Showing posts with label jackson. Show all posts
Showing posts with label jackson. Show all posts

Wednesday, September 17, 2025

Retrospective: GURPS Space

When Steve Jackson Games released GURPS in 1986, it was already clear what kind of roleplaying game it wanted to be. Unlike TSR’s Dungeons & Dragons or GDW’s Traveller, GURPS didn’t offer a default setting. Instead, it presented itself as a toolkit. It was intended as a modular, universal system one could bend toward whatever genre one preferred. What gave this claim weight wasn’t its rulebook, which was necessarily broad in its content, but its supplements. Each one attempted to answer the question, "Could this generic system really handle everything from dungeon crawls to post-apocalyptic road wars?"

One of the first such supplements Steve Jackson Games released was GURPS Space (1988), co-written by William A. Barton and Steve Jackson himself. In hindsight, it feels like one of the pivotal books of the line, the one that established GURPS’s reputation as more than just a flexible rules engine. It showed how you could take a broad genre, in this case, science fiction, in all its wildly different incarnations, and provide the referee with the tools needed to create (or recreate) any SF setting he could imagine.

By the late ’80s, science fiction roleplaying was in a state of flux. Traveller (in both its classic form and the then-new MegaTraveller) was still the reigning champion of the genre, but its dominance was showing cracks. West End’s Star Wars had burst onto the scene in 1987 with cinematic flair and wide acclaim, while TSR’s Star Frontiers had quietly stalled, its last release appearing in 1985. Against this backdrop, GURPS Space (1988) offered something no other SF RPG of the period did. It didn’t compete on the basis of a single setting, canonical future history, or a familiar franchise license. Instead, it handed referees the raw materials with which to build their own universes, be they grounded hard SF colonies, two-fisted pulp romps, or baroque planetary romances in the tradition of Vance and Burroughs.

It was precisely this approach that first caught my attention. At the time, I hadn’t yet played or even read GURPS. I knew it only dimly through advertisements, probably in Challenge magazine. But when I finally encountered GURPS Space, I was enchanted. Here was a book that didn’t tell me what science fiction ought to be but instead gave me the tools to make it whatever I wanted. I bought a copy almost immediately, followed by GURPS itself, largely on the strength of this one supplement. This would have been around 1990 or ’91, just after the release of the second edition, which is why the cover you see above accompanies this post rather than the original 1988 cover.

I was not disappointed. The worldbuilding section alone struck me as one of the most useful pieces of RPG design of its era. It provided step-by-step procedures for generating star systems, planets, ecologies, and cultures that felt simultaneously playable and evocative. The alien-design rules were equally impressive, demonstrating how the flexible mechanics of GURPS could be harnessed to create a wide array of nonhuman beings, from the truly strange to the more familiar. Even the treatment of technology impressed me. By abstracting progress into “tech levels” (an idea borrowed and refined from Traveller), the book offered a simple but powerful shorthand for describing entire societies without resorting to endless lists of weapons and gadgets (though, in time, GURPS would provide those as well).

Of course, GURPS Space bore the characteristic style of the line: dry, methodical, almost textbook-like. GURPS Space was never going to win any rewards for its writing, nor did it offer the convenience of a ready-made universe. This is both a strength and a weakness. For referees seeking inspiration and tools, it was definitely a godsend. For players wanting a game they could pick up and play straight away, however, it could feel intimidating or even sterile. Of course, that was the point. GURPS Space wasn’t trying to compete with the likes of Star Wars. It was offering something entirely different: freedom. 

Taken as a whole, GURPS Space is one of the most significant supplements in the history of the line. It established the idea of GURPS as the “toolkit RPG,” a system whose real strength lay not just in its rules but in the genre handbooks that supported them. In my own case, it was the book that convinced me GURPS supplements were worth buying even if I wasn’t actively playing the game (which, truth be told, was most of the time). I wasn’t alone in this. Many referees I knew freely admitted to pillaging GURPS books for ideas and procedures to import into their homebrew campaigns. I strongly suspect Steve Jackson Games realized this and leaned into it, tailoring its supplements to appeal as much to curious referees as to dedicated GURPS players.

