor, and the cries of drowning sailors from the These open deck areas are in a similar state to the main deck. The two
Barnava Lass will gradually be left behind as the metal ship sails on, its ballistae — large javelin-firing crossbows o n each platform are rusted
crew apparently heedless of the destruction they have wrought. beyond use, but the six steel javelins (D 1-6) stored by each ballista are
still usable as crude spears. Anyone climbing up to either platform will
Shrouded in a never-changing fog that moves with it, the Iron Galleon be attacked by the 2-5 of the stirges in the rigging (see above). If Aubec
has suffered from its constant immersion in salt water and other, more has already been attacked, the stirges may not (70%) attack at all.
corrosive, seas. The air around the Iron Galleon is quite still, although
the ship is moving at a rate of several knots. Overhead, the remains of 4. Sailors' Mess
the woven steel sails billow and crack as though in a strong wind, and
the chain rigging apparently creaks with strain. Below decks is where the real 'life' of the Iron Galleon is carried on. The
sailors' mess is, apparently, like any other. It is gloomily lit by torches
The entire ship has a look of neglect about it, rust streaks are clearly that gutter at various points around the chamber, casting constantly
evident on all the ship's 'timbers'. The decks are speckled with bird lime flickering shadows. Three-decker bunks fill most of the space, sufficient
and similar substances t h a t could n o t h a v e c o m e f r o m birds. in number for a crew of one hundred or so, but the forward stacks have
Condensation drips from every surface, and any unprotected item will been long abandoned and are now the nests of rats.
become damp in 1 turn — bowstrings and the like will become useless.
The aft section of the cabin is still inhabited. The sailors who live here
The raised and central sections of the main deck are empty and the appear to wear suits of closely fitting platemail, even down to having
forward hatchway is battened down. The doors into the after section of masks, elaborately worked to represent the faces beneath. Only their
the Iron Galleon are rusty, but can be opened without difficulty. Faint eyes — which are black eye-shaped holes — and their stiff, awkward
sounds of life can be heard behind the doors. movements betray the fact that these are not men, but constructs built
entirely of iron: the Iron Sailors, the crew that Mabelode the Faceless
The space beneath the forward fighting platform is cluttered with a placed aboard to keep Dyvim Ka'aand company in his endless voyages.
variety o f objects — a windlass, anchor and storage lockers and,
beneath a canvas cover, a small wooden sailing boat. All are encrusted Originally there were ninety Iron Sailors, but neglect, rust and the
with salt. The windlass, the port anchor and its chain, and the (empty) corrosive effects of years at sea have reduced this number to its present
storage lockers have rusted solid. Trapped beneath the anchor is what level. They exist in a strange parody of human sailors, spending their
appears to be a suit of rusty, close-fitting armour. This is actually one of time cleaning the section of their mess that is still in use, polishing
the Iron Sailors (see encounter area 4), now 'dead' because of his equipment (and themselves), 'sleeping' and looking after the needs of
exposure to damp and salt. the living occupants in the aft section (see NPCs).

When Aubec enters the central deck section he will be attacked byfive of The Iron Sailors are unintelligent, and will ignore things that do not fall
the stirges who have taken up residence in the rigging. within the scope of whatever instructions they have been given. Unless
attacked they will ignore Aubec, assuming him to be one of themselves
5 (of 20) Stirges: AC 8; MV 3"/18"; HD*1 +1; hp 5 each; #AT1, D1 -3; SA because of his plate armour.
Blood drain (1-4), disease (cf giant rats M M ) ; Int Animal; AL N; Size S;
xp 46 each; THACO 15; MM; these particular stirges have also adapted 27 Iron Sailors: AC 2; MV 6"; HD 30 hp each; # A T 2; D 1-6/1-6;
to a diet of carrion, hence the chance of causing disease. SA attacks as 6 HD monster, never gains initiative, instability (see
below); SD half damage from non-magical weapons and magical blunt
The rigging itself is made of thin chains, and is incapable of supporting weaponry; Int Low; AL N; Size M; xp 590 each; THACO 13; special
the weight of a man. monster — cf golems (MMI.
I M A G I N E m a p t i n e f January 1985 29
EARLAtTBEC AND THE IRON GALLEON
Once an Iron Sailor has been damaged, there is a chance that it will
become unstable. Each round the DM should roll a d20, and if the result
is greater than the Iron Sailor's remaining number of hit points it will
revert t o the Chaos-stuff from which i t was made. A l l within 1 0 '
(including other Iron Sailors) must save vs spells or suffer the effects of a
confusion spell for 1-4 rounds as the warping effect of the Chaotic
material makes itself felt.

5. Cable locker & 6. Store


Both of these storage compartments have been unused for many years.
In the cable locker the cables and chains stored there slipped and buried
two Iron Sailors some years ago. O n e disolved into Chaos-stuff,
incidentally warping some rats into the rust rats that now infest this
forward section. The other Iron Sailor still lies where he fell, badly
corroded and half-eaten by the rust rats.

The rust rats will attack anything that enters either of the rooms, as they
have eaten a hole in the bulkhead between them. The entire contents of
the Store — mostly ropes and repair tackle a r e entirely useless after
years of rat occupation.

18 rust rats: AC 4; MV 2 " ; HD 1; hp 2 each; #AT 1; D 1-4; SA rust metal


(see below); Int Animal; AL N; Size S; xp 16 each; THACO 19; special
monster — cf rust monster (MM).

The touch of a rust rat does not automatically corrode a metal item. It is
entitled to a saving throw vs acid, failure indicating that it will be
corroded in 1-3 rounds unless washed clean. Rust rats have a warped
metabolism, capable of existing only on iron oxides — even those found
in blood are sufficient to enable them to survive.

7. Menagerie & Cargo Hold


The denizens of Dyvim Ka'and menagerie have suffered from a recent
loss of interest on the part of their keeper, and the five cages that hang
from the ceiling contain only bodies, some of which have been attacked
by rust rats (see above). Most of the corpses were once human beings,
except for one who resembled a gigantic armoured lizard. All had been
mutilated before death.

The DM might wish to have an NPC Jhary-a-Conel as the only living


inhabitant of the menagerie — Dyvim Ka'aand has had no opportunity to
devise a suitable 'entertainment' involving him.
9. & 10. Galley and Wine Cellar
These were once sumptuously appointed cabins like the others on
The other contents of the hold are very mixed, flotsam and jetsam that board. They are now used as a well-appointed galley for the fleshy
the Iron Galleon has encountered druing its voyage. Arranged in a inhabitants of the Iron Galleon, and a wine cellar and food store. This is
disorderly fashion are lengths of ship's timbers; oil barrels (for the Master Smiles' (see NPCs) small kingdom. H e oversees a l l food
lamps); mold-covered grain sacks; chests full of tea, raw cotton, white preparation with consumate skill, and does not allow anyone else to
marble, pottery, and black powder (which is so damp as to be useless); enter this part of the ship unless they are to carry dishes etc. The food
wine amphorae; five life preservers marked H M S Graf Spa% and and wine are the spoils of countless wrecks.
perched on top of one heap is a what appears to be a giant, misshapen
arrow— a Phoenix AIM 54A air-to-air missile, which is armed and ready The forward cabin (9) contains all that might be expected for a master
for firing. Should anyone tamper with this last item it will explode, doing cook's kitchen. Kitchen knives and the like can be used as weaponry
10-100 points of damage to all within 60'. (treat as daggers). The aft cabin (10) is the storeroom, where bottles of
fine wine are carefully stacked next to the finest foods from many
8. A'azzatz's Confine (the engine room) worlds. The door between the two is a modification crudely carried out
by Master Smiles.
This torch lit chamber is, in many ways, the heart of the Iron Galleon.
Confined within a pentacle drawn around the aft mast of the ship, bound 11. Master Smiles' Cabin
with iron chains, and with the mast passing through his body is A'azzatz,
a demon. Summoned by Dyvim Ka'aand and then trapped within this Just across the companionway from his beloved food, Master Smiles'
room, it is he that drives the Iron Galleon between the worlds. The air in cabin is noteworthy for the large, untidy bed in it and the stacks of books
this chamber is alive with the crackling of his energy, and anyone and journals that litter the floor, shelves and most other surfaces. The
entering this room will barely be able to discern his shape, save where majority are recipe books and bound volumes of (somewhat indifferent)
the Chaos symbol is drawn upon his brow, beneath which black pits handwritten poetry, but there are several reference books on such
mark his eyes and mouth. diverse subjects as swords, court etiquette and human anatomy. Unless
noted otherwise, all the cabins are lit — like this one — by oil lamps.
A'azzatz hates — although he virtually insensate — everything and
everybody. H i s sole pleasure i s consuming t h e l i f e force o f t h e 12. Jeroaz's Cabin
occasional prisoner Dyvim Ka'aand gives to him, and he will attack
anyone who comes within his limited reach. The furnishings of Jeroaz's cabin are suitably diminuitive, but otherwise
unremarkable — a bed, workbench (with the remains of a rusty Iron
A'azzatz: AC -1; MV 0" (18"); HD 12; hp 60; # AT 1; D 2-20; SA life Sailor spread across it) and a small chest containing theatrical makeup
draining, slow; SD vulnerable only to iron weapons, all others do no and three suits of jester's motley. At the bottom of the chest is a leather
damage whatsoever; Int Non; AL CE; Size L(10' tall); xp 4660; THACO 9; bag which holds a mixed set of coins (worth 250gp) from many worlds,
special monster. including one made from jade (worth 100gp).

A'azzatz's touch drains 1 point of strength in addition to any other


damage caused, and the victim must save vs paralyzation or suffer the 13. Dyvim Ka'aand's Study
effects of a slow spell as well. For each strength point so drained, In addition to being a thaumaturgical workroom, this is also a library and
A'azzatz gains 10 hit points. Lost strength points are recovered at the torture chamber. The walls a r e lined w i t h grimoires a n d tomes
rate of one per turn. containing Dyvim Ka'aand's store o f magical knowledge. A l l are
30
I M A G I N E magazine, January 1985
EARLAtTBECAND THE IRON GALLEON
Jeroaz the Dwarf armed with a kitchen knife (dagger); 2 Luck points. The bracketed
Jeroaz the dwarven jester/assassin is cursed with a humour that is statistics are Miriame's original abilities, before the cumulative effects
cruel, pointed and insulting. Unfortunately, he also lacks the wit to of the drug manifested themselves. If Miriame were to stop taking the
realise that there are some people who should never be insulted at all. drug her characteristics would increase at 1 point per week, although
she would be in constant agony while this was happening.
Jeroaz delights in taunting Windlos (You're no better than the feathered
scum in the rigging....'), Master Smiles ('I've heard more poetic attacks Windlos of Hueliss
of wind than that, manling....") and Miriame — especially Miriame — as Windlos had the misfortune to land on the Iron Galleon while looking for
Dyvim Ka'aand quietly enjoys seeing her humiliated. Were it not for the a roost on which to weather a storm. Before it had ended, the Iron
fact that Dyvim Ka'aand obtains a secret satisfaction from seeing people Galleon sailed beyond his world, and Windlos was trapped on board, an
discomforted by Jeroaz, the jester would have been killed long ago. The unwilling passenger. Dyvim Ka'aand was sufficiently intrigued by the
only people that Jeroaz never insults to their faces are Dyvim Ka'aand idea of a flying man to keep Windlos alive and unharmed.
and Kateriona — he knows that both would kill him on the spot.
Windlos is, at heart, a gentle soul, and he has suffered in sympathy with
Jeroaz: AC 6; MV 12"; Assassin 6; hp 23; # AT 1; D by weapon; SA others who have fallen victim to the whims of Dyvim Ka'aand aboard the
poison on weapon causes 2-12 additional damage, save at -1; AL CE; Iron Galleon. Behind the grim and silent facade he maintains, he has
Size S (3'); xp 759; THACO 18; S 16 (-/+1), 115, W 5, C 14, D 15, Ch 6. learnt the value of hatred, especially for Jeroaz, in keeping his hopes of
escape a n d vengeance for all those he has seen die a l i v e . The only
Jeroaz wears studded leather armour, a copy of that worn by Dyvim 'permanent' inhabitant of the Iron Galleon that he has any feeling for is
Ka'aand, and uses his enchanted jester's slapstick as a weapon +1 (D Miriame, as he knows that sooner or later Dyvim will become as bored
1-8). The slapstick itself is not coated with poison, but the metal itself is with her as he has with others in the past.
tainted with unclean Chaos-stuff.
Windlos of Hueliss: AC 5; MV 12"/36"; HD 7+1; hp 37; # AT 1; D by
Master Smiles weapon; MR 10%; AL N (LN); Size M (15' wingspan); xp 1020; THACO
Master Smiles is a self-proclaimed master poet of swordplay and the 13; S 16 (4+1 ), 115, W 12, C 18, D 17 (+21-3), Ch 14; uses a (non-
written word and a cultured man. He is simply a dissolute sybarite who magical) spear +3 in combat; 3 Luck points.
actively enjoys the life of contemplative cruelty and barbarity that he
indulges in aboard the Iron Galleon. He apes the Melnibontian habits of
Dyvim Ka'aand in a mistaken attempt to achieve an equivalent 'nobility'. Bibliography
In point of fact, Master Smiles is a poet whose work never scans or Any of Michael Moorcock's books are worth reading, but to get the right
rhymes (in the right places), and is tedious in subject, expression and, flavour for this adventure the DM might like to read Master of Chaos,
when he reads it, delivery. Dyvim lets him live for his entertainment The Sailor on the Seas of Fate and The Quest for Tanelorn. Elric of
value and because 'artists should be supported in these worlds of crass Melnibone perfectly illustrates the behaviour of Melnibonoans. Finally
and ignorant humanity'. Master Smiles accepts Dyvim Ka'aand's The Champion o f Garathorm contains a marvellous description of
attitude to him at face value, and has no idea that he is destined to be a what happens to Dorian Hawkmoon when he becomes obsessed with
hors d'oeuvres for A'azzatz — a fitting fate for someone who has wargaming — a Suitable Warning to all players and DMst
composed sonnets to bottles of wine.

Master Smiles: AC 3; MV 12"; Fighter 5; hp 20; A T 1 o r 2; D by


weapon; AL NE; Size M; xp THACO 18/20; S 13,117, W 3, C 10, D 16
(+1/-2), Ch 17; armed with a longsword (D 1-8) and a main-gauche
(D 1-6) and wears chainmail +1 beneath his robes. Master Smiles
always uses both his weapons simultaneously in combat.

Kateriona van Nook


Kateriona van Hjeok is a jovial, handsome woman — despite her eye
patch and steel prosthetic hand — in her early thirties. The leader of a
group of pirates who assaulted the Iron Galleon looking for rich spoils,
she was t h e o n l y one l e f t alive b y Dyvim Ka'aand's spells and
experiments. Kateriona is also the only female companion to have
survived Dyvim Ka'aand growing tired of her company. She now enjoys
an almost civil relationship with the Melnibonean, though she is on her
guard at all times, especially with Jeroaz and Master Smiles.

valessedi
Kateriona van Hjeok: AC 4; MV 12"; Fighter 7; hp 40; #AT 1; D 1-8 or by •
weapon; AL CN; Size M; xp 950; THACO 11 (13); S 18 (+1/+2), I 1 2, W12,
C 17,0 18 (+3/-4), Ch 16; wears leather armour, uses her steel hand or ,M41,,7".."."aw.1/1111 I
a sabre (D 1-6) in combat; 2 Luck points. When using missile weapons t tom / -47fS.11 • • f l •••
Kateriona suffers a -2 penalty 'to hit', thanks to her missing eye. h 4 , 7 * : N r • o r 1 - 4 , 1 .41'..4t-f:17 7;1
0.7.1•••. „ , g : • • • m • 11 , /
911. • i . ; 1 7 W'' • I l k ftl• ••••••". -;;;47(
•-•1-•..ty
Kateriona's left hand (the steel one) has a mind of its own. When used in
a fight, a result of 15 or better on the 'to hit' roll indicates that the steel
hand grasps its target by the throat. Each subsequent round it auto-
matically inflicts 1-8 points of damage, and strangles its victim to death
in three rounds regardless of the total damage inflicted. While the hand e 6 . , W— , i t t " ( - -•.••••IS • •
is doing this Kateriona has no control over it, and it can only be prised
away by a successful bend bars/lift gates roll by Kateriona or the victim.
Miriame
Miriame is Dyvim Ka'aand's latest female companion, rescued from the
wreckage of a slave galley. Dyvim has amused himself by feeding her a
powerful hallucinogenic drug which makes her totally compliant to his
will t h e withdrawal symptoms are extremely painful. When not under
the effects of the drug, Miriame is very careful to obey Dyvim Ka'aand's
orders in all matters, and to keep any opinions she holds to herself. She
is terrified of Jeroaz and Master Smiles because they once prevented
her taking a dose of the drug until the pains had started, and is scared of
Credits
Windlos because he is different. The drug is gradually destroying her Michael Moorcock
Inspiration:
mind, a process which Dyvim Ka'aand finds fascinating. Mike Brunton
Perspiration:
'Lady' Miriame: AC 10; MV 12"; HD 3 hit points; #AT 1; D 1-4; AL N(CE);
Art: Jez Goodwin
Size M; xp 8; THACO 20; S 10, I 5(12), W 6, C (10) 5, D 9, Ch 10 (17); Maps: Paul Ruiz
32 I M A G I N E magazine, January 1985
amesFair '85
A S I N I O A r k ,
Q T H E C O N V E N T I O N W H E R E G A M I N G COMES F I R S T
On F R I D AY, S AT U R D AY & S U N D AY
29th, 30th & 3 I s t MARCH 2985 V - W O R 9 A .
at R E A D I N G U N I V E R S I T Y
LARGEST PLAY-BY-MAIL GAME IN THE UK
Special guest E . G A RY GYGAX
Starting at 12 noon on Friday, and continuing until 6pm A Play-By-Mail game with a D & D flavour'
on Sunday, GamesFair '85 features:-
'Undoubtedly, C R A S I M O F F ' S W O R L D i s a h i g h l y
* T H E A D & D ® O P E N C H A M P I O N S H I P A n individual, knockout worthy game. It has been running for several years now
competition to find the British A D & D Champion of 1985. Held over and has a large number of players. Compared to others
Saturday and Sunday, t h i s limited e n t r y event m u s t be booked in
advance. of its kind it is not expensive and it goes out of its way to
encourage communication b e t w e e n players. I found
• A L L THE N E W A N D E S TA B L I S H E D FAV O U R I T E S I n c l u d i n g the initial scenario interesting, and the world lived up to
M A R V E L SUPERHEROESTM g a m e , S TA R F R O N T I E R S ! , game, this promise. The fact that they are hand-written merely
D R A G O N Q U E S T ® game, Traveller, Runelauest. 1 8 2 9 , R a i l w a y testifies to the immense amount of effort put in by the
Rivals. Call o f C t h u l h u , I l l u m i n a t i . En Garde and many more. G M . So, with its regular newsletter, Crasimoff's World
• A D & D T E A M C O M P E T I T I O N — A fun, single-round competition is a friendly, efficient and relatively cheap game to play,
for teams of 5 players on Friday afternoon. Team leaders: send an and i f you wish to try a commercial P B M game with a
SSAE for more information. distinctly D & D game-ish flavour, I would unhesitating-
• R E S I D E N T I A L O R NON-RESIDENTIAL PLACES — Non-
ly recommend it.'
residential bookings e n t i t l e y o u t o f u l l u s e o f all t h e convention
As reviewed in I M A G I N E 1 8
facilities i n c l u d i n g i n e x p e n s i v e h o t a n d c o l d food, extended b a r
(adults only), ideal gaming areas and an impressive array of arcade
computer games. Residential bookings entitle you to all these plus

EarthWood
t w o nights in a private bedroom and full breakfast on Saturday and
Sunday. B o o k i n g in advance is essential. There w i l l be N O tickets
for sale on the door.

WE NEED YOUR HELP. Reliable, careful, experienced DMs are needed


to help run the A D & D competitions. Please mark your application form
accordingly if you w o u l d like to help us.

