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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...
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.
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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-1OPMEMIO
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
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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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.
cola'r!,01;
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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
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?
A
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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
•
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.
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.
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.
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.
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.
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)!
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.
/
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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
If all this sounds too good to be true then fill in the form below to make sure
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39
relOVOINWOIOWSWOVIROPTil•-••••••••••-....-.1
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le
001. .REPFLIS...IYEITIrFS'a.5171TIEREPIRS-IwNonrEs.a
I I
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
\1
t I P0 W
. 0O b Ma P
i dWl W
i g WH P
0 =R 0I 0P 1A 1 r 1 W0 W
0 0W1 W
1 0W 1 W1 1
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1 1W1 /1 W
1 0W 0 . • 4
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
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
0 4 1 0 . 0 * O P O R E P P O I P R I P O M P T P M P I I P I P I P O I . ---''''''' - - - - - ' - - - - f i l
l e : 4 4 . 6 = 4 4 " 4 " : 1 ' : P l a b W V I I # 6 6 " l i t t t l A ' ' C P 4 t h i t t t h t t t b : : i t r b i l = = = = = i ' i
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
,-•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,
g a r e complete
a i s a n A 2w iftohl dblack
-out 0 1 O S
SOS . . . . - - - o._.._._
4 0
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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
m echildren,
as colouand
r o nt hcard,
r o w them
and i l l w e l l o
I -
An ceopc;io t h e i r
o
,
n
---T*------
l
,---:\,r)-
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
4 ,.....o7
.po -1,;..•••'••0,0"
Ila O S
0 .4
• ' t 1••,,''
1•40,0110 •
1 0 1 1 1 0 0 0 V r e a d the g through,
a m e pall but
a f t ewill
r a the
f e w hplays?
u m o u r Hlast
o w eor
v ewr,i l Il
10111.010
don't t h i n k the game is designed for anything P I P O
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,
k s a l o n g s i d e Tr ahteh eAr wthan
ful I N
S O •-;
m o
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
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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 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
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supremely coher- standard
excellence; of all
they arethese
worthproducts is oneand
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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
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Because o f t h i s t h e r e i s n o p r o p e r s p a c e s h o u l d also play the game in the spirit of Star 0 4 all times. T h u s t h e g a m e essentially i n v o l v e s l L e i
w h i c h w i l l only frustrate all concerned. FA S A r o l e - p l a y i n g game is played like the film, then it u n s h i e l d e d areas. a
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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
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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
Asian for humans,
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If anything, themAsian
however, to an Uc na i m
v eer s teo. bDue
e t htoe their
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e t h e ybulk
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n GK'Kree,
DW's fT oh re example
r e seem to be other
military flaws have
characters in thea sbene
y s t e mPl C
ig O S
come out rather over-skilled. t h e i r staterooms on starships are massive; so t a b l e , yet I can see no way how they can make
ma fit
The t h i r d s e c t i o n i s t h e s c e n a r i o . I t i s m u c h so that under High Guard a human- t h e desired die roll t o get onto it. I n a d d i t i o n
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
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
'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....
Back Issues
Back copies of I M A G I N E N magazine are still available direct from the publisher. Is your collection complete?
I I n t r o d u c t o r y scenario, figure p a i n t i n g
3 A D & D scenario, Dave Langford fiction
4 S TA R F R O N T I E R S ® game scenario, Anne McCaffrey fiction
5 C E L T I C SPECIAL: new druid spells, Celtic mythology.
6 Acrobat class, multi-system scenario, Ian Watson fiction
7 T h e D R A G O N Q U E S T ® game: introduction and scenario
8 Cantrips, Sorceror's Apprentice, intermediate level scenario
9 F R E E B O A R D G A M E , 0-level M U scenario, Cantrips
10 Phantasmal Forces, A D & D scenario
11 C a v a l i e r class, Horse Combat, Private Lives of NPCs
12 S o l o adventure, Terrain$Climate, Brief Encounter, Enchantment
15 GamesFair '84 Special, Marsh Dragon *
16 E G Y P T SPECIAL: mythology, magic, scenario. P E L I N O R E
17 C E L T I C S P E C I A L II: mythology, scenario. DroNv
18 SE features, Creating Monsters, Games W i t h o u t Frontiers. *
19 C o m p a n i o n Set scenario, Golems, Private Lives of NPCs I I *
20 C L E R I C S Special: New spells, new weapons, alignment.
21 M A R V E L SUPERHEROESTM game, grow-your-own monsters.
Back issues are available at £1.00 each, plus 50p P&P per order (UK price only).
* Stocks running low, please order now to avoid disappointment
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
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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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
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55
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