Looking back, it’s easy to see why GURPS Space made such an impression. It is fundamentally optimistic about exploration and the potential of alien contact, yet flexible enough to support darker, more cynical futures. It treats science fiction not as a single genre but as a sprawling field of traditions, each with its own possibilities. Above all, it captures what Steve Jackson Games was attempting to do with GURPS, namely, provide tools rather than a finished product and trust the imagination of referees and players to supply the rest.

That is ultimately why I still look back fondly GURPS Space, even though I don't play GURPS nor am I likely to do so anytime soon. Like so many of the supplements that followed in its wake, it doesn’t prescribe so much as inspire. Every table, every guideline, every suggestion is an invitation to ask questions and ponder answers. It’s not a book that hands you a ready-made campaign setting but one to spark ideas you might otherwise have not come up with on your own. In that sense, it’s less a manual than a launchpad, still capable of sending the imagination into orbit nearly four decades later.

Monday, December 9, 2024

What the @!¢%*# is GURPS?

Though I was a fan of Ogre and Car Wars, both designed by the American Steve Jackson (not the British one), I didn't pay close attention to the other games his company was publishing. Consequently, when GURPS arrived on the scene in 1986, I largely paid it no heed, aside from the very peculiar advertisements I remember seeing in the pages of Dragon and elsewhere, like this one.

What's most immediately striking to me about this ad – aside from the painful lack of a question mark – is that nowhere does it explain what GURPS actually stands for. That's probably intentional, since the oddity of the game's title is memorable and might serve to pique interest in it. By the time I first played GURPS in the early '90s, it was already common knowledge that this was the Generic Universal Role Playing System, so it never really bothered me. But to a contemporary reader of Dragon? I wonder what he'd have thought.

Wednesday, November 8, 2023

"No, real life is quite horrible."

Several people sent me pointers to this while I was busy elsewhere last month – thanks to everyone who did so – but it's fascinating enough that I wanted to spread the love. It's a video segment from the BBC regional magazine, South East at Six, devoted to roleplaying games. Originally airing on October 6, 1983, the segment is notable for including interviews with Games Workshop founders Steve Jackson and Ian Livingstone, as well as Gary Chalk and Joe Dever. The segment is short, only a little over four minutes, but it's well worth your time. Take a look!

Tuesday, December 20, 2022

White Dwarf: Issue #62

Issue #62 of White Dwarf (February 1985) gives us another cover by Chris Achilleos, whose work was, by this point, a common sight on the cover of many different Games Workshop publications – not that I minded. In this issue's editorial, Ian Livingstone notes that the trend of "making role-playing games based on well-known characters" seems likely to continue, based in part on the fact that several miniatures companies "are now making licensed ranges of character figures." He cites as an example of what he means Grenadier's Lord of the Rings figure, whose existence I had completely forgotten until reading this editorial. Talk about a blast from the past!

"A Place of Damp and Darkness" by Garth Nix is a fun little article about "adventuring in the depths of cities," by which he means primarily sewers. Though short, the article is quite inspiring, with discussions of drains, tunnels, cisterns, barges, and more, as well as the seeds of scenarios involving sewers. It's genuinely great stuff, though I do wish it had White Dwarf hadn't attempted to get all fancy with its layout and used black text on a gray background. It was hard enough to read when I was a teenager and now, as an old man, it's even more difficult.

Dave Langford's "Critical Mass" reviews multiple books that are sequels to previous published ones, such as So Long and Thanks for All the Fish by Douglas Adams. He thinks very little of it, calling it "full of padding" and "guff," though he notes that Adams would likely "agree with me all the way to the bank." He also excoriates Anne McCaffrey's The Survivors: Dinosaur Planet II: "the writing's slipshod and the science dodgy." Is it wrong that I only really enjoy Langford's column when he's in high dudgeon and speaking ill of the books he's reviewing? For good or for ill, those are the most fun to read; the rest of the time my eyes tend to glaze over.