S u c c e s s f u l bookings w i l l be c o n f i r m e d b y post. F u l l d e t a i l s and c o n f i r m a t i o n o f events w i l l be


THE M A J O R US PLAY-BY-MAIL GAME
given i n t h e GamesFair p r o g r a m m e , w h i c h w i l l be m a i l e d to attendees in February.
O n l y those w h o book in advance can be admitted,
R e f u n d s ( m i n u s a 1 2 . 0 0 a d m i n i s t r a t i o n c h a r g e ) w i l l o n l y be possible o n cancellations m a d e
E A R T H W O O D has been running for over 3 years in America
before 3 1 s t J a n u a r y 1 9 8 5 . and currently has over 2 , 0 0 0 players. KJC games has been
Persons u n d e r 1 4 years of age c a n n o t be admitted,
granted t h e exclusive r i g h t t o m o d e r a t e t h i s u n i q u e
B o o k i n g s a c c o m p a n i e d by an i n c o m p l e t e list of n a m e s or t h e incorrect m o n e y w i l l be r e t u r n e d
unprocessed computer-moderated Play-By-Mail game in the UK. Twenty-
five players compete all the cities of Earthwood and be the
GAMESFAIR ' 8 4 WA S SOLD OUT TWO MONTHS IN ADVANCE
ultimate player. A typical game will last about 1 8 months
SO BOOK EARLY TO AVOID DISAPPOINTMENT.
with the first knockouts after six months.
TICKETS WILL NOT BE AVA I L A B L E AT THE DOOR.
Each player is either a king or a fantasy race or a powerful
PA Discount applies to member's ticket only. If booking for more than charismatic character in this world of conquest and sorcery.
one person please include A L L names and addresses. Your character or king controls several groups, each of which
The s y m b o l s • a n d "' d e n o t e t r a d e m a r k s o w n e d b y TSR I n c , W i s c o n s i n , U S A .
is totally independent o f the others. Yo u can recruit N PC
trolls, wildmen and others into your service, or even control
such powerful creatures as dragons or giant spiders. Yo u r
BOOKING F O R M — Please read A L L t h e small p r i n t before b o o k i n g
characters may also control or capture cities, upon which you
Please m a k e c h e q u e s / P O s payable t o TSR U K Ltd, a n d send t o t h e can spend gold to improve security, increase your workshop's
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CAMBRIDGE CB1 4 A D . T e l e p h o n e (0223) 212517.
With gold your wizards can undertake magical research t o
Please send me r e s i d e n t i a l ticket(s) for increase their power and knowledge and thus aid your armies
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f e w of the options available to a player in E A R T H W O O D .
Please send me n o n - r e s i d e n t i a l ticket(s)
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members) each.
can e a s i l y understand t h e m . N o n e e d t o l o o k t h r o u g h
I d o / d o not wish to enter the A D & D Open. complex charts and code books to understand this game.
Fee t1.50
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I am/am not a member of the PA. E A R T H W O O D , send a E 5 . 0 0 c h e q u e / P O payable t o K J C
My membership n u m b e r is Games. For this you will receive a rulebook, set-up material,
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Please mention I M A G I N E magazine when replying t o advertisements 33


Graeme Davis &
Colin Greenland

SOLO
VOYAGES
An examination of the Solo Gamebooks phenomenon
'Fighting Fantasy - t h e b e s t s e l l i n g Michael M o o r c o c k d i d m u c h t h e s a m e With the growing popularity of the role-
phenomenon of our time!' proclaims the thing o n a l a r g e r scale w i t h t h e J e r r y playing g a m e p h e n o m e n o n i n t h e l a t e
blurb o n S t e v e J a c k s o n ' s ' i n t r o d u c t o r y Cornelius quartet, designed to be read in 1970s c a m e t h e scenario o r adventure
roleplaying g a m e ' o f t h a t t i t l e , a n d a any order. module w i t h w h i c h t h e r e a d e r s o f
glance a t any list o f juvenile bestsellers The idea o f t u r n i n g t h i s i n t o a g a m e I M A G I N E magazine will be familiar. One
will confirm it. So popular are these solo rather t h a n a n artistic statement a b o u t of t h e m a j o r d r a w b a c k s o f m o s t rpgs,
gamebooks, by Jackson, Ian Livingstone, the r a n d o m n e s s o f t h e u n i v e r s e c a m e however, is that they require at least two
Joe Dever and Gary Chalk, J H Brennan with State of Emergency, a 'Programmed people t o participate, o n e as player and
and others, t h a t t h e editor o f the Times Entertainment' b y D e n n i s Guerrier a n d one a s referee, a n d s o i t w a s n ' t l o n g
Literary Supplement children's section Joan Richards, published by Penguin in before some g a m e producers started t o
says she's worried that publishers might 1969. You-the-reader join cabinet meet- publish 'programmed' adventure modules
stop p r o d u c i n g ' r e a l b o o k s ' altogether! ings and top-level political discussions in for use w i t h one or other o f the popular
There seems little chance of that. Either 'the n e w l y i n d e p e n d e n t R e p u b l i c o f rpg s y s t e m s . T h e s e m o d u l e s t o o k t h e
the craze will die out, as crazes do, or else Lakoto', a n d h a v e several (but n o t v e r y form o f a s e r i e s o f c r o s s - r e f e r e n c e d
computer t e c h n o l o g y w i l l b e c o m e s o many) chances to make important decis- paragraphs, e a c h d e s c r i b i n g a r o o m ,
cheap and universally portable that soft- ions about hydro-electric power schemes, encounter or event, so that a lone player
ware versions will make the book format representations to the UN, and w h e t h e r could t a k e o n e o r m o r e c h a r a c t e r s
(which d o e s h a v e i t s d i s a d v a n t a g e s ) quietly t o assassinate a dangerous through the adventure w i t h o u t the aid of
obsolete. W h e n everybody has a pocket general. M a n y c h o i c e s a r e d e a d e n d s a referee. Characters, combat and other
computer they can load up and play on the labelled with stern notes like 'Reader: we details w e r e h a n d l e d a c c o r d i n g t o t h e
train, i n t h e d o c t o r ' s w a i t i n g r o o m , o r are going to give you another chance at rules f o r t h e g a m e system i n question.
clandestinely i n a b o r i n g geography this point because we think that you are This a p p r o a c h w a s p i o n e e r e d b y t h e
lesson, t h e r e w i l l b e n o n e e d t o k e e p making a fundamental error'! Ultimately, producers o f Tu n n e l s & Tr o l l s a n d t h e
flicking pages back and forth and rolling State o f Emergency steers you t o w a r d s now-defunct The Fantasy Trip, and solo
dice any more. For the moment, however, the only possible conclusion the authors adventures are n o w available for a n u m -
paperback publishers are all leaping onto will a l l o w : t h a t L a k o t o c a n n o t s u r v i v e ber of systems.
the solo gamebook bandwagon, and who w i t h o u t economic and military 'aid' (could One common analogy used to describe
can blame them? it possibly be relevant t h a t both w r i t e r s a roleplaying g a m e i s t h a t i t a l l o w s t h e
In the introduction to Fighting Fantasy, are civil servants?). This sort of patronis- players to write their own adventure story
a handbook designed t o bridge t h e gap ing r e f e r e e i n g s u r v i v e s i n s o m e o f t h e — 'Have you ever read a book or watched
between these volumes and rpgs proper, junior gamebooks, s u c h a s S Eric a film and thought "I would never do that"
Steve J a c k s o n s t a t e s t h a t s o l o g a m e - Meretsky's Z o r k a d v e n t u r e s ( ' Yo u p r o - when the hero does something stupid?'
books 'are very much simplified versions bably deserve another chance. Go to page was t h e kind o f l i n e w h i c h appeared i n
of F a n t a s y Role-Playing G a m e s ' b u t i n 24 and try again'). The opposite principle, some advertising — and as rpgs g r e w in
fact the f o r m originated quite independ- of having a s m a n y diverging stories a s popularity, the programmable story books
ently. In the 60s experimental writers like possible in one volume, has led to books began t o r e a p p e a r, s t i m u l a t e d b y t h e
Raymond Q u e n e a u a n d B S J o h n s o n like Edward Packard's D e a d w o o d C i t y, growth of rpgs and in some cases trading
produced t e x t s w i t h m u l t i p l e p o s s i b l e published in 1979. Every page ends with off them quite heavily (TSR's own Endless
plots arranged in separate sections to be a choice, a n d no t w o forking paths ever Quest books, f o r example, f e a t u r e t h e
shuffled o r s e l e c t e d b y t h e r e a d e r. join up again. same settings as their more popular rpg
34 I M A G I N E magazine, janualy 1985
lines, and the game titles are featured on There a r e a t p r e s e n t f i v e g a m e b o o k
the covers almost as heavily as the titles series on the market: F i g h t i n g Fantasy,
of the books themselves, although inter- Sorcery!, Grailquest, L o n e W o l f a n d
I AN LIVINGSTONE S
D e m o n s p a w n . A s the titles suggest, the
estingly the Fantasy Forest series, clearly
aimed at a younger market, trades off the bulk o f t h e a d v e n t u r e s t a k e p l a c e i n a ctIVERN5
Dungeons & D r a g o n s cartoon series fantasy setting, a l t h o u g h S t a r s h i p
Tr a v e l l e r u s e s t h e F i g h t i n g F a n t a s y
or THE
rather than the game itself).
Other programmable story books have system well in an SE adventure, and the 5N0111VilIcti
extended t h e range o f settings t o cover forthcoming F r e e w a y F i g h t e r i n t h e
the w h o l e g a m u t o f j u n i o r fiction. M o s t same series is an obvious tie-in w i t h Ian
prolific is the imported Bantam Choose- Livingstone's popular B a t t l e c a r s board-
Yo u r - O w n - A d v e n t u r e series, again with game. The other series are all fantasy of
an a c c o m p a n y i n g s e r i e s f o r y o u n g e r one kind or another. Sorcery! is a develop-
readers, w h i c h b o a s t s settings r a n g i n g ment of the Fighting Fantasy system, and
from UFO encounters through deep-sea is s e t i n a s i m i l a r generalised f a n t a s y
exploration t o d i s c o v e r i n g l o s t t r i b e s , world, w h i l e Grailquest uses a Disney-
while the old favourite of the precocious esque A r t h u r i a n s e t t i n g a n d L o n e W o l f
young detectives i s u s e d b y Blackie i n has a custom-built, i f s o m e w h a t deriv-
their M y s t e r y S q u a d s e r i e s . Te e n a g e ative, fantasy world as the backdrop for its
Romance gets in on the act with the Corgi linked adventures.
D r e a m - Yo u r - O w n - R o m a n c e s e r i e s ; As far as the design of the adventures
TSR's much-heralded H e a r t q u e s t series themselves is concerned, t h e r e seem to
was also expected to cover this market in be t w o basic structures, w h i c h f o r t h e
many quarters, b u t i n s t e a d consists o f sake o f argument w e can call 'tree' and 44Ventont in %hi,*
fantasy adventures r a t h e r condescend- 'rope'. T h e t r e e s t r u c t u r e i s typified b y the hen)!

ingly slanted t o w a r d s t h e young female Deadwood City, w i t h a number of diverg-


reader. A n d , a l m o s t inevitably, I n d i a n a ing p a t h s leading t o several alternative plotlines w i t h a n u m b e r o f a l t e r n a t i v e
Jones is giving young readers the chance endings. The Bantam Choose-Your-Own- endings would make the whole structure
to become his kid sidekick in the Sphere Adventure books are another example of insanely complicated. A g a m e b o o k o f ,
Indiana J o n e s F i n d - Yo u r - F a t e s e r i e s . this structure, priding themselves on the say, 4 0 0 e n t r i e s h a s o n l y o n e o r t w o
Even t h e F a m o u s Five, t h o s e n o r m a l l y number o f possible outcomes. T h e rope possible endings — the character either
clean-living, w h o l e s o m e m i d d l e - c l a s s structure, o n t h e o t h e r h a n d , h a s a completes the quest or dies in the attempt
anachronisms, h a v e s u c c u m b e d t o t h e number of strands which a l l o w a certain and if widely divergent plotlines leading
deadly lure of the gamebook. Two of their amount o f f r e e d o m b u t r e m a i n f i r m l y to a n u m b e r of different endings were to
adventures have already been released in braided around t h e m a i n plotline o r the be w r i t t e n i n t o t h e adventure, i t w o u l d
gamebook form by those dastardly Hodder author's i d e a o f t h e ' r i g h t ' c o u r s e o f need a n a d d i t i o n a l c o u p l e o f h u n d r e d
& Stoughton fellows, and two more are to action; State of Emergency and the Zork entries f o r each divergent plotline. T h e
follow. series mentioned above use this struct- result o f t h i s w o u l d b e t h a t t h e b o o k s
Bantam's T i m e M a c h i n e series u s e s ure. T h e g a m e b o o k s a l l u s e t h e r o p e would b e c o m e a l o t bigger, f i l l e d w i t h
'real' h i s t o r i c a l s e t t i n g s , g i v i n g s o m e structure, for several reasons. One reason material w h i c h has no real relevance to
indication of the educational possibilities is that, like rpg adventures, they deal with the main thread of the story, and readers
of t h i s k i n d o f book, b u t h o w w e l l t h e y a specific quest, a n d i f t h e player i s would either be constantly getting lost up
fulfil t h i s potential is open to question. allowed t o diverge t o o far f r o m t h i s t h e blind a l l e y s o r w o u l d b e p a y i n g m o r e
point o f a d v e n t u r e i s l o s t . A l s o , t h e money f o r e x t r a e n t r i e s w h i c h t h e y
The i m p e t u s w h i c h h a s c o m e f r o m t h e gamebooks' rpg heritage has led to their wouldn't use.
growth o f t h e r p g h o b b y s h o w s m o s t giving t h e player a great m a n y detailed
strongly in the popularity of the gamebook decisions, so that they have a great many Perhaps because the gamebook is still in
series. T h e s e are derived f r o m t h e solo short e n t r i e s r a t h e r t h a n t h e f e w e r , its i n f a n c y a s a g e n r e , m a n y o f t h e
programmed adventures mentioned pre- longer entries of the programmable story adventures are 'zoo dungeons', with little
viously, a n d f e a t u r e a s i m p l e g a m e books, a n d t h e p r o v i s i o n o f d i v e r g i n g or n o reasoning b e h i n d m o n s t e r place-
system a t t h e b e g i n n i n g o f t h e b o o k . ment — aging D & D e r s like G r a e m e a r e
Instead of just accepting the static role of reminded of early Judges Guild products
presidential a d v i s e r, y o u n g e x p l o r e r o r An ENDLESS QUESrBook 1'20 like the G e n C o n I X Dungeons. The first
ringbearer provided by the authors, you- f e w Fighting Fantasy adventures s u ff e r
the-reader can now enter the world of the from this, although D e a t h t r a p D u n g e o n
text w i t h y o u r o w n rpg character, in t h e tries to justify it in the same w a y as t h e
form of a number of attributes generated Death Test modules for The Fantasy Trip
by dice rolls. The possibilities for combat, by t u r n i n g t h e adventure i n t o a k i n d o f
luck a n d advantage a r e e n o r m o u s l y i n - gladiatorial entertainment for a powerful
creased. S o i s t h e likelihood o f getting ruler w i t h a private menagerie o f m o n -
killed and having t o start all over again. sters. T h e later Fighting Fantasy books,
Now, a d d a g o a l — o n e desirable e n d such a s the Island o f t h e Lizard King,
among t h e m u l t i t u d e o f possible o u t - show some improvement in this respect,
comes — and the quest is on. but the Lone Wolf series stands out above
The b e t t e r g a m e b o o k s a r e d e s i g n e d the rest, w i t h very f e w illogical o r grat-
uitous encounters.
according t o a s e c r e t m a p , j u s t l i k e a
dungeon plan, so that choices correspond The game systems used in these books
to a v a i l a b l e r o u t e s a n d t h e f r u s t r a t e d must o f necessity be less complex t h a n
adventurer w i l l b e better i n f o r m e d n e x t those of a 'full' rpg, with fewer attributes
time a r o u n d ( p r o v i d e d y o u t a k e t h e and simpler combat and magic systems.
trouble t o make a m a p or keep notes as In some cases t h i s simplicity has led t o
you go). A c o m m o n f a u l t o f t h e i n f e r i o r crudity a n d l a c k o f r e a l i s m , b u t s o m e
gamebook is the sense of disappointment systems s h o w a great deal o f elegance
in f i n d i n g t h a t y o u r s e c o n d a n d t h i r d and t h o u g h t f u l design. Fighting Fantasy
choices merely lead t o t h e same events and Lone Wolf both use a skill attribute to
happening i n a d i ff e r e n t order, because govern c o m b a t , w h i l e t h e d e v e l o p e d
the author has skimped on the design. Gra ilquest magic system i n T h e D e n o f

IMAGINE Inagadne, January 1985


35
Dragons i s m o r e complete t h a n t h a t o f additional K a i D i s c i p l i n e ( t h e q u a s i - Books, w i t h book and software packages
many 'full' rpgs, w i t h Life Point costs for magical mental powers which serve Lone and the launch of the quarterly Wa r l o c k
each spell, and a chance of spell failure. Wo lf as a magical system) at the begin- magazine, mentioned in IMAGINE = 1 5 .
The S o r c e r y ! m a g i c s y s t e m f e a t u r e s a ning of the second and subsequent books, Software i s a l s o p l a n n e d f o r t h e L o n e
Stamina cost for each spell, and also has but l i p s e r v i c e i s a l l i t i s . O n l y i n Wolf series, w h i c h i s s u p p o r t e d b y a
material requirements, so that the adven- Grailquest i s t h e i d e a o f character range of figures f r o m Citadel M i n i a t u r e s
turer m u s t c o l l e c t v a r i o u s w e i r d a n d advancement r e a l l y tackled; e a c h f i g h t and a Lone Wo l f club, w i t h newsletters,
wonderful items along the way (and what won o r problem solved earns t h e c h a r - competitions and other events. Interest-
else do you do w i t h a green wig?), b u t it acter one experience point, and at the end ingly, t h e Z o r k s t o r y b o o k s e r i e s h a s
can turn into a test of memory as much as of each adventure experience points can apparently s p r u n g f r o m a s u c c e s s f u l
of ability. be traded off for extra Life Points. series o f c o m p u t e r a d v e n t u r e g a m e ,
Most systems r e q u i r e t h e u s e o f t w o Another f r e q u e n t criticism o f n e a r l y all widely a c c l a i m e d b y t h o s e w h o a r e
six-sided dice, but there have been some the g a m e b o o k s i s t h e ' i n s t a n t d e a t h ' knowledgeable a b o u t s u c h t h i n g s . T h e
attempts t o g e t r o u n d this, m a k i n g t h e situation y o u walk into a room and the quality o f t h e adventures h a s evidently
book i t s e l f t h e o n l y n e c e s s a r y i t e m o f roof spontaneously collapses, f o r exam- not survived t h e i r translation i n t o b o o k
equipment and making it easier to play on ple, o r y o u a r e given n o opportunity t o form, a n d w e h o p e t h a t t h e F i g h t i n g
a train or wherever without dropping your check for traps in a corridor and seconds Fantasy and Lone W o l f adventures w i l l
dice all over the place. The Sorcery! books later f i n d y o u r s e l f impaled on poisoned not suffer in the same way when they are
have a r a n d o m dice roll result printed at spikes at the bottom of a deep pit. In many made into computer games.
the b o t t o m o f e a c h p a g e , s o t h a t t h e cases this is due to bad or lazy design, but Hodder & S t o u g h t o n ' s F a m o u s F i v e
player c a n f l i p t o a p a g e a t r a n d o m these and similar situations can arise out series deserves a special mention since it
whenever a dice roll is required, while the of the limitations of the gamebook format is n e i t h e r a p u r e gamebook n o r a p u r e
Lone W o l f b o o k s h a v e a 0 - 9 r a n d o m — there is simply not enough room t o storybook. There is no game system as in
number table in the back of the book, the cover all t h e o p t i o n s w h i c h rpg players Fighting Fantasy or the other gamebook
idea b e i n g t h a t you close your eyes and take for granted. series, b u t the f o r m a t of over 3 0 0 short
stab with a pencil. A nice idea, but it does entries is distinctive of a gamebook rather
become a little u n w i e l d y in practice, and than a storybook. The choices, in fact, are
we tended to lose our places as we flipped very few; i n m o s t cases the entries end
or s t a b b e d ; a n d i t c a n s o m e t i m e s b e w i t h a puzzle o r coded message, t o b e
difficult to be completely honest about the sorted out using the expensively produced
results. Codebook, M a p , M e a s u r e a n d To r c h
One question w h i c h f e w of the game- cards which come with the book. The poor
books tackle with any conviction is that of reader can't even decide w h i c h w a y our
character advancement and experience. heroes go w h e n e v e r a choice of routes
In one form or another this is a feature of presents i t s e l f e v e r y o n e a u t o m a t i c a l l y
most rpgs, but it is largely ignored by the wants to go in different directions and you
gamebooks. Fighting Fantasy requires a have t o r o l l t h e expensively-produced
new c h a r a c t e r a t t h e s t a r t o f e a c h special die (each face has the silhouette
adventure, with no equipment or treasure of o n e o f t h e gang, w i t h o n e ' m y s t e r y '
carried over, and this is fair enough given face) to see whose will prevails. A n d as if
that t h e a d v e n t u r e s a r e u n c o n n e c t e d . that w a s n ' t enough, you've got t o solve
Sorcery! o n t h e o t h e r h a n d i s explicitly the m y s t e r y b e f o r e y o u r e x p e n s i v e l y -
continuous, t h e a d v e n t u r e s g o i n g t o - produced Picnic cards r u n out, because
gether to make up a f o u r - p a r t quest, b u t when y o u r u n o u t o f cherry cake a n d
apart from the possibility of carrying over ginger beer g o s h ! — you jolly well have
the character and equipment to the next to start all over again! The book and other
book a n d t h e occasional s t a t e m e n t t h a t components are of very good quality, but
an e n c o u n t e r o r i t e m w i l l b e u s e f u l i n the w h o l e p a c k a g e c o s t s a t h u m p i n g
later books, the question of experience is £3.95 — slightly more than two Sorcery!
ignored. Lone Wolf pays lip service to the volumes, and not much less than three of
idea b y p e r m i t t i n g t h e c h a r a c t e r o n e any other series. We think we know what
most readers will prefer.