"Open Box" features dueling reviews of a sort, in this case looking at two different superhero RPGs reviewed by the same person (Marcus L. Rowland). The first is Games Workshop's own Golden Heroes, which receives a 10 out of 10 score. This is based largely on two factors. The first is that the game is UK-focused and thus likely of greater interest and utility to the majority of White Dwarf readers. The second is that Golden Heroes is very focused on campaign play, with its improvement system tied closely into that focus. Rowland finds this quite congenial and I can't say that I disagree with him. He also reviews TSR's Marvel Super Heroes (8 out of 10), along with multiple supplements for it: The Breeder Bombs (7 out of 10), Time Trap (6 out of 10), Murderworld (6 out of 10), Judges Screen (4 out of 10), and Avengers Assembled (8 out of 10). Overall, Rowland likes MSH, but is critical of the way it seemingly limits itself to an established comics setting. He also finds its rules much more "simplistic" than those of Golden Heroes. 

"Struck by Lightning" by Dave Morris and Robert Dale is a collection of rune spells (for RuneQuest, naturally) derived from Celtic myth and legend, like the breath of Llyr and Balor's eye. They're all well done and flavorful. Part of "The Dark Usurper" by Jon Sutherland and Gareth Hill is yet another escape from prison Fighting Fantasy scenario, only this time you play the duke's rightful heir rather than one of his guardsmen. It's a little shorter than its predecessor, which probably helps mitigate its repetitiveness somewhat. "En Garde" by Gary Drabwell is an (in my opinion) unnecessarily complicated percentile system to handle parrying in AD&D combat. While I genuinely understand the desire to spice up the game's very stylized combat system, adding a calculation that tallies level, class, Strength, Dexterity, weapon speed factor, and more is not the way to do it. 

Much more interesting is Jae Campbell's "An Alien Werewolf in London," a Traveller adventure that involves a time travel experiment on Terra gone wrong. A wolf-like Vargr has made use of an Ancient device – a temporal matter transporter, or T-Matt – and traveled back to London in 1888. Suffice to say, the characters must also travel back in time to bring him back, lest the course of history be altered irrevocably. It's an admittedly clichéd premise, especially with the Jack the Ripper angle, but I like it in spite of myself. 

I likewise liked Part 4 of "Eye of Newt and Wing of Bat" by Graeme Davis and Anthony R. Allan. This installment focuses on the manufacture of magic swords and other weapons and somehow feels a lot more useful and, dare I say, fun than previous ones. In part, I imagine it's because the forging of a magic sword has a much stronger literary and legendary pedigree than the crafting of most other magic items. Also, Davis and Allan come up with a nice schema for categorizing magic swords that gives the whole thing some much needed flair. I suspect I'm simply biased on this matter, as this part is in most respects little different than its predecessors, except in subject matter. Go figure.

"O Caber" by John Chapman presents three new monsters for use with Dungeons & Dragons, all of whom are spirits released from pine trees by a powerful druid. Sadly, these did little for me, especially given that the author had difficulty coming up with any interesting adventure seeds for using them. Marginally more compelling is John Grandidge's "Hermits and Hags," though it suffers from the same problem as "A Place of Damp and Darkness" by having black text on a gray background that is hard to read. They're both eccentric spellcasting NPC types encountered in the wilderness, with hags having a decidedly more sinister nature. 

"Crawling Chaos" is a new Call of Cthulhu column, edited by Marc Gascoigne. The premier column translates several of Brian Lumley's Mythos creations into CoC terms. Joe Dever and Gary Chalk's "Facing Facts" is a detailed overview of the ins and outs of painting faces on miniature figures. As ever, this is fascinating, even to someone such as myself, who never painted many minis. "The Scrap Pile" is a random collection of tidbits written by Steve Jackson for use with Car Wars, such as expanded power rules and an erratum about double-decker buses. Jackson also notes that, as of October 1984, Car Wars had surpassed 100,000 copies sold, which just boggles my mind. Finally, we get new episodes of "Thrud the Barbarian," "The Travellers," and "Gobbledigook."

I was pleasantly surprised by this issue of White Dwarf and was genuinely happy to have had the chance to re-read it. 

Tuesday, November 29, 2022

White Dwarf: Issue #59

Issue #59 of White Dwarf (November 1984), with its cover by Peter Andrew Jones, is another issue I remember well, since it was published during the run of years when I had a subscription to the magazine. In his editorial, Ian Livingstone notes that the "Fiend Factory" feature, which began all the way back in issue #6 and many of whose entries formed the basis for TSR's Fiend Folio, would now be presenting new monsters for more RPGs than just Dungeons & Dragons. Small though this change is, it is nevertheless an important turning point in the history of White Dwarf and reflects, I think, the rise to prominence of other games on the UK scene. 

The issue begins with "The Mad Gods' Omelette," a parodic fantasy short story by Dave Langford. It's actually quite funny in the way it skewers the increasing self-seriousness of the contemporary works in the genre, particularly those that took their cues from Moorcock. One of my favorite bits in the story is a comment by the protagonist Erryj, possessor of "the black, runecarved artificial leg Slugbane," upon hearing that "the Dark Gods walk the earth once more."

"The Dark Gods?" Erryj gave Dylan Worm a searching glance. "Aye, I have heard tell of such. Speak you of the Elder Gods? ... The Younger Gods? The Dead Gods? The Agnostic Gods?" With each utterance, a greater stillness filled the room.
As I said, it's quite funny and much more enjoyable than Langford's "Critical Mass" column this or any other month. Mind you, this month's installment of the book review column holds some interest in that Langford looks at William Gibson's first novel, Neuromancer, which he likes a great deal, though he criticizes its "frenetic" pace. I suppose it wouldn't be a proper "Critical Mass" column if Langford didn't find fault in nearly everything he reviews.

"Open Box" takes a look at three different adventures for Call of Cthulhu: The Curse of the Chthonians (9 out of 10) from Chaosium, Glozel est Authentique! (5 out of 10) from TOME, and The Horrible Secret of Moneghan Island (7 out of 10) from Grenadier. These reviews are all fair, based on my own experience. Also reviewed are the Gamemaster Pack and For Your Information for James Bond 007, which earn 4 out of 10 and 3 out of 10 respectively. This continues the trend of giving rather negative reviews to James Bond 007 RPG products, something I find inexplicable, given my own fondness for the game. On the other hand, neither of the reviewed products are exceptional in any way, so perhaps they are fairer than it might seem on first glance. Finally, there's a review of Chaosium's Ringworld, which receives a mediocre 6 out of 10, even though the reviewer praises both the background information and the rules set – odd!

"The Ninja" by Chris Elliott and Richard Matthews is yet another stab at a ninja character class for AD&D. Though there are a few new wrinkles – such as non-magical "spells" – the class is just another Japanese-flavored assassin variant with too many abilities. The class is intended to be used in conjunction with "Hour of the Tiger," an AD&D scenario also included in this issue. The adventure involves the infiltration of an imperial palace and demands stealth and cunning, not to mention reconnaissance, to succeed. It's well done and probably challenging, particularly to players for whom brute force is standard operating procedure.

Marcus Rowland's "A Matter of Faith" presents four religious cults for use with a variety of modern-day RPGs, such as Mercenaries, Spies, and Private Eyes; Top Secret, James Bond 007, Superworld, Champions, Call of Cthulhu, Golden Heroes, and Villains & Vigilantes. The cults range from The Temple of Excellence, Inc., which teaches that transcendence is possible through the acquisition of skills, to Technodeology, which believes that God does not yet exist and must be created as a computer. Rowland fleshes out each cult briefly and provides notes for customizing it for the RPG in which it's used. Very good stuff!

"Two Decks are Better than One" is a Car Wars article by Steve Jackson about the inclusion of double-decker buses into the game. "Eye of Newt and Tongue of Bat" by Graeme Davis is the first part of a series of articles intended to provide a system for the manufacture of magic items in AD&D. This installment focuses on staves, wands, and scrolls. I've long liked the idea of a system like this in principle, because I think that the process of creating new magic items should be both involved and interesting. However, most such systems offer only tedium without much else and, sadly, this system isn't much different.