These p r o b l e m s p o i n t o u t t h e i n h e r e n t
limitations of the gamebook format, and !MAGINE readers are in a special position
for this reason it could be argued that the with regard to solo gamebooks. The very
fear of solo adventure books forcing 'real' existence of a book like Steve Jackson's
books out of the market is not completely introductory Roleplaying G a m e i m p l i e s
justified — sooner o r l a t e r players w i l l that t h e m a j o r i t y o f gamebook readers
turn to one of the ' f u l l ' rpgs in search of pick t h e m u p w e l l b e f o r e d i s c o v e r i n g
greater freedom of action. anything about D&D or any other rpg, and
Events have, indeed, t u r n e d full circle our analysis of the structure and systems
with the publication of Fighting Fantasy: used is more detailed, perhaps, than most
The Introductory Roleplaying Game, in gamebook writers would expect from the
w h i c h Steve Jackson t u r n s the Fighting market they're aiming at.
Fantasy gamebook system into a 'full' rpg But h o w d o t h e s o l o g a m e b o o k s
for refereed group play, w i t h advice f o r measure up as stories — as books to be
the a s p i r i n g G a m e s M a s t e r a n d t w o read, if not in the usual way and order? It
Fighting Fantasy adventures in the famil- goes w i t h o u t saying t h a t n o gamebook
iar ' d u n g e o n ' format. A t E1.75 i t i s t h e could possibly accomplish m o r e t h a n a
cheapest a n d m o s t w i d e l y d i s t r i b u t e d part of what a conventional fantasy novel
roleplaying g a m e o n t h e market, b u t i t can. Extended and developed character-
does suffer from the total lack of a magic isation, description, suspense a n d even
system o r a n y p r o v i s i o n f o r c h a r a c t e r dialogue are all o u t of the question i n a
advancement. The Fighting Fantasy series text w h i c h i s g o i n g t o b e r e a d o n l y i n
has b e c o m e t h e f o c u s o f a f a i r l y large selected fragments (unless, o f course, i t
marketing exercise on t h e part of Puffin is Grailquest, in which case the character-
36 I M A G I N E magazinv, Jeuuuny 1985
isation and dialogue are more of a curse labyrinths, especially w h e n you're slog-
than a boon). What remains is an episodic ging around for the fourth t i m e because b) W i t h o u t bothering to look, you
narrative, its scenes mostly very brief — you still haven't figured out how to defuse attack the nearest bush with your trusty
its a c t i o n abbreviated t o o , u s u a l l y i n t o the exploding chest. If, on top of that, you sword. A very angry looking, large hairy
ritualised b o u t s o f violence — a n d i t s get the feeling that the writer doesn't care creature emerges, holding his rear end
momentum provided e i t h e r b y o n e a l l - — t h a t the text is disjointed, needlessly with o n e hand and a book called
important goal o r b y t h e n e e d t o accu- repetitive, or just flippant — then you'll be Beyond the Wall of Tears, one of the
mulate information and solve obstructing sorely tempted to chuck in The Quest for many solo adventures available with
mysteries. I t ' s m o r e l i k e t h e f o r m o f a the Mystic Jewelled Thingummy of Fabled Tunnels & Trolls role-playing system,
comic strip than a prose narrative. Wassa na me and watch the box instead. in the other.
Although the point of a gamebook will The m a i n motivation t o t r y again w i l l The creature advances, menacingly.
always be the game rather than the story, always b e t h a t y o u t h i n k y o u s t a n d a Your blows are useless (you already hit
the game is bound to be more absorbing if better chance this time. For this reason,
its one vulnerable spot). Terror stricken,
the w r i t e r pays attention t o t h a t side o f gamebooks w h e r e y o u g e t c l o b b e r e d you cringe before the behemoth, ready
the design — compare, for example, t h e whatever you do — or, in some peculiar for death to strike.
GENCON IX Dungeons mentioned above cases, where you win whatever you do —
"Look luv", i t says, " i f you want to
to t h e ' G ' a n d ' D ' m o d u l e s f o r A D & D . are disenchanting. So are the gamebooks
borrow my copy you'll just have to wait
When the writer of a gamebook takes on where t h e d i ff e r e n t areas o f play d o n ' t
till I'm finished".
the r o l e o f D u n g e o n M a s t e r, h e o r s h e seem to relate to each other, and you find
also i n h e r i t s t h e D M ' s responsibility t o yourself suddenly back at the west bank Amazed, y o u back away from t h e
of t h e river staring stupidly at t h e same scene. T o avoid a n y further such
create a satisfying atmosphere and make
leaky ferry you r o w e d across not half an confrontations, y o u resolve t o b u y
sure that the players are kept involved. Is
the dead end really a dead end, or would it hour ago. One of the great attractions of Tunnels & Trolls from your nearest
rpgs, w h e t h e r group or solo, is the sense retailer.
be w o r t h l o o k i n g f o r a s e c r e t d o o r ?
Computer g a m e p r o g r a m m e r s , t o o , d o of b e i n g i n a c o n s i s t e n t , c o n t r o l l e d
better if they devote plenty of memory to environment, where actions have specific
strong, persuasive text, rather than pack- consequences and t h e rules — and t h e
ing i t a l l w i t h b e a u t i f u l l y intricate l i t t l e geography — don't change w h e n you're
not looking. Reality m a y w e l l b e f u l l o f A 4 %
subroutines t h a t j u s t l o o k c u r t a n d u n -
interesting on the screen. A DM can rely contradictions, f e e b l e p l o t construction
on contributions from t h e players t h e m - and inadequate characterisation — b u t CHRIS
selves, but the solo gamebook writer has Game Masters shouldn't emulate it. H A RV E Y
to hold the audience alone. The form can
be f r u s t r a t i n g e n o u g h already, w i t h i t s 1L5 Graeme Davis GAMES
loops, dead ends, pitfalls and incidental & C o l i n Greenland
P.O. Box 100, Bath Street,
Walsall, W. Midlands.
/

AS THE GRIP\ BARGE DRIFTED PAST, T H E GRAtA0 MRS-TER D1SCERNE S o u s


THE SHORES OF To z m E N T E 9 •
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37
I M A G I N E magazine, l a m a ° , 1985
NEW FROM ISR
UKUK
UKUK
UKUK
UKUK
UKUK K U K U
UKUK U K U K
DIALOG b y Lew Pulsipher
UKUK UKUK UKUK K U K U
UKUK
UKUK
UKUK
UKUK
UKUK
KUKU
Stamping out evil-alignment parties and non-evil competition...
UKUK UKUK UKUK
UKUK UKUK UKU
UKUK UKUK UKUK
It was another beautiful 80-degree late October 'Like t h e "combined arms" idea i n t h e
UKUK UKUle UK KUKU
UKUK UK U K U K day at Castle Puls. I sure didn't need my Alter military. Artillery, tanks and infantry working
UKUK UKUK K U K U
UKUK UKUK U K U K Ego around, but he's hard to escape, and soon together are much more powerful than the three
UKUKUKU UKUK K U K U enough he had something to say. arms acting independently. And so a bunch of
KUKUKU UK U K U K
UKUK KUKU 'I've been reading about the adventures o f different-classed (or different skilled) frp char-
entirely evil-alignment parties, Puls. Whaddya acters are much more powerful when they co-
think of that?' operate than when they compete w i t h one
'Well, the usual argument is that it's just fun another.'
and games. And lord knows there's a little evil in 'Right, or "the strength of the whole is greater
everyone, though I've never felt many evil urges.' than the sum of its parts". And tough adventures
'Ha!' will even work, to some extent, against another
'Well, nothing I needed to express in a game. sort of competitors.
After all, my Alter Ego is my "evil half", Alter.' 'You mean there's non-evil competition?'
'I know people who'd disagree. But some 'Yes, t o try to "restore" competition t o an
people take e v i l characters seriously. F o r essentially non-competitive game, some players
example, a lass i n the DRAGON 89 Forum compete t o see who can build u p the most
criticises the playing of evil characters because of powerful character. In fact, I think the desire to
the psychological effects on the players.' compete is the origin of some "Monty Haul"
'Far be i t from me to encourage evil types, campaigns. Since the players' only objective is to
Alter, b u t I d o n ' t t h i n k people p l a y e v i l become more powerful than the others -- t o
alignments because they enjoy being evil. What "beat" the other players through the game-piece
they enjoy is competition, and they refuse to known as a character -- the only way the referee
accept the basic premise of the DUNGEONS lk can enable the players to enjoy the game is to
DRAGONS® game, w h i c h i s co-operation give away lots of powers.'
UK 5 - EYE OF THE among all the players. So they do what they can 'So a referee who doesn't want to encourage
to restore the competitive aspect.' this competition fights it by making adventures
SERPENT 'Which is to attack the other players.' tougher.'
'Right. I remember the first ADSeDg game 'But he also offers rewards that benefit the
UK 6 - ALL THAT played in Britain in 1976. I was playing with a party as a whole, o r everyone i n the party
GLITTERS.... bunch of Diplomacy players and my character
spent the whole time with his back against one
equally, rather t h a n benefitting individual
characters. That means there may not be many
wall or another, watching the other characters. offensive or one-person defensive magic items.
The referee encouraged that sort of thing by But in the long run, this sort of player might
BUY 'EM OR ELSE! limiting the encounters to a few weak creatures.
We didn't need to co-operate in older to survive,
become disenchanted with that referee, because
he doesn't allow the fun of competing.'
so those inclined to backstabbing could go right Alter had nothing to say f o r once b u t I was
ahead. A n d you know how most Diplomacy now i n a m o o d A l t e r dreads: "Professor
players are. But they were quite cheerful about it, Pulsipher" he calls it. 'There's another sort of
the way most of them would be about back- evil players who doesn't have evil, per se, in
c) A s you awake, you see a very
stabbing an ally in Diplomacy -- "all part of the mind a t a l l . H e j u s t wants t o avoid any
large h a i r y creature trying t o game, old chap, not evil at all, you know"; restrictions on his activity. In most campaigns
ransack your body. "What are you 'OK, so they're really interested in compet- he could run a neutral character and still avoid
looking for", you cry timorously. ition, not evil. But a lot of players and refs don't significant restrictions --'
want to have anything to do with evil characters. 'The "thug" school of thought.'
"Tunnels & Trolls solo adventures How does one discourage it?' '-- yes, but in other campaigns, where evil and
like Misty Wood, City of Terrors 'As for players, you know what one of my good good characters blithely mix in the same party,
that. Got any John?" alignment characters does when an evil char- these folks may as well be evil. There are no
acter, player or otherwise, tries to get into an disadvantages, and many advantages, i n that
I a n ' case. I t has l i t t l e o r n o t h i n g t o d o w i t h
"N-No" you murmur, expecting a adventuring party.'
quick death i n return f o r your 'Yes, you always discover the guy before the enjoyment of evil acts. As for the objection that
start, given the detective powers of magic, and playing evil characters for the sake of enjoying
negative answer. evil acts is unhealthy, I don't know. Extreme and
then you string him up by his heels or some
"THEN GET SOME!" it shouts, as such.' frequent sadism or other "sickle" acts may ruin a
'Alter, that's not true. I never string them up, I campaign, but I'd rather have someone work out
it shuffles away, mumbling. As you his frustrations in a game than try them out for
just make sure that they either truly convert, or
leave, y o u realise that only luck they never try the trick again.' real.'
saved y o u f r o m certain death. 'And the only way to insure the latter is to kill 'Anyway, Puls, the DRAGON writer's point
Better get the Tunnels & Trolls them.' seems to be that an excessive, perhaps compuls-
'No, I let them die in the true cause -- why ive, interest in committing evil acts in the game
role-playing system a n d s o l o
waste a skilled man when you can have him die is a sign of serious real-life problems, lack of
adventures —just to be on the safe for you during the expedition?' confidence and a feeling of helplessness, not just
side. Go to your nearest retailer to 'Puls, don't you think some people would harmless fun; and the game is not helping the
gain some real experience points. regard this as acting evil rather than good?' problems and may be aggravating them because
'Perhaps. B u t I believe i n " H o l y W a r " the person is trying to work them out in a game
campaigns where evil and good alignments rather than face the problems of real life.'
wage perpetual religious war --' 'Sounds reasonable. I'd say that excess of any
'The dirtiest kind.' sort is usually a sign o f real-life problems,
'-- and Good does not equal stupid.' whether it's an excessive interest in evil acts, or
'That's fine for a way for players to discourage simply an excessive interest in playing the game
evil, as l o n g as the good guys aren't out- ot the detriment of the rest of life's activities. We
CHRIS numbered. Slapping their hands and saying Classical/Apollonian types prefer "moderation
in all things", unlike certain Romantics...' Alter
"no, no" won't discourage them, but death will.
HARVEY But how does the referee discourage competition tried to look innocent when I said this. 'The
GAMES among players?
'Partly by sheer force of personality he can
question is, does "working out frustrations"
really work them out, eliminate them, or does it
P.O. Box 100, Bath Street, persuade players to work together. But primari- just encourage the individual to try them for
Walsall, W. Mtdlands. ly, he can force them to co-operate by making the real? I'm inclined to think the former, but not
adventure too tough for characters who don't even psychologists know for sure.'
co-operate.' igo Lew Pulsipher
38 IMAGINE magazine, January 1985
UNITED
(Cases Computer Simulations Ltd)
As manager of a fourth division football team,
your aim is to build a successful side and lead
them to League Championship.
With £6,500,000 you buy your players from
those available; then it's on to the match. If you
PIROMANIA are playing a t home you are given six skill
(Automata U K Ltd, E6) points with which to strengthen your team.
Then you are asked how you intend to play a
As t he title suggests it's the PiM a n again, this On screen three, the PiMan appears at last.
number on the scale of 0 to 10 (Clean = 0, Dirty
time in an arcade game. The plot involves our He is easily discouraged, however; just throw a
bucket of water over him and he falls to the = 10). Playing dirty gives more skill points but a
beloved PiM a n r u n n i n g a r o u n d setting fire t o greater chance of being booked or sent off.
Walter's house; y o u a r e Wa l t e r t r y i n g t o p u t ground, not to be seen again until the next A football pitch is displayed and with the
the f i r e s o u t , a n d t o h e l p y o u t h e r e a r e f i r e screen. The difficulty increases by there being sound of a referee's whistle the action starts.
extinguishers a n d t a p s scattered a r o u n d t h e more fires as you progress.
This is the most disappointing part of the game.
various floors of the house. A t intervals during The loading screen is different; I'm still not
The use of graphics is limited; the path of the
sure whether I like it. The graphics are quite
this h e c t i c f i r e - f i g h t i n g a p i n k e l e p h a n t t a p - ball is shown on the pitch by moving lines and
dances across the top floor (no, I am not drunk!) good and t h e u s e o f sound i s there. The the ball position by a small circle; the colour of
The game looks easy and indeed can be so, software supports Kempston a n d Sinclair
the circle overwrites the colour of the pitch
but there are doors scattered all over the place Interface 2, the choice of keys is good, almost
markings. Sound is limited to the occasional
and a fire can only be put out from one side of every key on the keyboard doing something. referee's whistle, and a few seconds of noise
an open door o r the wind will blow the water You only see you score at the end of a screen so
at critical points of the game.
back in your face. This can create problems: if don't worry. A high score table is included and After each match, a list o f the results is
the ladders burn there may be no way to get to you get an extra life per level. shown, a n d t h e league table. Finally you
the fire. If this happens you have t w o choices; The game loads in about 4 minutes. I had receive the money and value points you have
you can use your expandable ladder if it hasn't difficulty loading my copy, trying three tape
earned. The value points can be used to train
been b u r n t — t h i s m e a n s d r o p p i n g y o u r decks before it loaded. The signal on the tape
players or to scout the opposition.
bucket, p i c k i n g u p t h e ladder, p l a c i n g i t a n d seemed very quiet; again this is uncalled for as
This Spectrum game (written in BASIC) is
going b a c k for t h e bucket, a t i m e - c o n s u m i n g the Spectrum w i l l l o a d almost anything.
Software houses should manage to produce a slightly slow, but well written except for the
business — or you can w a i t for the door.
graphics. Illegal entries are ignored and warn-
When a l l t h e fires h a v e been p u t out, a tape that loads on any tape deck.
ing messages are displayed w h e n you d o
strange boomerang-shaped object goes wild, The other side of the tape contains a 'song'
called Put The Cat Out Mother, by Safety and something wrong (such as try to play a game
flying a c r o s s t h e d i f f e r e n t f l o o r s a t a g r e a t with o n l y 1 0 men). I soon f o u n d myself
speed; don't worry, this is to let you k n o w that the Matches! This is a terrific song and the best
skipping the graphics to get on with the game
you h a v e m o v e d o n t o t h e n e x t level. T h i s thing about the tape. Arcade games generally
quickly. But still, it's a good and fairly difficult
exciting event produces the same screen. O n don't hold my interest long. This one, however,
game which has an addictive quality that will
the seven levels I have done the screen did not is not bad, so if you are into arcade action and
keep you coming back for more.
change once. Come on, A u t o m a t a , surely you high score tables, I recommend it. 1110 Luke Reno&
can do better than this! litei Daniel Canavan

f you've ever been k i l l e d b y


he evil goblin, flamed
b d r a g o n or turnedto stone
b y awizard• ••
then you need Micro Adventurer - the new monthly
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Each issue offers a w i d e r a n g e of stimulating features, i n c l u d i n g :
• Helpline and Contact columns • Reviews of the latest adventures
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39
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0 1 A V E N G E R S
. . 11 ; A l 1 S P r I T a r f t 7 1 . 4 W P I O d r e C e l l r . . W . 1 0 . 6 1 r C e l l 1
I I 0 1 1 0 0 1 6 IM11.. = W W I
W M P i = W P M MI I a I S . P - 4 P t e e . 0N•tal
0on. Hill's
A Osecond
A s -home-grown
M O Oill-q.3San-
A . , 1
out conflict over who plays which particular
p o i T h e MARVEL SUPER HEROESTM game is aimed favourite, or someone getting lumbered with a
rather than those wanting to invent their own character that doesn't suit their style of play. iame o f travel through time & space'. That
I S 1 a t people wanting to roleplay Marvel characters t o u n c e s itself a s a 'roleplaying adventure
There are a few grossly powerful characters b ;aid, you will probably still be surprised, as I
I N I r I hbeer oane sessential
. Given this,purchase
Avengers for Assembled!
most playerswillof among them, and I'd recommend that Thor in r w a s , by what lies within its boxed exterior.
particular be kept as an NPC who can rescue 111 T h e r e are two booklets in this set (along with
l e I t h e game. W h a t i t contains i s complete the players in times of dire emergency, but the k-some polyhedral dice), one detailing the rules
O N p i4hcah a v rea cever been plus
t e r statistics for 20-odd o f their more
all the Avengers there only real wimps, Wasp and Hawkeye, are
among the most interesting characters to play. 1 Nhat unoriginally,
nd the second aptlynamed Theperhaps
though Book ofsome-
Foes

Ofof
M S e r e g u l a r allies and enemies, including Kang,
the Avengers
Ultron and S HMansion, the usual
I E L D. There highplans
are also
Marvel artwork, and the biggest collection of
quality
of
My only complaint is that many of the villains
are also very tough, the sort of folks who take
on the Avengers single-handed and are nor-
:ounter purposes.
Idescribing monsters a n d humans f o r e n -

1 1 0 I T M signs ever seen in any rpg publication. mally only defeated thanks to their arrogance 4 Unlike their
lb 'reviewed counterparts
in #19), in Powers
the authors & Perils
have at least
and over-confidence, and w i l l therefore be p attempted to explain the basis of role-playing
0 0 4 P e r s o n a l preferences aside, the Avengers quite difficult for the GM to handle.
Overall, a much-needed publication which 1
ih isJames. However, onlypurpose,
a small amount
so i t isofhardly
space
1 S a are going to run
r e probably the an extended
ideal group tocampaign
choose ifusing
you allocated for this
will sell very well. I look forward to further p surprising that it fails to do this satisfactorily.
0 0 4 MS H . There
roster changeshave been
that yourso many
playersmembers and
are almost publications along similar lines, TSR, please. di N o w back t o that surprise I w a s talking
IAA Pete Tamlyn g about. The surprise is the whole new concept
l e a c e r t a i n to be able to pick a character each with- which LoC brings. It is not simply an Frpg or
SFrog, historical or present-era — it is all of
id 1 I I a P i p 1 P WAI I S p i II t r 1 P l o W a l a r d ihri r a P R . Wi W these yet none of them. Confused? You will bel
in order that this multi-type 'anything goes'
oil r e e l P IMURDERWORLD!.
I r e l l g j i WA O LV I I L I M PAT M I PA I TA L I P PA I M I P P I I . . . -
1 RPG c a n succeed o n e m u s t t r e a t player
characters as something special in that they
le e l l . .M I .1.111111111LWEIRMAIOLOLIMBOOLUIt. ' - A-
is the third module produced for g e t the heroes there as Arcade's prisoners, can possess some remarkable abilities which
w i t h t h e MARVEL SUPER HEROES ®m e a n i n g that you have t o arrange f o r the the general populace cannot. Just why this is
11111 N I MUrelliFifilL/
so i s n o t explained, which can somewhat

rah r av
l e * g a m e . Despite Arcade being t h e headline p l a y e r s to be defeated. Managing this without 0 0 detract from suspension of disbelief.
but rather One would think that this system needs a
P I 0 4 villain, the the Fantastic
module does Four. Fear not
not feature the though, h aa kdi nngo itchance
X-men, m (something
seem that you have w h i c hit always
fixed so they horrendously sly complicated
a character
t gen
-
l e 0 Oh FFregular
more fans among you, for
opponents many
also of the
make group's A
an appear- u rpcsaedt es ' splayers)
passioni for
s difficult. T h e nhero
making each t h esuffer
re i s
PC'W"Ilirdallarardralardill
P I 0 4 ance, including t h e inimitable Victor v o n i n d i v i d u a l l y. The players have to be split up and