"On the Road" by Anna Price is an outline for a RuneQuest scenario in which the characters accompany a caravan across the Plains of Prax. Though skeletonic, it provides enough detail, including several random tables, to make the overall situation compelling. "A Brush with the Lore" by Gary Chalk and Joe Dever tackles the matter of choosing an appropriate brush and paints for miniatures. "Core" introduces the Consular Office of Reconnaissance and Exploration, a Zhodani organization intended to be used as antagonists in an ongoing Traveller campaign. Like many such things, it's fine for what it is, but not especially memorable. 

"Gladiators in RuneQuest" by Matthew Pook briefly discusses the matter of blood sports in the game, while "Pit Fighting" by James Waterfield contextualizes somewhat the practice within the setting of Glorantha. "The Great Hunt" by Simon Iff describes the Reavers, powerful minions of the demon prince Orcus who do his bidding on the Prime Material Plane. This article includes lots of background material about the Reavers and their origins, as well as their activities. Though very high-powered, I immediately saw uses for these creatures in certain campaigns. "Ars Arcana" by Kiel Stephens continues to look at unusual uses for D&D spells and does so quite engagingly. Any article that can teach me a few new tricks for a game I've been playing for decades earns a gold star.

This is a very good issue, filled with lots of variety, in addition to old favorites like "Thrud the Barbarian," "Gobbledigook," and "The Travellers." To my mind, this is peak White Dwarf and is what I think of when I think of the magazine in its heyday. 

Tuesday, October 25, 2022

White Dwarf: Issue #55

Issue #55 of White Dwarf (July 1984), with its cover by Les Edwards, is one I remember quite well, in part because it was published during the time when Games Workshop USA was located in Columbia, Maryland. Maryland being my home at the time, this situation made it much easier for me to find issues of WD, both current and back issues. The fact that the cover was science fictional in nature probably also plays a part in my memory of it.

In his editorial, Ian Livingstone mentions that TSR "had to sack about 150 employees during the last year and several other companies have ceased trading." 1984 was definitely a significant year for the history of both TSR and the wider hobby, though of course I didn't realize it at the time. Livingstone goes on to say that "this is not the end; it merely signals change." He suggests that "adventure gaming," as he calls it, is still growing in popularity and that book companies and computer games companies will benefit from the "changing desires" of the buying public. He was probably more correct in his prognostications than he imagined.

The final installment in Marcus L. Rowland's "The Name of the Game" focuses on RPGs other than fantasy and science fiction. He puts particular emphasis on superhero and espionage games, though games like Call of Cthulhu, Gamma World, and Car Wars also get nods. The main benefit of articles like this is historical; they're a good snapshot of the time in which they were published. Speaking of history, "Spiderbite" by Oliver Johnson is an introductory scenario for both D&D and AD&D whose premise involves historical research. The characters are approached by a cleric of scholarly bent who wishes to learn more about an ancient tomb complex located in the jungles of the south. Though short and relatively straightforward, the tomb is a well-done little dungeon seemingly inspired by the adventures of Indiana Jones and other pulp treasure seekers.

"Open Box" reviews a number of notable products, starting with Forces of Fantasy, the first supplement for Warhammer, which scores 7 out of 10. Four (A)D&D modules are also reviewed: Temple of Death (10 out of 10), The Assassin's Knot (7 out of 10), Tomb of Martek (9 out of 10), and Ravenloft (8 out of 10). I find it fascinating that the reviewer, Dave Morris, gave Temple of Death a perfect score, his only complaint being that it was written for Expert rather than Advanced D&D. Equally fascinating is his complaint that Ravenloft is the module's "series of tedious puns" – a fair criticism but far from the worst aspect of this highly influential scenario. Sherlock Holmes, Consulting Detective is viewed with great favor (9 out of 10), as are three volumes Commander's SSD Books for use with Starfleet Battles (all scoring 9 out of 10). 

I suppose it's a reflection of how poorly read I am compared to Dave Langford that only one of the books he reviews in this month's "Critical Mass" – Stephen R. Donaldson's Daughter of Regals – has ever graced my shelves. Actually, that's not true: he also mentions Moorcock's The Weird of the White Wolf and Bane of the Black Sword, though he says nothing much about them. Much more intriguing is "The Unquiet Grave" by Phil Holmes, in which he takes a look at the undead as portrayed in myth and literature, with an eye toward their use in fantasy RPGs. "Punks in 2034" is a short and self-explanatory Car Wars article by Steve Jackson (the USA one, not the UK one). It wouldn't be the '80s without some punks, after all ...