PIWI
l e . But what of the
Doom. e module?aWell nowcthat thereh T h i s either
one putleads to some
through his very bored
'game' players
separately.
are several of these things on the market we a n d time-flow problems or to a very confused

l e the same
0 can as that of the
start comparing previous
them. offerings:
The format card M
is much GuM
r d.e rFinally
w o r l dit that the heroes
is essential dooperation
to the not realise
of 1 _ l e l
1110 b i l c o v e r doubling as GM's quick reference shield, t h a t they are in one of Arcade's 'games'. As the rE*,,,,, p l
l e ' d e tnicely
a i l e ddrawn
p l o t maps,
neatlyand illustrations
divided by Marvel smhoodwui lneg othe
i n t o chapters, n l y whole of the
provides a Murderworld com- .
single mapsheet 1 1
11
O S I tIPi ilmartists.
provem T heen tplot, i n other
on the general terms, ini s that
modules, a n p Tl e ox , sum
this is pretty
up, difficult.
a workmanlike job done with a
I S * t h e r e is more than one theme in it, giving the b a d basic idea. The module is a must for FF
pod players more to think about. It does, however, f a n s on account of the details given of the
suffer from a particular problem — Arcade. t e a m , the Baxter building and Dr Doom, but for III 1 1
011 scenario
T r y i n g to useeasy.
is not Murderworld as a setting
To begin with, for to
you have a pt rho sep e c t . general purchaser it is not such a good 0
ellN 4 6 ‘ e t e Tam/Yn
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P I 0•011J1/2: R A I D E R S / T E M P L E OF D O O M . , .
I s • IleifinigliNEINIIIIKIErdirdirdraNdfararillrdirdWaralerdiklEp
game scenario
The first which
question is based
to be on aabout
answered book or
anya a
' edpvi es n
odt uerse' serials which
(designed t o inspired
resemblethet h
Indiana
e o l i o c .

film
bothisthe
how closelyIJ1
modules it sticks
Indianato Jones
the original.
and theIn 'Js oc n
e ne es s films) which
' giving an are in turn sub-divided
authentic into P
feeling o f par- b . 1
Temple of Doom and IJ2 Raiders of the Lost t i c i p a t i n g in a film. In IJ1 each of the episodes
Ark, the answer is very closely indeed. These S O 1 1111 I 1 1 . 1 I M I 111-1I I t . MI 1 P '
ends with a 'Cliffhanger', some of which, it has 0 I 1 O N 1
adventure packs are clearly designed not just t o be said, are a little contrived — IJ2 quite &
to give players the flavour of the films, but to r i g h t l y dispenses with this convention. 0 1
allow players to recreate the films' events. T h e r e really isn't much to choose between
The problem with this is that the results are t h e s e two modules — both cover their film w hitill 0 !
often rather deterministic. Wu Han will die at a d m i r a b l e completeness. M y major gripe is 0
player
the will thenofgoIJ1
beginning on —
to play Short
he has to, Round for
since his at hp a
a rt t they
fromboth
thestick
odd occasion here
too closely andfilms
to the there,
— til
the rest of the game. This kind of thing ensures t h e modules attempt to steer the characters
that only one player (the lucky recipient of the i n t o replaying the exact events of the films. I
Indiana Jones character) will have any con- G i v e n that anyone playing in these scenarios I I
tinuity of character. Opportunities for character- h a s almost certainly seen t h e f i l m s , I ' d 6
isation will thus be rather skimpy, a n t i c i p a t e the game being somewhat spoiled l l p I

theThat's how the


contents? Eachscenarios play — what
is an impressively about W
produced b hya t such
e v e rrigid
t h eadherence
designers to
m the
a y sfilms'
a y t oplots.
t h e 111
package containing copious maps, cardboard c o n t r a r y , in practice it would be very difficult

figures a n d Each
atmosphere. s t i l l s isf rstructured
o m t h e f iin
l mas series
t o a dof
d tf ho er afilm.
group of players
M to o
change the ending
Paul Masonof PI I

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the truth. There are only five primary requisites t h i n g ! T h e first basic problem t o overcome is w i t h t h e rules set, b u t the G M i s i n f o r m e d o
generated with 2d1 0: M u s c l e (strength), Speed
on m e t h o d , b u t t h i s couian t be f u r t h e r f r o m m a n y o t h e r K t . U n f o r t u n a t e l y w e a r e n o t t h e existence
w h y t h e y e x i s f of such several times in the text I I I I I 1 1 0
(dexterity), S t a m i n a (constitution), M e n t a l (IQ) informed a n d t h e G M m u s t r e a c h s o m e
This i s t h e H O R N O F R O L A N D w h i c h i s. b l1 0 1
and Luck. A vital characteristic is the player's r a t i o n a l e alone. The powers themselves oper- r e c o m m e n d e d a s a s t a r t i n g b a s e f o r
Personal Force (one tenth of sum of PRs)which a t e on similar lines to the skills, and range from a d v e n t u r e r s . 0 4 I S °

governs t h e l e v e l o f t h e c h a r a c t e r s , t h e i r C y b o r g (eg w e a p o n implant, plasteel body) to T h i s module is for 4 to 1 0 neophyte (lowest l l 0 1


number of skills and their powers. p o l t e r g e i s t ( e g s o u n d c o n t r o l , teleportation). l e v e l ) characters, It is certainly long enough to
These f a c t o r s c o m p u t e d , t h e p l a y e r m u s t A n i m p r e s s i v e a r r a y adding a n exciting n e w p r o v i d e f o r s e v e r a l g a m i n g s e s s i o n s , b u t 0 4 0 1
choose
Personals kForce
i l l s e(PH.
q u a l At olistt hofe 21
n uim
s bgiven,
e r o feach
h i s ad ui m
t oemnast ii oc a
n l lt yo opnl ar y.
e a cOhti n
h ge ra pcoe w e irns PF
rta g a level
ined ad l ot he osu gn oh t an eisc edivided
s s a r i l y i cnot on ssix
t i t uscenarios,
t e a s e s s ieoanc' h
s 0
divided i n t o f i v e l e v e l s . T h e s e o p e r a t e s u c h a r e m a i n l y to enable the G M to create special p l a y . The author favours a 'linear' approach in
that (for example) a 3 r d level medic has those
skills a v a i l a b l e t o a 1 s t , 2 n d a n d 3 r d l e v e l t oe nsee
medic. A character may gain additional skills or t r a v e l .
coun t e r sother
into / s c e ndimensions,
a r i o s and i nand c l u dtime
e the& ability
space
d o e s
bt e
h ya ot n m
d o the
s t econtrol
n c o u n t eofr splayers'
o c c u r i actions,
n a set p
n o t detract f r o m t h e playability o f t h e
e r n '1 0 1 0
a t t this
but
04 0
advance o n e a l r e a d y p o s s e s s e d i f t h e P F
increases. Details of the skills themselves are I t iThe s s ecombat
t o u t s osystem
t h a t additional
is fairly straightforward.
rules may be sd co ec nu amrei o
n .t eThe
d as
plot
a r ebehind
t h e encounters.
each section
I n iss o ‘ 04 1
scanty b u t d e l i b e r a t e l y s o : t h e y a r e n o t a d d e d a s p l a y e r s a n d G M b e c o m e m o r e c a s e s t h i s c a n b e overpowering, g
ne 0 1 01 )
intended as fixed abilities but rather as a basis f a m i l i a r w i t h t h e rules. A l s o included i n t h i s s e v e r a l readings by the GM, and can s l o w play
upon whic h G M s can base their decisions and b o o k l e t i s a v e r y e x t e n s i v e e q u i p m e n t l i s t c o n s i d e r a b l y . However, anyone seriously con- 0 1 0
assign chances of success. 'Heroic' adventur-
!ng is probably encouraged by this. c o v e r items. i n g U n'fm requiri 1
o rotduenrant e
' , l y' f udescriptions
t u r i s t i c ' a n dare
' a nscanty,
tique' sbi du eyr i H
n ogr nG M
o fi nRgoLoC
l a n dwi of uolnd l ybet owsee
e l l advised
j u s t h o to
w OS l e
Advancement in LoC is based on increasing r e d u c i n g the list's usefulness. There is a useful g o o d an adventure can be) 0 1 O S
F. D u r i n g a g a m i n g s e s s i o n t h e G M m a y s e c t i o n for GMs at the rear of the booklet pro- All in all, LoC is a p o w e r f u l n e w concept in
award experience, and t h i s m a y be expended v i d i n g i d e a s f o r a d v e n t u r e s a n d u n u s u a l R P G s and should do well in sales. l e e l

at theThis
1d6. end in
of turn
play increases
to increasethe
anycharacter's
specific PRPF,
by ss eu t ct i hn ga ssystem
i n w h ithe
c h possibilities
t h e y c a n t a kare
e place. With
limitless. 0 1 . 5 Mike Dean O E 0 0

allowing n e w skills to be gained and for each T h e foes booklet is much like any other of its b i l i p r o p P o r r o r o p e r m e s . " d i g
ten levels of PF, 1 p o w e r. i l k , b u t is disappointing i n t h a t i t lacks detail.
U p qu n t i l . n o w everything h a s b e e n 1p a e t t y A r t w o r k throughout e l a l k I l N I

. c o in p o r i r d i i l i k a r M - I h 1 - 2 1 l t i 11 -

1‘-s.-,,,,
1s i m p l e a n d s t r a i g h t f o r w a r d , i n f a c t i s l i e i l i e g l i i - i t i N i t - i t i i i i i i i . l s i l l i i 1 l i w r i a r s o i 0 4
g m a d h e e e S t e the-wall
v e Jackson
s t r a n gGea m g aems ea r ied e r eanso, wbnuetd If ot rh o
i nffk- 0
' O S

- i t v C h e o t u k o m 10 c - r f l o o m they've outdone themselves w i t h G l o b b o l l e l l o o

,-•Any Born , i i i i i i i i t .
o
o s
l e o
(itself?), a semi-sentient, quasi-organic, poly- I
T h e star o f t h e game i s Globbo h i m s e l f " ,
morphous
0
O f i s a r m e d wPlayroom
i t h l a s e r sAssassination
, n u m e r o u s hDevice.
a n d s a He
nd
t
1 w h e . 0 4 R o l c m d ( 0 0 soothing m u s i c , a l l o f w h i c h e n a b l e h i m o
1 1 0 1 0I I too. These
execute hiseven
charges stranger
— thechildren
childrenare of not only
Ticketa-
badly behaved, they explode as well!
S 7 0 0 ( 1 0 0
the p a r t o f Globbo a n d t h e o t h e r playing t h e
O S S/ 0 0 0 1 T h e game is for t w o players, w i t h one taking I S 0 4
Lark at Castle
S S
..„,=,.,..."
* 0
:Apitmsion Moduk 0 map of theT hnursery
children. e p l a y i nroom,
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a i s a n A 2w iftohl dblack
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V
l i. p, 0 1o1 uholes.
t The These
c o u n t esuck
elsewhere. r s c oin
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as colouand
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and i l l w e l l o

, - - -' ! , - t . 1 s r a Q u I L I _110 kIIISLI " e l t h e y r e p r e s e n t t h e v a r i o u s e l e m e n t s o f Globbo, I W I


children.
01 00 , 1 60 1 11 1 1 11 - 1 " 1 d1 0 .1 . 1' 0 1 " 1 5 6 " 1 w/ 4 " 0 1 0 1h 0 . 1 1 0 1 oW S I S Thec apnr ogb rl eom
w, waist hwtehlel ac sh i ledl reem
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l
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y
1 0 0 0
d o t h e y explode i n f r a g m e n t s , c a u s i n g 4,00
damage andtoaform
recombine mess; but these
another childfragments
w h o can then can
1114804
- ot exxplitngnacihivi stran e game
explode a n d s o on... T h e catch c o m e s w h e n I S
you realise that only half a child is needed to PIOS 1 1-4

1 S O O 41111.11 - - - - ,- „ ",.Nk - - S e e form a n e w one!! Globbo's player will soon be . S O


i , . . i crb
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i l 1, the
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n like
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ou

1 • 0 0 . 0 0 ;.--'-'''''' ' 4 1 1 A detail,


unusual w ithing
t h l o being
t s o f lthat
i t t l e the
p i c rulebook
t u r e s . T his
e hand
only
00 fill
0 O i l
1; S 1 0 0 0 A r : _ - - - " i written — but this adds to the atmosphere!
' S O S O 1 fun
I t to
is play and tthe
difficult rules
o rate are extremely
Globbol funny
as a g a m e ; i t to
is 0I 1
I 0

1•40,0110 •
1 0 1 1 1 0 0 0 V r e a d the g through,
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10111.010
don't t h i n k the game is designed for anything P I P O

more than laughs, and it succeeds admirably in 1 S I

1•00•00
11 • • • • • • •1 g p0 • •1• 4 I S
0 . - serious
its aims.pBuy
l a y ; iti t for
r a nentertainment,
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ful I N

S O •-;
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Green Things
games. I j u s t wand
o n d eSnit's
r w h a tRevenge
S J G i s gas
o i nsilly
g to 1 011
!'
up w i t h next! 1 0 1 1 4 M i k e Lewis I 0
.11LOAPILOAlibtaktibdik,goadbillbothabgabioidkdboatiehlwasurairotaisualridkroig so
warolirotr4ro-worowortertrows-s-
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01616116000010,0110104011101111104011,0110111,16. _
r e g •aTrptici • rioTircr
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diMIDDLE EARTH ROLEPLAYINGTIwegrADVENTURE 12%q , „ - ' q u i r o d k r i a r d w i l k d i g a r a r a r a r d r i d r i m i t P a u g h i g h
II T h e finest fantasy tale of all time must be i n d e e d , you might be better off converting you-rIPThe Ancients are a long-dead alien race who
I S T o l k i e n ' s Lord of the Rings trilogy. The detail, o w modules. n favourite system f o r use w i t h t h e s ebi l3l 0 ruled
0 0, 0a0large
yearsarea
ago.of TheyGDW's
have imperium over
1 been hinted at
matched. An inescapable link exists
1 N i l consistency, and poetry of the books is un- between
roleplayers and such a work of fiction — the p in many Traveller publications; now, in Secret 1 1
Bree
the and the
degree Barrow Downs is
of characterisation in my
thefavourite;01111
descript- mystery.
to recreate — and so it was inevitable that, ions of the inhabitants of Bree-land is hearten- of The
t h escenario,
Ancients,set tinh etheplayers
Spinward Marches,
solve t h e i r 111
M f e e l i n g generated by the books is what we seek
is presented in the standard Traveller format,
I u pk When
A suchthe
eventually, an two
historic marriage
s takes
hb place,
roe o uinteresting
u bl the,bit
and of
d adventure. n t I'd prefer,
g Ih themselves
gBarrows i provide mind
together. an but departs from the game's general atmo-
sphere: Traveller is a 'hard' science fiction
4 M wellhowever, it is important
suited. t that the hpartners are e y o u , Autumn
to be thereFair.when
After there
all, who werecould Bandits
resistat a i game, and GDW go to great lengths to produce I '
0 I O 1 I r o n Crown Enterprises' Middle Earth Role- possible technology and socio-economic sys-
tems, making their universe realistic.
e l M I Tolkien,
playing iist cannot
t h i s marriage; b y i t s many
links w place where
i t h bdr eo a around
d shouldBree,the fourth
be suited rule is that 'Baker's I I
fail t o attract new a n dtot ah e
man's
w h obody.'
l e t h i Lots
n g i to
s 14 Ancients, however, presents t h e referee
'garners into this hobby; and I am reasonably d e s i g n e d w i t h role-playing, n o t combat, i n III
g alh u n c o n f i d e n t that these newcomers will not be m i n d .
P
attempted to rationalise the Ancient techno-
logy, and to an extent they succeed, but most of
P R I disappointed.
I T h e MERP rulebook — all 104 pages of it — S h e l o b ' s Lair and the Tower of Cirith Lingo! is IIII it is too high-powered to be of use to PCs.
Because of this, the scenario is rather over-
with way-out technology.
The effectThe authors have $.4
R P hPocomprehensively;
l t r e a t s a l l t h e standardcharactergamegeneration,
mechanisms com- a n o t h e r excellent product. The city of Minas choreographed. is like a science
bat and so on. I can't admit to being over- f o r mlthil i d a—b l later
e tower of Cirith Lingo!. On one
M i n a s Morgui — faces t h e 1side i fiction f i l m dragging a group o f bemused
o , l o impressed by the order of layout, however; it's o f the river there is Civilisation, and the Tower primitives along while giving them the treat of
R p i fine to use, organised so as to be quick in play, o f the Rising Moon; on the other, wilderness, a special effects and light show, with stirring
music overlaying t h e picture. T h e referee
should be aware of this, or I believe that it could
I N5 I mbutfair, rthat
a t egetting Table
i a l is aused 2 to
should Iprecede
finding
nightmare. your
ask Table
way
you, 1? For
is around
it right, thea
is it ltaah nne d
dr e , Mordor,
climate, politics
Sauron's
is all the a n dcould
dark
detail one power,
domain. Asa n
wish o f i 0 seriously disrupt the flow of the campaign,
d on
usual,
for
In conclusion, the module gives good back-
l o s supposedly
utterly confused. introductory c game o this
u had r mse e , Cirith Ungol. ground material, b u t i s unsuitable f o r a
campaign whose base i s political intrigue,
I N I L e t ' s assume we've waded through close to H i l l m e n o f the Trollshaws features Cameth 0
one hundred pages of rules, and now we want B r i n , a fortress built into a rocky outcrop, which 1 industrial espionage, etc
to know how closely this game will reproduce p r o t e c t s a deserted t o w n i n i t s shadow. 1 go Steve Nutt
1 0 4 the atmosphere of the books. On one point, the
g me
1 1scores
1 1 1highly:
. 1 =source
1 1 . material.
1 1 1 1 MERP
1 1 . is1 W
. 1a l1k 1• -1 N1w1r 1o l1l 1
hW1 1
AW. 1a 1
r d111W, - 1i l1l b1 i l 1e .i1l 1d1i .l 1l 1A1h1 j1a1 e
1 .. 11191 .111 .1 11 1
/ 1111111 0P 0I P1O• P
40
0 4 tcaokuennt
l b extremely
1ewsisthwell
nottheesresearched, as
oenle linguisticsv
n pages,
e es, isdshown
g aonf small
wa byey1r r , , -
I stvyepr , , ,-,„6,. „ E T . M t ., r o „ , , o s s o l o s e s e

P e S O detailing the races that are most commonly I


a complete system for adventuring in
• 1 hil ramyeaerniatgsaand 11
g u from toorctshetto temperament
J.R.R. TOLKIEN'S WORLD
0 a , culture of the principle races
bound to be conducive to good roleplayings 1 1
4 ! 61 The
T other side o the coin is not so promising.
While it would not beI right for meI to say that
I
t q p o tphaertircuulleasrlybrwokee1l any stnreuwctegdrotuhnedy, are were II

p d generally
1 0 quate. Theconsistent w i t h wresult
y yield combat h a t one
t h awould
t are
0 4 114 expect — a n d t h u s a c t a s a n operative ll
0 1 • they fall down
deterrent is in the mode of
t o hack-and-slay play. Rules
gaming. W h eare
re'
1 1 4 I i 4 supposed to be hidden... In real life there are ll
and so—
on the
— which regulate
physicsourandactions; out 1
0410wgoeve
0 0
rtnn
cigitno
0 rules
atto.lelaws of chemistry
be consciousdof ittnheessrutihees I
0 0 results. And so it should be in role-olaying. In
AI ligO Lord of the Rings, magic is a deeply mysterious j
t o 13henomenon; yet in MERP the atmosphere is . 1111 0 111 2 11 / 111 0 . . . _ L I &
destroyed through the players' contact with A s i a n is the first alien module produced for
the rules. The results of actions are faithfully
recreated b u t t h e wonderment which sur- 1
r a ; 1 rounds the magic is lost. This is not a fault 1 T r a v e l l e r pales
. into We
insignificance
have heardwhen
of thecompared
Asian to
- , - h p e c u l i a r to MERP, however, and it is something ' t h i s module.
0 a competent GM could overcome... 1 1 1 1 . 1 1 0 1 1 1 . 1 r T h e module divides into three parts. The first
ns
l e O M complement their rules system, ICE have E x p l o r a t i o n s o f Cameth Brin are obviously 4 is withthe social
r tia h.lhA
ckg r oau ndo f wthew
ic1 b l background cihsisiaAsain,a aliens
basically
1 p r o d u c e d an impressive range of adventure c a l l e d for, and who could refuse the challenge? t h a t of JcaupauneseSamurai, though modified by
modules. These a r e extremely attractively b d the high-tech achieved by the Asian. GDW

pages of maps and diagrams, and stunning h a v e aliens, and Asian are close enough to
I S m o dproduced
u l e s . — with an average of four full colour D a g o r l a d and the Dead Marshes is the least h a v e consistently attempted to produce believ-
provide hours of role-playing and adventure. I r a humans for their use as PCs to be envisaged.
0 4 0 iussi iartwork.
n g theHere
extensive
is the work
real strength
of Professor
of the
Tolkien,
game: s p e c t a c u l a r o f the modules,
. but will surely A distinctive quality of Asian is that they
a g iPl l ent T have
and detailed
the designers hThe
modules.
produced e in
information
supremely coher- standard
excellence; of all
they arethese
worthproducts is oneand
every penny, of A
g rs oi au np who
together
is notinonclans; it is rare So
clan business. to meet an
whereas
0 e a c h is so thorough and reasonable that it is w o u l d yield hours of enjoyment. i n the imperium characters start weak, high-
a i l p a p r o b a b l y useable w i t h o u t t h e rulebook — _ _ $ 1 5 Andy Blakeman W 11 - - N rr-aSnPk' "i W n g• gArsmi ai rn" M
command
I P 111 W immense
11 W P W WpN owPePr
r a _ 111 7 P j A h A l s b A l l b A S u . i d l i t • A b w i l a r g i b b i s i t h e i L I M i r i t r a T r i i t a r d n i l l i N l i k i l d i l o o l l h a b i a l l i d M i l b A & A I S h A b A b l i h a i l b 1 0 111 0 111 a l k

T r o i a 1%dibilibighodh i n h i l M i r a l l a r d r a r e i r A i l e a r d i s t i r i a i r i s p a s p a s p i e r e a r r o p o l o p e p • o p e r r a i s l a i r i m
IWOODWO•WIIMOW.040-0-00-0WOW0WWwel
11.ke t o l a g 1LeOtoto Wit 0 1 OAS1,4 LOAlaws S A W A .
REPIELIS.NOTIrFcs.w. P 1 0 7 7 0 - 7 1 - 3 . . . 04
lowerdawewewswifirafrignairgrateiterartedirerdowpw•wow•-•-wiwo pi
i01004:TAR TREK: The G a m e . . STARSHIP D U E L 1,1
1.dbiliodi i T i IToSITIMI1106T NtritrilliNhati u t ITOTOMk • In Starsah i p Ird
D u eIl 1Ii sTa nN r Trek
o t h e r Star a product
l
motion pictures comes the role-playing game. e s s e n t i a l facet of a SF role-playing game is, i n
0 4 In the wake of the highly acclaimed S t a r Trek p l a y e d a m a j o r r o l e , a n d t o l e a v e O u t t h s ' , f r o m FA S A . I t m u s t be e m p h a s i s e d t h a t t h i s I 101

O comes in t h r e e t 1A 4 size, m y The


d boxed books, about ground
opinion,
1 combat
wrong.
I system
g 0 i s aquite sml o w g e T h e Role-Playing
has nothing to Game.
do with FASA's Star Trek:
II 01
104
with t w
, notes f oor referee,
1 0 - s i d e d' cdaidce t.sT
' , haen d
b otohkes sct a
o rnftl a
e ient c o m p a r e d t o m i s s i l e firing. A n average m a n
l e i 101
T h e game components are three combat
I10o1f f i repeated,
II
a card 0 1
104
c e r . T htihs omeans
u g h t h that
e r e fae lroeteofi sinformation
g i v e n m o r eis c co am nb asth oturn,
o t s eand
v e r given
a l s h othe
t s ipower
n t h e of1 0Star
- s e cTrek
o n d Ipid
g fwo rh eeach
e l s , ship
one to
forrecord
each weapons
class of ship,
armed,
andshields
detail. Overall, the system preserves m u c h of
the flavour of the original series. w e a ptohnartycan
rpgs (a phaser is one aoftarget)
disintegrate the f e fire-fights
w gunsI in 1 8
a1 ru p
e , damage status, etc. For use w i t h the cards
a lot of counters. I V
1 The c h a r a c t e r g e n e r a t i o n s y s t e m i s r a t h e r s h o u l d be kept to a m i n i m u m . It is advisable to 0 0 T h e S t a r s h i p D u e l c o m e s i n t w o h a l v e s . II P I

1 1 4 clumsy; a l o t o f d i Os a r e r o l l e d b e f o r e t h e g i v e the players plenty of security men to catchI Firstly, a damaged Enterprise is pitted against I l e l
I
;, I 1. generation
captain steps c a no ntake
t o t ht h
e ebridge, a n dofc h
best part ana rhaoc u
t er.r pt h
l aoyseer sK lto
ing o n fight
fist d i s r ui n
p t the
o r btraditional
e a m s ! T h i Star
s l e aTrek
v e s 11K 0- G 2 e2n e sBiisr dp ofl a nPrey.
e t t hThis
a t Kisi r the
k w battle
a g e s above w i t h tthe
h e li h e
gal
•are c o m p e t e n t i n t h e i r assigned jobs. B e f o r e
p you start dicing, player and referee decide e the i s t h e f a c t t. h a t 4 3 0 people c r e w it A V I
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101
chosen for the right job, because unlike m a n y a p p e a r a s t h e g u e s t s t a r e x p e r t s o f t h e T V v a r i o u s strategic points. The uppermost circle

v other r o l e - p l a y i n g g a m e s t h e r e i s a d e f i n i t e s e rscenario.
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moving p l a y e r s f r o m s c e n a r i o t o s c e n a r i o . t h e y had better change their approach before

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through t h e c l a n s t r u c t u r e a n d a s a r e s u l t T h e second module features t h e K'Kree, e d , players design the entire family of a K ' K r e e l l i a l l
Asian
The ccampaigns could be very
h a r a c t e r generation high-powered.
system f o r m s the iwn hd i ecehd as hexapodal
and as such dherbivores are as
i ff i c u l t t o use very alien
PCs. In pa l na cd e tsh egs reeall
at gso
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second section. It covers most of the careers so f a c t they are so alien t h a t I w o n d e r h o w they d o z e n s of characters.i i o l o

far invented
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ma fit
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massive, c o v e r i n g e n t i r e sectors. A g e n e r a l c r e w e d s h i p w o u l d b e f a r superior t o a t h e r e are many typos.
sector map of the Asian Heirate is on the inside c o m p a r a t i v e K'Kree-ship. T h e final section consists of three excellent
0 / 1111
cover o f t h e m o d u l e . I n i t i a l l y p l a y e r s a r e A s i d e from this quibble, however, the back- s c e n a r i o s . T h e y approach 1('Kree f r o m a l l
humans hired in the S p i n w a r d Marches. They g r o u n d is well thought-out. It is a good idea to a n g l e s , players being h u m a n s f o r o r a g a i n s t i l 0 0

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for fist fights up to space battles with 100,000s p e c u l i a r habits make them unsuitable in many k n o w l e d g e of the Traveller universe, a n d t h i s l M O
of tons of ships. c a s e s ) . alone w i l l p r o b a b l y s e l l i t , i n s p i t e o f t h e
All in all, this is a good buy. A n Aslan-based T h e character generation system is radically s h o r t c o m i n g s .
campaign w o u l d be very different indeed. different: instead of individuals being generat- 110 Steve Nutt
, •

t r a i l l e A M I W A I S I T E C a l i a g r i l k i r t a l a i l l a t i r f i l i r a r i a n f i l l i e r t r i t t l a g r a r d r a k i T l i a l i r M a l a d k a l W a e

W e r r i X e l W a r a r e W O W S 0 7 A R C O 1 4 i II 1 0 1 1 0 . 1 " W W ) 0
glAINgelIL byBrian Creese
A bi-monthly feature about the postal gaming hobby

SOPWITH
It was really pioneered by Tom Tweedy
who launched his zine DibDibDib initial-
ly as a place i n which t o play postal
Sopwith. I t was so popular that many
other editors took up the idea and today it
is one of the most widely played of all
games.
By post it is an undemanding game.
There is no pressure of time forcing you to
make decisions, and you can analyse the
various possible moves at your leisure.
You also have ample opportunity to talk to
other players, convincing t h e m t h a t
others are the main threat in the game.
And yet, the possibilities for movement
are so varied that it can be almost worse
having so much time. The gifted player
seems inevitably to know where you are
going, and to be always on your tail!
Despite the undeniable joys of blasting
another player out of the sky, the postal
game has introducd significant changes
in a n attempt t o improve t h e overall
enjoyment of playing the game. This is
done largely through a rating system.
This system discourages the excellent
tactic of flying round in circles hoping to
There you are, pootling along in your Each t u r n consists of three segments, be unnoticed while everyone else tears
Fokker, w h e n y o u s e e a n e n e m y and i n e a c h s e g m e n t y o u m a y m o v e into each other. For ratings purposes, the
plane ahead of you. Immediately you and/or fire. M o v e m e n t i s wonderfully more damage you do to another plane the
take chase, swooping in behind h i m simple. Yo u can f l y s t r a i g h t ahead, t u r n better, and there are bonuses for being
for t h e k i l l . B u t y o u r v i c t i m i s n o t left or right, or do a manoeuvre known as the one to actually effect a W h e n
letting you have it all your own way; Left Slip or Right Slip, keeping the plane you have amassed enough points, you
pointing i n t h e s a m e d i r e c t i o n w h i l e become an 'ace'. This has advantages
first he swoops to the right, then... to
moving to the hex on the appropriate side. above the obvious ego boost, as aces do
the r i g h t again, a n d a f t e r you w e n t more damage in combat, and can perform
When f i r i n g b u l l e t s a t other planes you
left._ where is he now?? Aaarrgghhh, can aim ahead, left or right. The amount the amazing Immelmann turn, a devastat-
on your own tail and firing... of damage done depends o n h o w close ing manoeuvre w h i c h normal players
S o p w i t h , a s t h e n a m e suggests, i s a you are to the damaged plane. A f t e r the cannot manage. So, if you want to play a
World Wa r One flying game; each player initial segment there is also the option of couple of games of postal Sopwith, you
is a p i l o t a n d t h e a i m i s t h e e x t r e m e l y not moving. Yo u can f i r e a m a x i m u m o f need to keep your rating in mind.
simple a n d reasonable o n e o f knocking three bullets in one entire turn. Sopwith w a s originally published by
every o t h e r player o u t o f t h e sky. Each Clouds, as all WW1 p i l o t s know, w e r e Gametime Games, a company which has,
plane h a s a n a m o u n t o f damage i t can very irritating for early flyers. In Sopwith I believe, gone out of business. The rights
take and a n u m b e r of bullets with w h i c h they d i m i n i s h t h e effects o f bullets a n d are now understood to be with Avalon
to inflict damage on the opposition. There they e v e n d a m a g e p l a n e s t h a t f l y i n t o Hill, who have no plans to re-release the
are a f e w highly troublesome clouds and them. Clouds are definitely to be avoided, game. This non-availability of the game,
that is about it. which can be tricky as they move random- however, has not proved a problem for
Sopwith i s , i n m a n y w a y s , a n i d e a l ly every turn! dedicated games-players. In fact about
game. Its rules are simple, and indeed the As I said, very simple and yet... I f you 90% of today's postal players simply have
whole idea i s very straightforward, a n d remember t h e p o s i t i o n I s t a r t e d w i t h , a set of rules from the GM, and a photo-
yet t h e r e s u l t i n g g a m e i s f i e n d i s h l y being o n t h e tail o f a n o t h e r plane, a n d copied representation o f the board. I t
difficult. T h e r e i s a l s o s c o p e f o r m a n y now i m a g i n e t h e n u m b e r o f d i f f e r e n t seems slightly astonishing, nevertheless,
different s t y l e s o f p l a y, a n d , a s m a n y ways each plane can move and fire during that a game whose popularity has in-
hundreds o f postal players a l l o v e r t h e the three segments of that turn, you w i l l creased dramatically over the past few
country are n o w finding out, it is possible begin to see the beauty of this game. years should have been unavailable dur-
to play with the m i n i m u m of equipment. One o f t h e r u l e s o f S o p w i t h i s t h a t ing all that time.
The g a m e i s p l a y e d o n a h e x a g o n a l players' m o v e s a r e r e v e a l e d s i m u l t a n - 20 Years On, from Mark Billenness, 20
board made up of y e s , hexes. On each eously, and if you have been reading this Winifred Road, Coulson, Surrey, lists all
corner of this board is an airfield w h i c h column regularly, a light should flash i n postal games zines and will tell you which
represents a player's home base, and he your head, for simultaneous movement is zines offer postal Sopwith. Available for
may return there during the game to take ideal f o r p o s t a l p l a y. I n f a c t , P o s t a l 35p an issue.
on n e w supplies of bullets. S o p w i t h is a relatively new development. SW Brian Creese
44
I M A G I N E truTazine, Jaruuny 1985
Colin Greenland, author of

Fantasy Media
Daybreak on a Different
M o u n t a i n and co-editor of SF
magazine Interzone, reviews
the latest additions to the
fantasy/SF media.

O n e d a y Alex Rogan
(Lance Guest) is a restless
teenager fed-up with living
on a c a r a v a n s i t e a n d
prone to take out his frus-
tration o n a S t a r f i g h t e r
video game. The next he's
won himself a place light-
years a w a y h o l d i n g t h e
final f r o n t i e r a g a i n s t t h e
might o f X u r a n d t h e Ko-
Dan A r m a d a , w i t h o n l y a
'gung-ho i g u a n a ' c a l l e d
Grig ( D a n O ' H e r l i h y ) f o r
c o m p a n y. ' I ' v e a l w a y s
wanted to fight a desperate
battle a g a i n s t i n c r e d i b l e
odds!' yips Grig. Alex is not
so s u r e h e w a n t s t o
exchange the safety of the
video screen for the perils
of d e e p s p a c e u n t i l h e
realises h i s d e s t i n y a n d
his d u t y, a s T H E L A S T
S TA R F I G H T E R ( H e r o n ,
PG).
In fact Alex needn't have
worried. Apart from a mild-
ly a m u s i n g l i t t l e s u b - p l o t
with t h e android replica l e f t on Earth to manic Bligh, a m o n s t e r you c a n u n d e r - known during his 3,500-year lifetime as
conceal his absence, Alex's adventure is stand. S h i p ' s m a s t e r Fletcher Christian the G o d E m p e r o r. E n t r i e s r a n g e f r o m
strictly t h e m o v i e o f t h e v i d e o g a m e : (Mel Gibson) attends him in sullen silence Fremen W i n d - E t c h i n g t o t h e w a r s o f
simple as can be, a n d pitched a t a pre- until h e c a n ' t t a k e i t a n y m o r e . B y assassins, f r o m t h e B e n e G e s s e r i t ( 2 7
teen audience w h o can believe Alex and concentrating o n t h e d e a d l o c k o f t h e pages) to Duncan Idaho (separate entries
Grig blasting a h u n d r e d alien ships and characters and the inevitable explosion, for each of 20 incarnations).
escaping without a scratch. Appropriately director Roger Donaldson has left many Unlike existing reader's guides t o t h e
enough, the film sees the introduction of things unexamined; the Tahitians are not worlds o f Tolkien and others, The D u n e
Digital Scene S i m u l a t i o n S M , replacing allowed to be much more than stereotype Encyclopedia i s i t s e l f a w o r k o f fiction,
the c o n v e n t i o n a l m o d e l l i n g o f s p a c e happy savages, for example. But his film rich i n imaginary footnotes a n d learned
action w i t h computer graphics. It's toler- is a powerful vision of the hell — and the sources, a n d ' n e w l y discovered i n f o r m -
able, e x c e p t i n close-up, w h e r e t h i n g s wild beauty — of the high seas. ation'. H e r b e r t h i m s e l f i s ( o f c o u r s e )
tend to go flat and flimsy. B u t w i t h ever- delighted, but promises 'Issues still to be
higher resolution, this is no doubt the way W h e n D u n e w a s first published i n explored as the Chronicles unfold'. Where
forward for cinema animation. 1965, thousands of readers were captiv- will it end?
ated by Frank Herbert's invented world of
T h e y c a m e i n s e a r c h o f Paradise. sandworms and subterfuge, and impress- It's curious t o t u r n f r o m t h e s e v a s t
Actually, t h e y came i n search o f bread- ed by the extraordinary interlocking com- enterprises to THE G O D M A K E R S (NEL,
fruit, c h e a p f o d d e r f o r t h e p l a n t a t i o n plexity o f its design. N o w, f o u r sequels El .95), a m i n o r novel o f Herbert's, y e t
workers of Jamaica. They came, in 1788, later, t h e D u n e Chronicles a m o u n t t o a fired with the same megalomaniac vision,
to Tahiti, where the breadfruit grows; but staggering 1,700 pages, covering a 6,000- as the title alone indicates. Lewis Orne is
it took longer to grow that many breadfruit year slice o f t h e e p o c h o f t h e Spacing a distinctly unpleasant person, p a r t
plants than Lt William Bligh had estimat- Guild a n d reaching s o m e 3 0 , 0 0 0 years Sherlock Holmes, part John Wayne, w h o
ed. After nearly six months of lazing in the into t h e f u t u r e . L e d b y a C a l i f o r n i a n starts off in the humdrum, everyday job of
sun w i t h a c r o w d o f half-naked Tahitian English professor, 4 2 dedicated scholars deciding w h i c h ' r e d i s c o v e r e d p l a n e t s '
women, Bligh's crew didn't enjoy return- have digested i t a l l a n d p r o d u c e d ' t h e deserve invasion by peacekeeping forces,
ing to the cramped quarters, rotten food, complete, a u t h o r i z e d g u i d e a n d c o m - and w o r k s h i s w a y u p t o godhead: ' t h e
backbreaking t o i l a n d g r i m discipline o f panion', T H E D U N E E N C Y C L O P E D I A man who walks from planet to planet'. For
their little ship. A n d w h e n Bligh insisted (Corgi E 5 . 9 5 ) , c h o c - a - b l o c w i t h f a c t s , all h i s ever-expanding cosmic perspect-
on a second crack at rounding Cape Horn, inferences and references, 'so that read- ive, H e r b e r t still w r i t e s characters w h o
which h a d n e a r l y k i l l e d t h e m a l l o n c e ers on worlds from one end of the galaxy look and sound as if they'd been c u t o ff
already, t h e y s a i d n o T H E B O U N T Y to a n o t h e r m a y f i n a l l y h a v e a c l e a r, the backs of cornflake packets.
(Thorn EMI, 1 5 ) is a strong a n d sombre coherent picture of the legendary days of
film. A n t h o n y H o p k i n s i s a b r i l l i a n t l y Paul M u a d ' D i b and his son Leto Atreides, * 5 Colin G r e e n l a n d

I M A G I N E ittaganc, January N85 45


W I T H OVER 70 MEMBERS) WE MUST BE DOING SOME-
Paul Banutstm, Secretary of the Ringwraiths o f Chichester) tells the secret of running a successful FRP Club