"Man and Beast" by Tom Parry and Jerry Vaughn is a treatment of zoolatry – animal worship – as the basis for cults in AD&D. The article provides information on initiation and advancement within the cults, as well as animal talismans, which are magic items that grant various powers related to the cult's animal patron. Interestingly, advancement within a cult isn't tied to a character's experience level, but is something independent of it. I rather suspect that the idea behind this is derived from the cults of RuneQuest – not that I mind, since cults are one of the most compelling ideas in RQ.

Part 4 of Dave Morris and Yve Newnham's "The Castle of Lost Souls" solo adventure appears in this issue and is as enjoyable as the previous parts. Normally, I skip over the letters page; I will make an exception this issue, because of the following "letter," which I found amusing:

As usual, we get more "Thrud the Barbarian," "Gobbledigook," and "The Travellers." There's also "Flying the Flag" by Joe Dever and Gary Chalk, which talks at some length about the trials and tribulations of creating flags and standards for use with miniature figures. It's a surprisingly interesting article and I say that as someone who's never been much of a miniatures guy. "Mystic Triptych," as its name suggests, is a collection of three small articles for use with RuneQuest, my favorite being Oliver Johnson's stats for the night shriekers from Dougal Dixon's After Man. 

"The Gods of the Shapelings" by Fred Lee Cain is a follow-up of sorts to last month's "Fiend Factory," which introduce the naturally invisible shapeling race. Their gods are written up Deities & Demigods-style and are vaguely interesting (which is more than can be said of the shapelings themselves). "Arch Enemies in FRP" by J.H. Dickson is about what you'd expect: a bit of advice to the referee about making memorable enemies. Finally, there's "The Edge of Infinity" by Marcus L. Rowland, an excellent Ttraveller piece that considers alternate approaches to sector design, including curved and folded space, in addition to wormholes and parallel dimensions. Good stuff!

Though this issue is one I remember well, it's not one of my favorites. That's no knock against it, mind you. Rather, it's (yet more) recognition that it's difficult to put together a consistently excellent periodical, since it's so dependent on its submissions. With luck, next issue will be one of the greats.

Tuesday, October 11, 2022

White Dwarf: Issue #53

Issue #53 of White Dwarf (May 1984) boasts a cover by Angus Fieldhouse depicting wgar appear to be orcs in the service of Saruman from The Lord of the Rings – notice the sigil of the white hand on their shields and battle standard. If so, it's an odd choice, since the issue contains a scenario for use with Warhammer based on the Battle of Pelennor Fields in which Saruman's forces did not participate, having already been defeated at Helm's Deep a couple of weeks prior. Even so, I like the illustration quite a bit; it nicely encapsulates many of the features I strongly associate with the Games Workshop "house style" for artwork.

Editor Ian Livingstone touches again on the issue of the roleplaying hobby's continued growth. He opines that gamers "who have been in the hobby for many years" might be "a little peeved" that "thousands of newcomers who view the hobby less seriously" than they have intruded their "exclusive" domain. It's an age-old aspect of the hobby, one I've experienced from both sides. If nothing else, this simply proves that there really is nothing new under the sun. Livingstone states that White Dwarf will continue to assist newcomers "by publishing introductory articles and scenarios," but that it would not do so "at the expense of its main editorial features." Whatever one thinks of this approach, I think it's instructive to consider that Games Workshop still exists today, while most of the other mainstays of the hobby, most notably TSR, no longer do so. 

Part 2 of Marcus Rowland's introduction to RPGs, "The Name of the Game," appears in this issue. This time, he focuses on games other than Dungeons & Dragons, starting with RuneQuest, which receives the bulk of the article's coverage. Rowland's comments on RQ are interesting. He emphasizes its detailed setting of Gloratha, its unique magic systems, its religions and cults, and, above all, its combat system, which he calls "the main reason for the game's success." He also includes brief discussions of several other RPGs: Tunnels & Trolls, Chivalry & Sorcery, Warhammer, and Man, Myth & Magic – quite an odd assortment to me, but perhaps this reflects the idiosyncrasies of the UK market in the mid-1980s.  