'5 regular players, more members desperately HISTORY, The Expansion Stage members w a n t p u b l i s h e d . I t i s d i s t r i b u t e d
needed' said a recent personal advert in an frp Soon, o t h e r neighbours, sons' school friends, approximately once a month at club meetings.
magazine. A n d this seems to be the case w i t h etc, w e r e clamouring to join. Nine is about the 7. Younger Members' Representative. This
many clubs; t h e y h a v e a n u c l e u s o f e x p e r - maximum anybody can get round m y dining member i s u s u a l l y a g e d 1 4 o r less, a n d i s
ienced members, b u t frequently need more. room table, so after a discussion w i t h the club responsible for ensuring that the younger club
Yet, w i t h n o t r o u b l e at all, a n d v i r t u a l l y n o w e took our big decision. We would hire a room members' v i e w s a r e t a k e n i n t o a c c o u n t a t
advertising, w e have g r o w n t o a m e m b e r s h i p in c h e l o c a l c o m m u n i t y c e n t r e e v e r y F r i d a y committee meetings.
of over 70, and a regular weekly attendance of evening f o r t h e n e x t month, i n v i t e everybody 8. Public Relations/Librarian. Originally
between 4 0 a n d 5 0 . H o w d i d w e g e t h e r e ? w h o had shown an interest, and see at the end the PR officer w a s going to be responsible for
Perhaps a b r i e f h i s t o r y o f o u r club, t o g e t h e r of the month w h e t h e r it had been w o r t h w h i l e membership campaigns, but we haven't need-
w i t h its achievements and its problems would Of course, w e w o u l d have to start paying! The ed a n y ! A s a r e s u l t t h e j o b t u r n e d i n t o
be of interest and use to others. smallest r o o m i n t h e local c o m m u n i t y centre something of a sinecure, so we merged it with
cost f 4 . 5 0 for the evening; we anticipated that the L i b r a r i a n . A l t h o u g h m e m b e r s n o r m a l l y
HISTORY, The Initial Interest w e m i g h t , i f w e w e r e l u c k y, g e t 1 5 p e o p l e provide t h e i r o w n g a m e s kit, occasionally an
Ever since I was first introduced to Lord o f the along, and so w e arbitrarily set the weekly tax old PH, M M or DMG is declared surplus to
Rings at u n i v e r s i t y over 2 0 years ago, I have at 30p. requirements, and the Librarian holds these to
been a fanatical f o l l o w e r of M i d d l e Earth and At o u r f i r s t m e e t i n g , w e w e r e b u r i e d i n lend to newer players w h o haven't yet built up
its o w n p e c u l i a r b r a n c h e s o f n a t u r a l h i s t o r y applicants to become members! And since that their c o l l e c t i o n o f g a m e s kit. H e a l s o h a s a
and other lore. I ' v e also liked games. A n d so, date, s o m e t w o years ago, w e haven't looked taped version of the BBC's successful version
when I happened t o trip over a copy of the back. W e have t w i c e increased the size of the of Lord of the Rings, for members to borrow.
now-defunct B a t t l e magazine i n m y n e w s - space w e use, a n d w e n o w h i r e a c o m p l e t e 9. Community Centre Relations. Some-
agents i n t h e l a t e 7 0 s , a c o p y w h i c h w a s floor o f t h e c o m m u n i t y c e n t r e e v e r y F r i d a y body h a s t o m a k e s u r e w e c l e a n u p a f t e r
devoted to the DUNGEONS & DRAGONSR evening. Indeed, i t s o m e t i m e s seems that w e ourselves, return the tables we've borrowed to
game, I t h o u g h t that this was for me! have t a k e n o v e r t h e e n t i r e c e n t r e ! W i t h a the r o o m s t h e y c a m e f r o m , l o o k a f t e r t h e
I started by joining my local Wargames Club. membership o f o v e r 7 0 a n d o v e r f 150 i n a centre k e y w e ' v e b e e n l e n t , a n d g e n e r a l l y
Unfortunately this consisted mainly of earnest Building S o c i e t y a c c o u n t , w e h a v e r e c e n t l y make sure we 'keep our noses clean'. We don't
young m e n r e f i g h t i n g t h e c l a s s i c b a t t l e s o f lowered our taxes to 20p a night. w a n t t o lose o u r weekly bookings i n a n ideal
history a n d a r g u i n g f o r h o u r s o v e r w h e t h e r location, Not so glamorous a job, but absolutely
this particular musket would fire in this sort of WEEK TO WEEK OPERATION essential.
way in this particular environment. Not for me! How do w e operate? We realised very quickly
I was after the magic and fantasy of questing in that w e needed a democratically elected PROBLEMS
Middle Earth. H o w e v e r, t h e c l u b d i d c o n t a i n committee, and every October we solemnly Readers will be interested to hear about some
two young men who were interested in D&D, hold our AGM (much to the annoyance of some of t h e problems w e ' v e come u p against.
and it was there I played my first game. The younger members who think it wastes playing Perhaps this will help them avoid them, and if
wargames environment not really being ideal time!), to elect the following year's committee they can think of a better solution, let us know!
for fun and fantasy, I invited the two young and discuss other club matters. Our original A. Controlling the games. Originally we
men back to my home on Friday evenings to committee gave themselves 'committee char- had detailed plans about mixing all age groups
play W O at our leisure, and for longer periods. acter names' to liven up the meetings, and we in each campaign, moving characters who had
Thus, with the three of us gathered round our still u s e them occasionally. Currently, o u r been killed i n o n e campaign t o another,
dining room table, was our club born, committee consists of the following (the fact moving players u p through campaigns o f
that there are nine of them, like the original increasing difficulty, holding training courses
HISTORY, The Dining Room Stage Ringwraiths, is no coincidence). for players and DMs, etc. It didn't work! We find
My two sons, then aged 6 and 9, soon wanted 1. Chairman, to represent the club to outside that i n practice, members aggregate i n t o
to join in W e were then playing from 7 to groups. This post is held by one of our few (normally age-) groups to play their games, and
10.30pm on Fridays, and perhaps part of the female members who, when she isn't playing a happily re-create when they get killed. There is
attraction was that Mum allowed them to stay rather nasty female dwarven fighter, works in little movement between groups, but if that's
up late to play! As it happened, they took to the the local youth office, and thus has useful what people want (and the survey suggested
game like ducklings to water, and loved every contacts. that they did) then that's fine. After all, we're
minute of it. 2. Secretary, to keep minutes of meetings, all there to enjoy ourselves, not to be told we
Two interesting and unexpected advantages and t o d o a n y correspondence necessary. have t o play a particular character i n a
of their participation emerged at this point. The Currently, that's yours truly. particular campaign. And so our games master
older boy, w h o w a s a n active Cub Scout, 3. Tr e a s u r e r, a responsible post. T h e nowadays just keeps an eye on campaigns
gained his Hobbies badge with D&D. Although treasurer collects t h e 2 0 p s every Friday, generally, helps new members, allocates play-
the Scouts keep no records of badge subjects, maintains the Building Society account, and ers to campaigns when requested, tries (with
they think he may have been the first in the pays for the rental of the rooms we hire. This some success) to persuade players to have a go
country to do so. Meanwhile the younger boy, task is efficiently done by a high school boy. at DMing, and occasionally organises some
who was still learning to read and spell at this 4. G a m e s M a s t e r, responsible f o r t h e campaign such as Viking Raid for everybody to
stage, was soon working through the Players games we play. He helps new members find a join in.
Handbook, and spelling words like charisma campaign, arranges for training where neces- The committee aren't entirely happy with
and constitution with no trouble at all! sary, and i s t h e ultimate authority on t h e this yet, but the members keep coming back!
Our nascent club now had five members, games. W e are lucky that one of our older B. Training T h i s i s connected w i t h t h e
and was going strong. Soon a colleague from members takes this job seriously. More below above idea. Our original grandiose plans to
my office expressed a n interest, a n d also on this subject. train players and DMs alike have now fallen by
brought h i s s o n along; t h a t m a d e seven. H i s 5. Membership Secretary, who issues the wayside, but it's still discussed occasional-
son brought two of his friends along; nine had membership cards. Once again, a job that ly at committee meetings.
now gathered! W e w e r e n o w alternating needs to be handled responsibly (as these C. The Accident. It's bound to happen to
between my colleague's dining room table and cards are important, see below), and once every club eventually, so be warned. One of
my own every Friday evening, and playing D&D again we are lucky to have a reliable younger our members threw a drink can to another
to the accompaniment of candle light, spooky member in the post. member and accidentally cut him in the face.
music on the tape recorder, and other suitable 6. Newsletter Editor. Some years ago we He nearly lost an eye! Luckily he didn't, and the
environmental effects. A t this stage we also carried out a survey of club members to find matter was closed, but we are now insured.
tried playing for a complete day; we tried other out what improvements were necessary, and Not only for members hurting each other, but
games such as Traveller and RuneCtuest and we found that a gap had opened between them also for hurting members of the public, or the
— Most important o f all — w e formalised and the committee. A regular newsletter is our centre furniture. Get some insurance!
ourselves into a proper club. As we were nine attempt to fill this gap, so it contains news and D. What age groups should we cater for?
in number, t h e Ringwraiths o f Chicester other items that t h e committee w a n t dis- This caused a l o t o f discussion a t early
came into existence. seminated, and any other items that club committee meetings, and we tried to restrict
46 I M A Q I N E nta9acitte, January 1985
T H I N G RIGHT! G A M E C O M P A N Y Ctub Special-
This issue and next, we ltrit9 you a full listing tithe E A S T G R I N S T E A D : 'Anyone above a g e l 0 welcome,
clubs advertised so far in the Game Company column. female m e m b e r s especially w a n t e d ' a t a n r p g c l u b
Here, A-M by area (loosely), next month N-Z. Hyour w h i c h m e e t s a t Neale House, M o a t Rd o n S u n d a y s
our m e m b e r s t o over 14s. I t didn't work! T h e from 2 t o 5 . 3 0 p m , t o p l a y w h a t e v e r g a m e s p e o p l e
club doesn't appear, or you can't find one to Jain in
under 14s came along in droves, clamouring to bring along, especially RuneQuest, Call of Cthulhu,
your area, write to this page. Please tell us i f the Car W a r s , S t r i k e r, D & D . D e t a i l s f r o m R i c k , E a s t
join, and we didn't have the heart to turn them information is wrong, tool I n & PidimiS looking for
away. A n y w a y, a s o n e o f t h e m p o i n t e d Out, Grinstead 2 5 3 7 7 , or Phil, Copthorne 7 1 4 8 2 5 .
other 9 amers are listed in the Classifieds on pu.
their money was as good as anyone else's! We
F O L K S TO N E : T h e H a c k a n d S l a y S o c i e t y m e e t s
now have no restrictions on age.
B A N B U RY: C a s t l e Fantasy & Wa r g a m e s S o c i e t y every S u n d a y 2 - 5 p m t o p l a y A D & D , R u n e q u e s t ,
The age of members spreads from under 10 meets every other M o n d a y at 7pm at the Elephant & Traveller and Wa r h a m m e r W r i t e to Mr A Coombs, 78
to w e l l over 40, w i t h t h e majority being h i g h Castle, B a n b u r y. R i n g ' T r o l l ' ( A n d y J o h n s o n ) o n Holland Av e n u e , Folkstone, K e n t
school boys b e t w e e n 11 a n d 18, and several Banbury 5 0 4 3 0 f o r d e t a i l s — i f y o u h a v e a s t r o n g
members in their early 20s. nerve! M e m b e r s h i p E2 a year. G O O L E R o l e p l a y e r s — y e s , there is i n t e l l i g e n t role-
One p r o b l e m o f h a v i n g s o m a n y y o u n g e r playing l i f e i n G o o l e . W e p l a y A D & D , R Q , S t a r
members i s t h a t w e h a v e t o m o a n a t t h e m BANGOR: University College o f N Wa l e s Wa r - Frontiers, Traveller, S t a r Fleet Battles, Battlecars
games and Role-playing G a m e s C l u b meets every and o t h e r games. T h e g r o u p m e e t s a t l e a s t t w i c e a
sometimes, asking t h e m t o respect the o t h e r
Friday and Saturday during term in m e m b e r s rooms. week, N e w members welcome, experience unneces-
users of the centre, n o t to all troop Out to the
'We play anything'. Contact the Secretary, S t u d e n t s ' sary. W h y run from kobolds w h e n you can slay giants
local fish and chip shop together, and generally Union, Deiniol Ad, Bangor. w i t h us? David Benton, Tel 0 4 0 5 5 0 2 9 :
to keep quiet. It usually works!
E. W h a t games should we allow? Original- BARRY R P G C l u b play Aftermath, Cthulhu, G O S P O R T Wa r g a m i n g Club meets Friday evenings,
ly s o m e m e m b e r s w a n t e d t o take t i m e o ff to DragonQuest, Daredevils, Bushido, S p a c e O p e r a Saturdays and other times to play D & D and Traveller
play t a b l e t e n n i s ( w e u s e t h e y o u t h c l u b ' s and w a r g a m e s . A n y o n e interested, m a l e o r female, games. C o n t a c t D a v i d B u r g e s s , 3 B e e c h G r o v e ,
premises). T h i s , w e stopped. T h e c o m m i t t e e ring J o h n or Sandy on Barry 7 4 6 1 3 8 , Alverstoke, Gosport, H a n t s P 0 1 2 2EJ.
decided w e are an f r p club, n o t a youth club,
BLACKBURN: T h e Phantasmal Forces Fantasy H I G H W Y C O M B E Wargames Club tell us that they
and only frp games would be allowed. We now Group m e e t s e v e r y Thursday a t 7 . 3 0 p m i n t h e now meet at Bassetsbury M a n o r on Thursdays, 7 -
play D & D , Runequest, Traveller, Aftermath, NALGO club, 2 0 Lord S t We s t . C o n t a c t G Pearson, 10pm. The first v i s i t is free, b u t please p h o n e Steve
Call o f Cthulhu, Champions, to name only a 0 2 5 4 6 6 5 8 9 8 for details. Easton on B o u r n e End 22831 t o say you a r e going.
few. Board games such as J u d g e D r e d d , C a r
Wars, etc, are also popular. BLACKPOOL: Cleveleys G a m e s C l u b meets every H I N D H E A D : T h e A d u l t e r a t e d S a n i t y Roleplaying
We d n e s d a y at 7.30pm at the Darleigh Hotel, 16 Clegg Garners s a y t h e y m e e t f o r t n i g h t l y o n S u n d a y s .
SUCCESSES Avenue, Cleveleys. They play D&D and A D & D games Rowan Wilson, 7 Rozeldene, Hindhead, S u r r e y.
And w e also had our successes: a m o n g others. Contact Kevin Cropper: 0 2 5 3 8 5 5 5 11 .
H O R S H A M : W r i t e to A n d y N o r m a n f o r details o f a
a. T h e s i z e o f o u r m e m b e r s h i p roll, c o m - B R I S TO L : C o n t a c t J o h n N a s h , 8 4 H e n l e a z e R d , club i n t h i s a r e a w h i c h m e e t s a t p l a y e r s ' h o u s e s
bined w i t h the n u m b e r w h o return week after Henleaze, Bristol BS9 4JY for details of a f a n t a s y / S F weekly to play D & D , T & T, C & S , D r a g o n q u e s t and
week, is probably our greatest success. And all games c l u b t h a t m e e t s a t p l a y e r s ' h o u s e s w e e k l y, Tr a v e l l e r games. The group mainly consists of A-level
this w i t h o u t any advertising! w i t h a hall available for bigger events. students o r u n d e r g r a d s . P l a y e r s 1 8 + w e l c o m e d t o
b. A f t e r members have attended for approx- write t o 1 Reapers Close, W i m b l e h u r s t Park,
imately t w o m o n t h s , t h e y get a m e m b e r s h i p B R I D G N O R T H : ' B l a c k C h a s m role-playing c l u b Horsham, W Sussex.
card. W e h a v e n e g o t i a t e d w i t h t h e l o c a l meets occasionally t o p l a y s u c h g a m e s a s A D & D ,
Traveller. Those w h o wish to join should contact Glyn North L I V E R P O O L R P G C l u b require referees and
supplier of frp equipment to give our members
Simpson, 3 Pool Drive, Bridgnorth, Shropshire WV16 players for their group. They play any system you care
10% o ff on production of their RINGWRAITHS 5DL. M u s t be able to travel to Bridgnorth.' to t a k e a l o n g , p a r t i c u l a r l y l e s s e r k n o w n o n e s .
membership card, a n d w e are currently Novices, v e t e r a n s a n d y o u n g s t e r s a l l w e l c o m e ;
negotiating w i t h o t h e r s u p p l i e r s f o r s i m i l a r C H E L M S F O R D : a n r p g c l u b w h o s e m e m b e r s con- experienced r e f e r e e s t o t e a c h t h e a b o v e g a m e s
agreements. centrate o n ' c h a r a c t e r i n t e r a c t i o n ' a n d r o l e - p l a y i n g required. Dave Perry, 141 B e d f o r d Rd, Wa l t o n L4 5PT
c. O c c a s i o n a l l y w e hire a coach to go up to are looking for n e w adventurers aged 15+. They play or To n y Smith, 2 3 3 Fernhill Rd, Bootle 20, L 2 0 OAO;
Games Day, or off to that castle in Cheshire for the A D & D g a m e o n S u n d a y a f t e r n o o n s a t players' or just go along to the Rice Lane C o m m u n i t y Centre
real life dungeoneering, or other destinations. homes. T h e y a r e w i l l i n g t o p l a y d i f f e r e n t g a m e s . on M o n . Tues or Thurs at 6 - 1 0 p m , Sat 1 - 5 p m .
Contact N S h o r t e r, 3 4 A u b r e y Close, C h e l m s f o r d ,
Essex CM1 4 E J . Tel: 4 4 0 3 4 2
FUTURE East L O N D O N : F r e e d o m Wa r r i o r s a r e a group of
people aged 15+ in Wo o d f o r d Green, Chingford, w h o
W h a t o f t h e f u t u r e ? Several i d e a s a r e being The R i n g w r a i t h s o f C H I C H E S T E R m e e t a t t h e want to meet n e w role-playing garners N o details
bandied a b o u t a r o u n d o u r c o m m i t t e e m e e t - Fernleigh C e n t r e , N o r t h S t , e v e r y F r i d a y f r o m 7 - here on w h a t they play or h o w often — w h y not r i n g
ings, such as an Open Day w h e r e we open up 10.30 pm, to play any frp game including D & D , R Q , and ask? Tel 0 1 - 5 2 7 7 1 7 6 (evenings only).
one Friday evening or Saturday afternoon and C & S , C h a m p i o n s , Cthulhu, etc. Contact Secretary
deliberately p l a y display o r participation Paul Barnetson (Chichester 5 2 7 8 9 8 ! for details. East L O N D O N : D e a t h Dealers is an rpg society for
people a g e d 1 8 + . A l l r p g s p l a y e d , w i t h ' a v i o l e n t
dungeons. Then families can come along and
C O N G L E T O N : Chaos Tribe Fantasy meet at mem- A D & D campaign' w h i c h started last year S A E t o
find Out w h a t little Johnny really gets up to....
bers' h o m e s to play A D & D . R Q and 'any g a m e that Wayne, 59 Kiln Court, Newell St. Poplar. London E14.
Another idea is a day out in the local country. comes a l o n g ' . N e w p l a y e r s , i n c l u d i n g f e m a l e s ( ! ) ,
We could organise our own real life D&D, as a welcome. J e r e m y Nuttall, Congleton 4 3 7 0 . South E a s t L O N D O N : D e p t f o r d A d u l t G a m e s
cross between 'Killer' and a Scout wide game, G r o u p meets at the C o m m u n i t y Centre, Idonta St, at
finishing t h e day w i t h a party. D A G E N H A M / B A R K I N G : T h e Adventurers o f 3pm on the 1st and 3rd Sunday of every month. Fancy
We're also planning a get together w i t h the B e r e c i n g u m m e e t every Thursday at 7 . 3 0 p m to play a g a m e of Creature Castle, or W o o d e n S h i p s a n d
local w a r games club, so we can find out w h a t D & D or A D & D games. M e m b e r s h i p is from E4 a year Iron M e n ? Contact the chairman, Kendall J o h n s
the other members get up to in their meetings. or 50p a n i g h t A n y person interested in playing rpgs
should contact Pete on 01-591 3 5 4 6 . West L O N D O N : S h a d o w Wa r r i o r s G a m i n g
And w e h o p e t o b e a b l e t o a r r a n g e s o m e
S o c i e t y meets every Saturday 1 2 - 6 p m at the Hand &
competitive games with other nearby frp clubs. South East E S S E X Military Society (SEEMS) meets Flower Hotel (1st floor), 1 H a m m e r s m i t h Rd, Olympia,
The R I N G W R A I T H S a r e c e r t a i n l y g o i n g on W e d n e s d a y s a n d Fridays 7 - 1 0 p m a t R o c h e w a y London W 1 4 , to play A D & D , Traveller, Runequest,
places! Community Centre, Rochford, Essex. Roleplaying, Call o f C t h u l h u , C h a m p i o n s , C a r Wa r s , S u p e r -
But t h e m o s t i m p o r t a n t f u t u r e event i s a n boardgames, Wa r h a m m e r and traditional wargames. w o r l d , A f t e r m a t h , etc. Yo u a r e advised t o t u r n u p
award that we will be giving out. Our chairman Contact R i c h a r d Stokes, 1 5 9 S t a m b r i d g e Rd, early taking a n y necessary equipment.
recently left us temporarily in order to increase Rochford, Essex. Tel S o u t h e n d on Sea 5 4 6 1 6 6 .
L O U G H B O R O U G H : M a d Butchers of the Flatulent
the p o p u l a t i o n b y o n e O u r n e w e s t m e m b e r
EXETER: New this month: T h e Club With No N a m e Wyvern S o c i e t y is t h e name David Webster h a s
(nicknamed ' We e - We e The Brownie' by some)
seeks a name and n e w members of all ages, ' We meet given his n e w club, w h i c h meets on S u n d a y s to play
saw the light of day for the first time last year, to play boardgames and rpgs of all types once weekly an A D & D campaign. Players aged 14+ ('no m u n c h -
and the chairman will be bringing her along to (though t h e a c t u a l d a y v a r i e s ) a t B a r t ' s Ta v e r n , lons•) welcome. 455 Loughborough Rd, Birstall, Leics.
introduce h e r t o t h e RINGWRAITHS sh o r tly. B a r t h o l o m e w S t r e e t W e s t , E x e t e r. ' C o n t a c t To n y
Naturally, we're going to award her a soft fluffy Lock: Exeter 2 1 4 1 2 8 / M a m h e a d 674, M A I D S T O N E : T h e l a n d l o r d o f t h e Rose & C r o w n ,
toy. W h a t sort of toy? A dragon, of course! High S t , W e s t M a i l i n g , h i s w i f e , t h r e e c a t s a n d
EXETER U N I V E R S I T Y G a m i n g C l u b m e e t s o n someone called Ken Hay are said to run a face-to-face
1110 Paul Barn etson, alias Sauron, D a r k Lord Sundays ( t e r m - t i m e o n l y ) , 2 - 1 1 p m i n C o r n w a l l D i p l o m a c y campaign, plus D & D games in the pub! It
House, Exeter University. sells real ale too.
o f the Ring wraiths o f Chichester
47
I M A G I N E magazine, jartmay sass
letters.... letters..., letters..., letters..., letters..., letters..., letters._ letters..., letters..., letters..., letters._ letters._ letters..., letters..., letters..., letters..., letters..., letters.— letters.... letters....

Letters David Webster, Q u e r i b o r o u g h , Leics: I t w a s Compare ice-skating w i t h ice-dance. B o t h


nice to see one of m y favourite classes (second require s k i l l , b u t ice-dancing i s enjoyable t o
So i t ' s 1985, a n d life goes on.... I never only to druids) covered in such detail. T h e party watch for most people, w h i l e ice-skating is best
believed old George knew what he was talking I D M used to have just one cleric, f i g h t i n g and appreciated by those with some knowledge of it.
about. Of course, I am writing this in Novem- curing, but he has realised recently that his spells Ice-dance is an art form; aesthetically pleasing to
ber.... so he has still got a month or two left.... give h i m a 'strategic' advantage, and Sc) he has the eye (even though competitive); ice-skating is
but you're reading this in January1985, right? been t r y i n g to bend the rest of the party to his just a skill (also competitive). I n a game, i f the
You are reading it, aren't you? I mean, these will. I f i n d t h a t i n t e r - p a r t y differences c a n role-playing w a s d o n e w e l l a n d t h e g a m i n g
aren't the last few words that humanity will enhance a campaign or r u i n it. badly, the players would give up; they w o u l d n ' t
ever scrawl are they? What a frightening be g e t t i n g anywhere. T h e p o i n t o f t h e game
thought. Well, i f there is anybody out there, Steve K n o w l e s , H o l b e a c h , L i n e s : I w a s d i s - w o u l d b e l o s t . R o l e - p l a y i n g games w e r e a n
drop a line to: IMAGINE magazine (letters), gusted to read the o p i n i o n that "clerics should o r i g i n a l idea, as was painting, as was music, but
The Mill, Rathmore Road, CAMBRIDGE CB1 not b e f o u n d i m m e r s i n g themselves i n t h e people try to be better than other people at these
4AD, and we'll meet up and have a game of delights o f the bordello o r ale-house — unless things, thus m a k i n g them competitive.
Aftermath or two. religious observance demands i t " . M y 4th level
cleric often enjoys a p i n t , and when the rest o f So it's not the fault of the game, but of human
Right, let's start of the New Year with a little of the p a r t y started w i t h fresh characters, i t was nature, eh? We've been brought up for too long
our usual reverence. yours truly who smashed open doors, killed orcs, on the notion that a game means having to
and generally saved the party. beat someone; players, t h e computer_ I n
Dave Ta n t , Bexleyheath: I c a n o n l y suppose As G o d I s M y Witness was excellent. T h e rpgs, much has been said of trying to beat the
issue 20 was devoted t o Clerics as a gesture o f ordeals were ace; keep u p the good work. referee, but there is also the problem of players
gratitude b y ' T h e Publisher'. L o o k i n g a t t h e trying to beat the system. Get the xps, exploit
series of pictures of his gaunt features l o o m i n g Most of you found plenty of material to chew the weaknesses in the system; these attitudes
above a D M screen, i t is obvious he has recently on in the clerics issue. Trying to adopt an are what go against the notion of 'art', not the
been the recipient of a raise dead spell! individual posture for your cleric is all very products themselves. A t least, D&D, b y its
well, b u t i f you decide that your cleric isn't originality and its popularity has done more to
There has been an awesome silence from the going t o cast cures o n anyone w h o w o n ' t change the face of 'play', i f nothing else.
foreboding High To w e r wherein t h e great worship t h e green flower god, y o u ' d best And anyway, I hate ice-dancing....
mage dwells.... one wonders what he's up to. introduce the idea gradually. Conversion to a
Maybe the rest of you had better pretend you more definitive religious code shouldn't be Roger A Wr i g h t , Welling, Kent: I n your letters
didn't read that little whimsy on the Turnbull announced to the other players just at the time page, was the placing of Essex CCC before West
Talking page in # 2 0 , and we'll change the the fighters are crawling away from the battle Ham U n i t e d meant as a snub to footballers or
subject altogether. with the lesser-spotted nasty.... football fans?
Another idea introduced recently was the
Andy Kent, Sheffield: I n the Clerics are People Soapbox column, designed to bring a little of Determined to take offence, aren't you? They
To o article i n # 2 0 , P a u l Ve r n o n seems t o p u t the controversy and opinion o f the amateur weren't in any order particularly, but seeing as
forward the Opinion that magic is a 'cowardly', press to IMAGINE magazine. Graham Staple- Essex are County Champions, I suppose you
'beyond t h e pale', 'dishonourable' m e t h o d o f hurst got the ball rolling by drawing parallels could argue precedence that way. You're just
combat. Surely, magic wasn't discovered the day between gaming practice and the dichotomy of the sort of fellow whose first question about a
before yesterday — it has been a part and parcel art/competitive endeavour found elsewhere. campaign world Irne Pelinore would be 'what's
of everyday life for thousands of years! I t w o u l d This seemed to strike a chord with several the name of the biggest building society?'
be a l i t t l e s i l l y i f a l l t h r o u g h h i s t o r y, w h i l e readers:
empires rose a n d f e l l , n o b o d y used m a g i c i n Steve Knowles: P e l i n o r e is great. It's ace having
battle. Indeed, t h e army w h i c h marches o f f to David Webster: Soapbox is a good idea. Graham something f o r b o t h E x p e r t a n d A d v a n c e d
war w i t h o u t powerful magic is not only asking Staplehurst echoed some of my own feelings. players.
for defeat — it's l i v i n g in the Stone Age!
As for his suggestions about clerics of Kos, I ' d R G W i n t e r b o t t o m , L i t t l e b o r o u g h , Lanes: I n Thomas Cook, K i r k b y M a l h a m , N Yo r k s : I ' v e
be very surprised i f there were any left alive by Soapbox, G r a h a m Staplehurst complains that been collecting Pelinore, and have just noticed
now, I f t h e y i n s i s t o n l e a p i n g i n t o f i g h t too m u c h emphasis i s placed o n t h e games that M i l l i p y B u r w r i g h t (10b) i s a n estranged
everything i n s i g h t , t h e y ' d e i t h e r b e h u n t e d system i n a r o l e - p l a y i n g game. F o r m e , t h e cousin of Framo (I4j) — but 12, 13 and 14 have
down b y t h e survivors o f t h e villages t h e y ' d system i s the most i m p o r t a n t part, w i t h 'role- never appeared.
incited the local ores to attack, o r they'd be cut playing' as an added bonus i f it is done well. I f
down, back-stabbed and fireballed by the fight- the game was j u s t pure role-playing, n o satis- Roger Wright: W h a t are property prices like in
ers, thieves and M U s they refused to cure, faction w o u l d be gained from playing. Pelinore? — and what is the name of the building

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48
I M A G I N E magazine, January 1985
letters.... letters— letters.... letters— letters.— letters.— letter s_ letters.... letters.... letters.— letters.— letters._ letters.... letters.... letters.... letters.... letters..., letters.... letters..., letters....

society handling such properties? M y c l u b Chaos is the natural state of everything that Letters
would be interested in moving there at a later exists. Newton said that every action has an
date. equal, opposite reaction, so how can we attempt I was invited on a camping holiday specifically
a rational explanation for the creation itself? to run D&D in the event of rain stopping play. It
What did! tell you? The simple answer, Roger, The universe sprung from Chaos. It could come happened to be a wet week, but the D8cD was so
is that prices vary horrendously. In somewhere from nowhere else. successful that it was difficult to prise the kids
like the New City, o r the Communities, a 10 The Law of Chaos is that nothing is true, out of their tents when the sun did shine.
year lease on an apartment or room in a run- everything is permitted. From this we see that Upon our return, we organised a 'Life Skills'
down building costs about 4000gp. Buying the every time magic is used, the MU is employing course for pupils not entered for any (or many)
freehold on a modest town house o f f the the use o f Chaotic forces — magic i s the examinations, to run from the February of their
Broadway on the other hand is a much more changing of reality. Further, no character who is 5th year until they left. D&D was t o feature
costly affair. I f you haven't g o t t h e cash truly Chaotic could be considered 'Good' o r prominently in this course. Unfortunately, I was
available for the house of your dreams, then 'Evil', since everything is possible. not free to participate at the available times, and
some tough bargaining at a finance house it never really took off. Role-playing activities
should get you a loan; but the interest rates are The alignment argument just isn't going to lie were, however, included in the programme, and
something else.... down, is it? Let's try to tackle this subject one it is possible that D&D will appear in the future.
As for the 'missing' numbers, those were part at a time over the next few letter pages, D2cD on the school time-table may therefore be
allocated at the time of going to press to other shall we, starting with the question, what is nearer than you t h i n k , a n d possibly some
locations in the City, which have not yet seen the source (alignment) of magic? schools have already tried it. I, for one, would be
the light o f day. Yo u may have seen that We'll let Roger have the last word, since I've interested to hear if they have. I will certainly
Deorantannis, a Redemptor at the Court of Ten been rude enough to him already. make this article available t o o u r remedial
Thousand Ravens, was given the number 50a. department for possible inclusion i n a pro-
This is just a cross-referencing system, and Roger Wright: I read, w i t h interest, A l a n gramme of work lower down the school.
does not always imply that we will get around Heavan's inspired article Role-Playing F o r
to publishing the relevant building. Remedials. I am a teacher at a large comprehen- Let's hear it if your school has used D&D in this
Now, a heavily edited version o f a huge sive school, and run a M I D club at a Youth way - it would make a change from the stupid
letter; my apologies to David for the hack. Centre. I have noted, and informed others at image e n g e n d e r e d b y r u b b i s h l i k e t h a t
school that boys with an apparently low reading Monsters & Mazes TV film. Blimey, for news
David Marley, Siteness, Lincs: Roger Musson ability and a reluctance to read in class would like that, I'd even forgive Roger if it turned out
put forward Moorcock's idea of Chaos, but it tackle the often difficult language of their games he was a Kent supporter.
seems to me to be an over-simplified concept. systems without a second thought. ISA Letters edited by Paul Cockburn

VOP by Ian Gibbs


so...E.1-1% CroT l b THE PLASM C
1mEao s-row. isN'r
13EAUTIta- LAY
TOY11,,)7r4E 112EAVr-As1r cEREAL
SECkiRE You ActAllQVID HE' 7
9.

HOSTS!
A major feature on haunts and spirits

-p/us -
A Knight To Be King
en power is there for the taking

49
I M A G I N E magazine, Janumy 1985
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S T I R G E
Parlez-vous Shedu? You must have come
across characters who can converse freely in 2
Bronze Dragon. H o w fine a splitting of
tongues do you need?

One aspect o f M I D ° campaigns Just as it is w o r t h w h i l e to decide at an ered alignment languages to be so im-


which o f t e n s e e m s t o g e t s c a n t early stage how many foreign tongues plausible that I just excised them lock,
will come into your campaign, it is also stock and barrel from my campaign, and
attention i s t h a t o f l a n g u a g e ; y e t
useful to decide what inhuman tongues never missed them. One or two things are
language is a matter of some import- particularly odd — I cannot see, f o r
are s p o k e n b y m o n s t e r s . I t i s n o t
ance i n everyday l i f e , a n d c a n b e necessary t o h a v e every i n t e l l i g e n t instance, why a character who reforms
equally so in the context of a fantasy monster speaking its own tongue. In any from Evil to Good should suddenly forget
role-playing c a m p a i g n . T h e r e a r e one area, a handful o f languages may a language h e knew perfectly well. I t
four t h i n g s t o consider a b o u t lang- displace the more obscure ones, just as in might become distasteful, but he wouldn't
uage w h e n s e t t i n g u p a campaign: these islands English h a s wiped o u t forget the meaning of it in a flash.
the l a n g u a g e s spoken b y h u m a n s , Manx and Cornish, and i s i n the last The best comparison o f alignment
the languages of monsters, the struc-
tures o f l a n g u a g e , a n d a l i g n m e n t
languages.
A page for the
Humanity i n t h e DiSED g a m e t e n d s t o
speak what is conveniently referred to as not-so-experienced
'Common' a term taken, I believe, from
the E l r i c n o v e l s o f M i c h a e l M o o r c o c k . adventurer
Doubtless i t i s convenient f o r players i f
everyone t h e y m e e t , w h e r e s o e v e r t h e y
go, speaks the same language. However,
f e w D M s a r e g o i n g t o schedule t h i n g s
by Roger Musson
w i t h j u s t the convenience of the players
in mind. In this world, though English is
rapidly becoming a ' C o m m o n ' language throes of eliminating Gaelic and Irish. I languages i s w i t h Thieves' Cant — a
thanks to geo-political and technological can conceive that Ogres, Goblins, Gnolls, special subset of English designed to deal
reasons, l a n g u a g e r e m a i n s s o m e t h i n g Bugbears and a few others might end up with specific ideas. Here is an example: "I
speaking dialects of Orcish, or all Dragons saw that hawk i n a hazard drum last
that is very much divided up by area.
There is no reason w h y this should not might speak comprehensible versions of night, nimming grocery f r o m a n i m -
also be t h e case i n a D & D game. A t an the same Dragonish tongue; that Sprites, gimmer." Genuine Thieves' Cant that,
early stage in your planning, you should Leprechauns, Pixies, Nixies, Sylphs and and I bet you can't understand a word of it
make a m a p s h o w i n g n o t o n l y t h e Dryads might be found to speak recognis- even i f the construction i s English. I t
immediate area in which you expect most able forms of Elvish and so on. It is up to means: " I s a w that card-sharper i n a
play t o o c c u r, b u t a l s o o f t h e w h o l e the DM to decide how fine a splitting of gambling den last night, stealing coppers
kingdom/empire/whatever and the tongues i s going t o be useful t o your from a surgeon." Not a very probable
states that surround it. It is quite possible, campaign. communication, I suppose, but....
if not likely, that neighbouring states will With regard to languages themselves, I reckon alignment language is similar;
have t h e i r o w n languages. Players m a y it i s worth remembering how, f o r i n - try this imitation of Neutral: "I hear that
encounter these languages either w h e n stance, Lord of the Rings is improved in the Excelsiors have been doing much
credibility by the occasional lapsing into threadwork among the nonesuch locally
parties o f foreign NPCs come t h e i r w a y
(jabbering t o o n e a n o t h e r i n t h e i r o w n genuine examples of Elvish or Orcish. nothing's an ill wind." This comes out
Tolkien, admittedly, was a philologist by as: "I hear that the Excelsiors (a Neutral
tongue, m u c h t o t h e m i s t r u s t o f t h e
profession, and really did invent entire sect who believe that Law and Chaos will
uncomprehending player-characters) o r
w h e n t h e y themselves g o travelling, i n languages on which to draw (I happen to ultimately pass away) have been doing
w h i c h case t h e y w i l l b e faced w i t h t h e know someone fluent in Tolkien Elvish). much conversion among non-Neutrals
problems of getting by in a foreign land — I'm not suggesting you should do the locally— (proverb meaning all dissension
same, b u t you might like t o consider ultimately favours the Neutral cause)".
just to make things that little bit harder.
constructing a few bits of text in Dwarvish And if that is the case, you can see that
Locals m a y g i v e w h a t a r e o b v i o u s l y
anxious w a r n i n g s : s i n c e t h e p l a y e r s or whatever language is common, so that alignment language would be fine f o r
know they are being warned, but cannot players may actually be able to recognise discussing philosophical matters, but not
understand w h a t they are being warned the language o f an inscription by the much u s e f o r asking t h e w a y t o t h e
about, t h e y m a y b e c o m e n e r v o u s . . . . script employed. It could add a bit of extra nearest dungeon. And I'm sure you would
Alternatively, s h o u l d player-characters flavour, but is hardly essential. consider i t unmannerly i f a stranger
learn the lingu, and should foreign NPCs My last topic for this month is alignment approached you in the street and asked
talk freely i n t h e i r o w n tongue t h i n k i n g language. I get the impression that these you what you thought about the divinity of
that the characters are unable to under- were originally introduced into the game the paracletel
stand it, an interesting coup might be in as a " j o l l y i d e a " w i t h o u t t o o m u c h Oh Roger Musson
the offing. consideration. Then, when i t was dis- Previous Stirge Corner themes are detail-
Parlez-vous Shedu? Though i n most covered that they were a useful way of ed below. To obtain back issues see p48.
Di&D campaigns I feel there are too few instantly detecting other characters' #1 & 3: Introduction to rugs; .4-5: Beginner D M e ;
human languages, in others I feel there alignments, there was some hasty back- #6-7: Staying alive; #8: Treasure; #9: Monsters;
are far too many inhuman ones. I have tracking, until you get the emasculated #10: Treasure & monsters; #11; Time & motion*,
form i n the present rulebooks, where #12: Role-playing; # 1 5 : Mapping*; . 1 6 ; Scale;
certainly come across player-characters miniature figures; #17: DM-ing equipment*; #18-21:
who allege they can converse freely in speaking your alignment tongue is such Alignments
terribly bad form that no-one dares to do *mainly for DMs.
Bronze Dragon a n d a l l sorts o f other
obscure tongues. it. For quite a while, I personally consid- Please note that #2, 13 & 14 are out of print.

irmAG1NE 51
19=1m. January 1985
THE column for the amateur press to tell the professionals
where they are going wrong!
PRESS CUTTING
After the overwhelming piles of fanzines

SOAPBOX in the previous few months, this month's


selection features just 11 of the creatures.
The editors have obviously w o r n t h e m -
selves out, o r are t h e y conserving t h e i r
efforts for massive Christmas specials?
This month's contributor: Trevor Mendham,editor of thezines Whatever t h e r e a s o n , i t d o e s g i v e m e
Atu XVIII andSchool For Scandal. more space to devote to each of the recent
arrivals, a n d t o s a y a l i t t l e m o r e a b o u t
As I write, the run-up to the Christmas period What is most disturbing about this is not the them than the usual one-liner. A n d some
has begun, with lights and decorations appear- trend itself, but the fact that we, the consumers, of t h e m a r e definitely w o r t h a l e n g t h y
ing i n t h e shops, a n d advertisements o n let them get away with it. Are we really willing mention.
television. By the time you read this article, a to spend several pounds more on a n item
large amount of money will have been spent by simply because it comes in a pretty coloured DAGON 4 sees this Call o f Cthulhu
people buying presents, and for the readers of box? Depressingly, it seems so. The same also
fanzine settling down into a fairly regular
this magazine, a lot of it will go towards fantasy applies i n t h e amateur arena, namely t h e
fanzines. Those w i t h attractive covers and schedule, n o w that they have recovered
gaming products. In this article, rd just like to
urge you to pause a little and think about what good layout sell much better than the rest. You from t h e i n i t i a l l a c k o f support. D a g o n
you've been buying — and why. only have t o stand by the fanzine stall a t attempts to offer the CoC player a detailed
Fantasy gaming i s n o longer t h e small, Games Day to see this in operation — those scenario i n e v e r y i s s u e , p l u s m a t e r i a l
informal hobby it used to be. When the D&D zines without an attractive cover are usually such a s n e w classes, b a c k g r o u n d a n d
game took o ff a f e w years ago, TSR grew unsold at the end of the day. Yet the material fiction. i t succeeds admirably i n i t s a i m
almost overnight from a shoe-string operation they contain is not necessarily inferior to that with t h i s issue, t h e star attraction being
into Big Business. Sales rocketed, and TSR in another fanzine whose editor simply has no the Brimstone at the Club of the Black
started making large profits, and other com- artistic friends. Taking this one step further, a A r t s scenario. T h i s i s very atmospheric
panies were encouraged t o join the rapidly lot of people buy commercial magazines and
and e e r i e j u s t t o r e a d — i t m u s t b e
growing field. Whereas the original games had modules, yet are unwilling even t o look a t
been produced out of love and enthusiasm for something a s 'shoddy' a s a fanzine, This terrifying t o play! T h e s u p p o r t m a t e r i a l
a new idea, some of the new products of this despite the fact that the material they contain covers a n e w monster, w h i c h looks well
expanded industry were being designed, mar- is often superior to that sold commercially and designed, a n d t h e on-going c o m i c strip.
keted and sold with at least half an eye on usually better value for money. All in all, Dagon is a bargain for any CoC
making money. This trend is deliberately reinforced by the fan, and can only get better.
There's n o t h i n g inherently w r o n g w i t h terms 'Official' and 'Approved'. Many garners
profits, of course. TSR, in particular, certainly simply won't buy anything not bearing one of THE JOURNAL OF THE SENSELESS
deserved their initial success, after investing these stamps. This i s a ludicrous attitude_ CARNAGE SOCIETY lacks a Stord
in a new and risky idea. Unfortunately, the 'Official' material isn't inherently superior, it
industry's trend towards commercialism has cover o n # 7 , b u t m a k e s u p f o r i t w i t h
merely means that the companies concerned
accelerated, u n t i l nowadays t h e projected have come to some licensing agreement. All some g o o d a r t i c l e s . T h e J o u r n a l h a s
profit i s practically t h e o n l y criterion f o r the term 'Official' guarantees is who will profit tended to include useful material i n t h e
deciding on the publication of a game. Quality from your purchase. It is effectively a con trick past, w h i c h lead t o a very good playing
undoubtedly suffers from the Big Business used by large suppliers to keep you buying aid, b u t a r a t h e r s t e r i l e , characterless
approach. When the object iSto sell as much as from them and their friends, instead of from 'zine. T h i s i s n o w c h a n g i n g , w i t h t h e
possible, t h e n mediocrity a n d t h e lowest independent suppliers. introduction of a letter column (always an
common denominator become the order of the An extension of this is the implication that easy way to add readability to a magazine),
day. Companies concentrate l e s s o n t h e we must buy the latest products, that we will
and s u c h t h i n g s a s t h e D i a r y o f B e v
projects themselves than on waysto sell them. be somehow less than socially acceptable Plimsoll — a f i c t i o n s e r i e s . T h e u s e f u l
Thus we have the current predominance of unless we buy this latest module, that new
games a n d role-playing systems based o n range of figures, every magazine. How many articles are still there, w i t h S o u l q u e s t , a
well-known books, films, characters, etc. In my games or play aids do you have which are no solo for Runequest, which takes up most
experience, very few of these products have use to you whatsoever? Quite a few, I'd guess. of t h e m a g a z i n e , a n d t w o T r a v e l l e r
any inherent quality or innovative ideas, but We are the victims of advertising, brainwashed articles, but they form a coherent maga-
are merely using a well-known image to sell a into believing that we must purchase every zine, r a t h e r t h a n a r u l e s supplement. I f
second-rate game. Some such games a r e new product, n o matter h o w useless, n o they can persuade Stord to come back to
simply rehashes of another product the com- matter how exorbitantly priced, no matter how them, it will be a great 'zine!
pany already publishes, placed in a different lousy the quality.
genre. Thus, consumers m a y actually b e Obviously, I'm not against purchasing per
se; there are many items on the market which THE B A T 1 i s the o n l y n e w publication
purchasing something which, in effect, they
already own. In most cases, a GM with a little represent good value a n d a r e w e l l w o r t h this month. It is the product of the Surrey
imagination could easily produce an equally buying. But most of what we see in the shops is Adventurelords club, and like m a n y club
enjoyable campaign by simply adapting the overpriced, heavily packaged rubbish we have productions, i t lacks the polish a n d slick
rules already i n use. Ye t such use o f the been taught to believe we should buy. appearance of the 'independent' fanzine.
imagination — the essential skill of the role- So long as we continue to accept what we This is worsened in the Bat's case by not
player — i s actively discouraged since i t are handed and judge things by their packaging, reducing the text on its A5 pages. There is
detracts from profits. People are persuaded producers will be able to continue coming out a l o t about the Adventurelords club and
that they should buy commercial modules and with poor ouality, overpriced products. The
its organisation, all of which seems a little
rules systems rather than design their own, complaints of a few will barely be heard over
the din of rustling five pound notes. vague, a s h o r t Tr a v e l l e r scenario, a n d
even to the extent of buying printed character
sheets when a scrap of paper would suffice This year, perhaps it's about time we tried to other bits and pieces. Possibly interesting
The methods used to sell a game regardless put an end to this commercialism, about time if you w a n t to join the club, but I doubt if it
of its quality go further than just basing i t we turned around and said 'No!' When you has much for outsiders.
around a popular image. Recently, there has next decide to buy something, ask yourself
been a disturbing trend towards excessive whether you really want it, or merely feel you REDFOX, t h e c o m i c 'zine, h a s reached
packaging. Rule books, w h i c h could easily should have it. Ask yourself whether you are #2, with the diminutive barbarian heroine
stand by themselves, are placed in a coloured really willing to pay the extra money for the learning a b o u t m a g i c , a n d discovering
box, possibly with one or two other unnecess- fancy box. Most important of all, ask yourself that i t is rather m o r e complex t h a n s h e
ary items in order to fill u p the space. As a whether there might be a cheaper, yet equally
result o f this, t h e price jumps b y a large thought. The comic seems to be develop-
good product w h i c h i s simply i n a l e s s
amount, certainly more than could be justified attractive cover — possibly even a fanzine. ing nicely, with Redfox's character coming
by the cost of the extra packaging. 1ilk4 Trevor Mendham through. The dialogue is still a little weak
52 11%4AGINE magazine, January 1985
in p l a c e s , b u t t h e a r t i s g o o d . T h e offers D i p l o m a c y a m o n g o t h e r games, attention on an article for long enough to
humorous a p p r o a c h s h o u l d a p p e a l t o and a lot of very unfunny political humour actually leave them feeling you have said
those of you w h o don't even read comics (eg, supposed letters from politicians and something, y o u a r e w a s t i n g y o u r time.
normally, a s m u c h o f t h e action m a k e s miners, ho, hol). Again, I doubt if this 'zine F-Plan ,t,'3 left me feeling: " S o what?"
gentle digs at rpgs. would appeal to anyone but a Greenwich
Young Liberal. With a l l t h i s s p a r e space available f o r
TWENTY YEARS ON 11 is the last issue w h a t I suspect will be the only time until
of this information 'zine to be edited and WALAMALAYSIA GAZETTE is far more Christmas 1 9 8 5 , I w o u l d like t o make a
put together by M a r k Billenness. He will politically sound, a n d back t o i t s u s u a l plea to fanzine editors sending in 'zines. It
be handing i t over to Ian S h a w from the slim size this issue, w i t h o u t a 'borrowed' should be a matter of policy to place their
next issue, b u t it will continue to offer a cartoon in sight. It has the usual efficiently name, address a n d t h e price (including
full listing of postal gaming 'zines, hobby run games of D i p l o m a c y and the rules for postage) on the 'zine, somewhere w h e r e
services a n d f r p ' z i n e s u n d e r t h e n e w Postal Pit. Oh, and the ubiquitous reprints it w i l l b e f o u n d , h o p e f u l l y. I t m a k e s i t
editor. from computer magazines of course. much easier for potential readers to send
off for a copy, or to subscribe once they've
This piece of n e w s is but one of many in received the 'zine.
SCHOOL F O R S C A N D A L , Trevor
Mendham's gossip and n e w s sheet. It is Lastly, t h e l i s t o f addresses b e l o w con-
still the cheapest way of keeping in touch tains a l l t h e ' z i n e s r e v i e w e d i n t h i s
with a l l t h e n e w s i n t h e gaming hobby, column i n t h e l a s t s i x m o n t h s . I f t h e
and o f t e n o f f e r s i n t e r e s t i n g i n s i g h t s , information is out-of-date, please let me
which s o m e p e o p l e w o u l d r a t h e r k e e p know.
hidden! T r e y h a s n o w e x p a n d e d t h e 101.6Zines reviewed by Mike Lewis
coverage of the 'zine to include reviews of
new p r o d u c t s , m a k i n g i t e v e n m o r e Contact Addresses
reasonable t o r u s h o u t there a n d b u y a ACOLYTE, Pete Tamlyn, 2 Poplar Road, T h e Coppice,
copy, t u r n i n g Trey into a f i l t h y capitalist Aylesbury HP22 5BN (folded), ANSIBLE, Dave Langford, 94
London Road, Reading, Berks RG1 5A1J (6 for E. 2), THE BAT,
like the rest of the industry. John Golden, 56 Brook Road, Thornton Heath, CR4 7RS (?).
BLOOD, GUTS & BEER, Sue Gardner, 1 Elm Drive, Hove,
Sussex BN3 7JS (65p),
CRASIMOFFS WORLD NEWSLETTER, KJC Games, 5
Vicarage Avenue, Cleveleys, Blackpool, Lancs FY5 2BD (50p),
CUT & THRUST, Derek Wilson, 321 Headley Road East,
Woodley, Reading, Berks RG5 4SE (25p), DAGON, Carl Ford,
11 Warwick Road, Twickenham, Middlesex TW2 6SW (85p),
DEMON'S D R AW L , Jeremy Nuttall, 4 9 Longdown Rd,
Congleton, Cheshire, DRAGONFIRE, Jez Keen, 1 Glenfteld
Road, Stockport, SK4 20P (30p).
LANKHMAR STAR DAILY #11 offers a FANTASY ADVERTISER, Martin Lock, 3 Marlow Court,
Britannia Square, Worcester WR1 30P (50p), FIERY CROSS,
special AIMED issue, w i t h everything for Tom Stacey, The Mill House, Rays Hill, Hawridge, Nr Chesham,
Irvings everywhere. Actually, t h e A D & D Bucks HP5 2UJ (55p), F-PLAN, Denis Jones, 22 Beechhill
Road, Eltham, London SE9 I HH (40p), GAMERS, available
content i s m i n i m a l - n a m e l y, a K i l l e r from Games Workshop, 27-9 Sunbeam Rd, London NVV10 6JP
Dungeon. T h i s - n o w , y o u w o u l d n ' t (El 50), GREATEST HITS, Pete Birks, 6 5 Turney Road,
guess it from the title, would you? i s a London SE21 7 J B (50p), HACKING TIMES, Dylan Harris,
Greenwich Young Liberals, 7 6 Haddo House. Haddo St,
four room affair, w h i c h looks guaranteed Greenwich SE10, HOPSCOTCH, A l a n Parr, 6 Longfield
to w i p e o u t even t h e m o s t over-the-top Gardens, TrIng, Herts (40p),
IMAZINE, Paul Mason, 16 Corncrake Close, Sutton Coldfield,
A D & D characters. Apparently, it was sent W Midlands B721HY (50p), JOURNAL OF THE SENSELESS
in as a serious contribution as well! The CARNAGE SOCIETY, Simon Hartley, 5 Burgh Heath Road,
rest of the 'zine contains fanzine reviews, Epsom, Surrey (65p), LANKMAR STAR DAILY, Robert Nott,
158 Pendeen Park, Helston, Cornwall (60p),
letters, f i l m r e v i e w s , a n excellent intro- MAD POLICY, Richard Walkerdine, 1 4 4 Stoughton Road,
duction to a postal gaming series, and the Guildford, S u r r e y G1J2 6PG (45p), M A S T E R S O F T H E
PRIME, Bryan Betts, 36 Ingestre Road, Hall Green, Birming-
expected games. A n d not to be forgotten, ham (40p), M O U S E POLICE, Rob Wilson, 6 Shorefields,
M A D P O L I C Y 101 is a steady start to the there is a 2 11 2 game report which comes Bentleet, Essex SS7 5 8 0 (20p), M Y S T I C CRYSTAL, (1),
NMR1, Brian Creese, 256 Canbury Park Road. Kingston on
'zines second century and it continues to free w i t h L S D , covering Rob Nott's n e w Thames, Surrey KT2 6LG (45p), NORST CLAW, Peter North,
feature t h e n e w s , l e t t e r c o l u m n a n d frp postal campaign, w h i c h looks excel- 29 Latchford Road, Heswall, Wirral L60 3RN (45p),
OBSCURITY I N C , A Keen, Kitchener House, 6 Gordon
games w h i c h h a v e m a d e i t s o popular. lent. I t i s t r u l y unbelievable h o w m u c h Terrace, Edinburgh EHI65QH (55p), PSYCHOPATH, Wallace
Cover f e a t u r e d i n t h i s i s s u e i s t h e effort Rob puts into his campaign; it is as Nicoll, 228 Kinell Ave, Cardonald, Glasgow G52 3RU (60p),
infamous AK D i p l o m a c y game. Well, not detailed a s s o m e o f t h e professionally- RAPSCALLION, Steve Noriedge, 75 Hawkhurst Way, West
Wickham, Kent BR4 9PE (40p), REDFOX, Alastair McGilvray,
so much the game really, as the incredible produced pbm games a n d a lot cheaper 393 Mansfield Rd, Carrington, Nottingham NG5 2DG (60p),
saga w h i c h i s i n c l u d e d i n t h e g a m e ' s to play. RUNESTONE, Bill Lucas, c/oJohn Astor House, Foley Street,
London WI (50p); SCAN, John Freman, 126a Greaves Road,
press section. This features Walkerdine Lancaster LA1 4UW (30p* p&p). SCHOOL FOR SCANDAL,
and s a t i r i c a l p a r o d i e s o f a l l t h e w e l l - Finally, w e have F - P L A N , Denis Jones' Trevor Mendham, 53 Towncourt Crescent, Pelts Wood, Kent
BR5 I PH (5 for El), SEWARS, Chris Baylis, 12 The Fryth,
known postal garners in the Saga of Akay 'zine. T h i s h a s c o m e a l o n g w a y s i n c e Basildon, Essex (60p), SHADOWFIRE, Richard Lee, 2 2 6
The Innocent. To try to describe the plot is starting life as THE MALKUTH SCRIPTS, Graham Rd, Sheffield S10 3GS, SPAWN OF CHAOS, Mark
almost impossible, and it is the intricacies but t h i s leaves i t w i t h a long w a y t o go Pitman, 4 2 Heath Way, Blof teld Corner, Norwich, Norfolk
NR13 4RS (50p), SPECTRAL VISIONS, Mark McLean, 9 Hill
of detail t h a t t h e c o n t r i b u t o r s p u t i n t o before i t r e a c h e s e v e n a r e a s o n a b l e Walk, Nashe Way, lareham, Hants P015 6 N I (?), SUPER-
their game press that make this amazing standard. The articles in this 'zine - such HERO UK, Simon Burley, 20 Honeswode Close, Handsworth,
Birmingham 20, SWANSEA WITH ME, Matt Williams, 2 4
story s o w i d e l y r e a d a n d appreciated. as they are - tend to f l o w rather poorly, Moor St, Coventry CV66E0 (40p); SWANSEA WITH ME, Alex
Many people get a copy of MP just to read containing a n n o y i n g t y p i n g / s p e l l i n g Zbyslaw, 197 Herbert Ave, Poole, Dorset BH I 2 4HR,
TAKE T H AT Y O U FIEND, Kevin Warne, 4 8 Boscombe
the latest on this Saga - there can't be errors, a n d t h e y u s u a l l y e n d u p g o i n g A v e n u e , H o r n c h u r c h , E s s e x R M 11 I JG ( 3 5 p ) ,
much higher praise than that. nowhere. T h e r e a r e severa! g a m e s o n TEMPESTUOUS ORIFICE, Patrick Fama, 1 5 York Close,
offer, c a r r i e d o v e r f r o m t h e p r e v i o u s Morden, Surrey S M 4 5HW (60p), 2 0 YEARS O N , M a r k
Bfflenness, 2 0 Winifred Road, Coulsdon, Surrey CR3 3 J A
H A C K I N G TIMES, the Greenwich Young incarnation, and these are starting to fill (40p), TWIQU, Graham Staplehurst, 62 Church Road, Harles-
Liberals' Diplomacy fanzine was obviously up, but overall this is a disappointing read den, London NW10 (?), VA C U O U S GRIMOIRE, Richard
w h i c h needs some f o r m o f better struc- Roberts, 52 Whalesmead Road, BIshopstoke, Eastleigh, Hants
not a n e l a b o r a t e j o k e , a s I suspected, SOS SHL (50p), WALAMALAYSIA GAZETTE, Dave Thorby,
since another issue has n o w appeared. It turing. Unless you can keep the reader's Flat 63, a ff o r d s Inn, Fetter Lane, London EC4A 10X

I M A G I N E magazine, Jartuaiy 1985 53


My thanks, first of all, to those who have Secondly, they are not, b y definition, Adherents to our hobby tend to be, among
added their fuel t o the fires o f recent open-ended in the same way as a role- other things: (a) enthusiastic readers, at
debates — on character stables, gp/xp playing game should be (and, again, the least of a certain type of literature, and (b)
and so forth — and particularly to David same comment can be made with refer- of above-average intelligence. I t h i n k
Webster, ' K i l l e r Hobbit' W i t h e y a n d ence to computer gaming). There is a very there is a strong connection between the
Jeremy Lewis, who have written letters clear limitation on activity and scope. two, so the game-books (in common with
of such recent vintage that they haven't role-playing games themselves) seem to
yet been acknowledged. Thirdly, t h e y a r e n o t m u l t i - p l a y e r have educational merit as well as enter-
(obviously), whereas t h e role-playing tainment value.
This time I'd like to air some thoughts on game normally is. Fourthly, they permit
something r a t h e r different g a m e - no co-operative play, other than t h a t So, though the 'cons' seem quite strong,
books. I do this before I've had the chance already pre-written into the text, whereas in my view the 'pros' win the day. I have
to read Colin and Graeme's article Solo this is a very strong characteristic of the never shared the view that an expansion
Voyages (see page 34), but that doesn't role-playing game. of the hobby means a dilution of it, and
matter; I suspect my direction of approach can never understand w h y those w h o
will be somewhat different to their's. And, perhaps worst of all, they are fairly want the hobby to be elitist — a sort of
trivial — they have t o be, given t h e secret society — think that this would
I doubt i f the subject needs any intro- limitations of the format, the mechanics help the hobby at all. Being a big fish (if
duction. The first game-books were the and the likely age of the reader. Attempts that's what they want) isn't a lot of use if
TSR ENDLESS QUESTrm series, and the have been made — notably by Steve the small pool you are in is going to dry up
Penguin series (starting with Warlock of Jackson in his Sorcery! books t o make or if nobody ever drops by to visit it. And if
Firetop Mountain by Steve Jackson and matters m o r e complex, b u t although game-books encourage people to join the
Ian Livingstone, two long-standing friends Steve has succeeded in general, the end hobby and get entertainment from it a s
and sparring partners of mine). Others result is still pretty simple compared to I think they do — I think that's good for
have followed, all on much the same sort the genuine article. them, and good for the hobby (le, you and
of lines, and there are more still to come, me).
both from the original 'lines' and from So, on the face of it, they seem to be
newer series. products of little relevance to the hobby,
since they appear to lack some of the
The question I wish to pose is — what, if most vital ingredients of the games we
anything, is their value to the hobby? have come to enjoy. So why is there an
article o n them i n this very magazine;
I suppose it's no surprise that the two why are the paperback companies falling
originals — the ENDLESS QUEST and over themselves to market this kind of
Penguin books — w e r e published a t book to role-players?
pretty much the same time. They have
almost completely different game systems There are common factors. The game-
and are aimed at different age ranges of books are firmly based on fantasy, which
readership, but the idea of solo adventur- is not a bad start. They intrcduce ideas of
ing has been around for years, and all it magic, treasure and monsters to a reader
needed was someone with bright ideas Nho probably hasn't come across any of
about t h e mechanics. Obviously, t h e these things so explicitly since being told
ENDLESS QUEST books are 'easier' — in fairy stories years before. They require
fact it could be said that they make a good decision-making, a n d t h e capacity t o
introduction to the Penguin series, while make sound decisions is a key skill in the
the Penguin series makes a good intro- good role-player. Granted, the scope of
duction to role-playing games proper. that decision-making is limited — that's
inevitable — but everyone has to start
Let's first of all deal with what they aren't. somewhere.
They aren't role-playing books, any more
than computer games can be role-playing. They also require reading, which may The latest in the line of such books will be
Granted, they put the reader into a role, seem an odd thing to say about a book. My The Legends of Skyfall, written by David
and ask for decisions to be made, but in point, though, is that an 8-year-old who is Tent and published by Armada. I have just
general the choice of decision is not the not an avid reader in the first place, is received proofs of the first two covers,
product of the role, it's the product o n e much m o r e likely t o r e a d a play-it- and I hope you will all rush out there and
hopes! o f common sense. Sometimes, yourself adventure than pretty well any- buy Monsters o f the Marsh and The
even, i t ' s a matter o f random choice, thing else. Thus, an individual is intro- Black Pyramid, so that Dave can buy pay
since there's nothing i n t h e role, and duced to both reading and fantasy role- his hospital bills after I catch up with him.
nothing in what has gone before, to guide playing, whereas otherwise they might I read the letters page too, you know!
the player towards the 'best choice'. not have come within a mile of either. ILA Don Turnbull
54
I M A G I N E magazine, January 1985

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55
I M A G I N E ma9azine, January 1985
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56 I M A G I N E ma9azint, Jgrtuary 1985


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