"Minas Tirith" by Joe Dever is a huge article that presents the Battle of Pelennor Fields from The Return of the King as the basis for a Warhammer fantasy battle scenario. The scenario is designed for two sides, the forces of Gondor and its allies and the forces of the Witch-King of Angmar. Of course, each side has enough units and sub-factions, not to mention named characters, that it would be quite easy to divvy them up into several players. The article includes not only stats for all the forces but suggestions of miniature figures appropriate to represent them. Though I've never been much of a miniature wargames player, I found the article weirdly inspirational and wished I could somehow get the opportunity to play it.

"Open Box" starts its reviews by looking at Games Workshop's Caverns of the Dead, an ostensibly system-neutral (yet obviously intended for D&D) boxed scenario that includes lots of maps and even a referee's screen. The reviewer rates it 7 out of 10 and notes that it's not quite as good a value for the money as a typical D&D module. Two more Fighting Fantasy books, Deathtrap Dungeon and Island of the Lizard King are reviewed, each earning 8 out of 10. I have a personal affection for Deathtrap Dungeon, due to its difficulty, which greatly appealed to me at the time. Finally, there's a review of Scouts for Traveller (7 out of 10). 

Dave Langford's "Critical Mass" comments upon another of Anne McCaffrey's Pern novels, Isaac Asimov's The Robots of Dawn, and Diana Wynne Jones's The Homeworld Bounders, among a few others. Meanwhile, "The Moonbane" is a piece of original fiction, "a short tale of gothic horror" by Chris Elliot and Richard Edwards. Much more interesting – to me anyway – are the latest installments of the comics "Gobbledigook," "The Travellers," and "Thrud the Barbarian." Also more interesting is Lewis Pulsipher's "Sign Here Please ...," a brief rumination on making pacts with devils in the context of fantasy roleplaying games. 

"The Naked Orc" by Rufus Wedderburn is "a study of orcish society." In some ways, it's a bit like Dragon's "Ecology of ..." series, except that it's focused on the politics and sociology of orcs rather than their biology. It's fine, I suppose, though there's nothing particularly clever or revelatory about it. "Spare Parts" is a Car Wars article written by none other than the game's creator, Steve Jackson himself (apparently written on his British namesake's typewriter while on a visit to England). It's mostly a puff piece in which Jackson talks about his plans for game, including a computer version from Origin (which did indeed come out in 1985).

Part 2 of Dave Morris and Yve Newnham's "The Castle of Lost Souls" solo adventure appears here, continuing the scenario begun in the previous issue. "Three of a Kind" by Michael Clarke presents three NPCs for use with Traveller; they can be used either as patrons or antagonists. "Of Oak, Ash, and Mistletoe" by Robert Dale is a collection of spells drawn from Celtic myth for use with RuneQuest. "Under Siege" by Joe Dever and Gary Chalk is a discussion of sieges in the context of miniatures wargaming, complete photographs. 

"Slave Hunt" is this month's installment of "Fiend Factory." Like many of the early installments of the feature, editor Albie Fiore weaves a loose scenario around four new monsters for use with D&D. The new monsters, all submitted by different authors, are all small humanoid creatures of various kinds, none of them particularly notable in my opinion – but that's a common problem of new monsters for the game. Finally, there's "Bits and Pieces," a random collection of material for Dungeons & Dragons. While the material isn't particularly memorable, it's listed as having been collected by Roger E. Moore, who was already an editor at Dragon at the time and would go on to be its editor-in-chief in 1986.

This is another solid issue of White Dwarf with a diverse range of articles covering a variety of games. What I most notice is the growing presence of articles dedicated to Warhammer and miniatures wargaming more generally. This is a trend that will only increase in the coming years and eventually lead to the magazine's becoming explicitly a house organ of Games Workshop in a way that it hadn't been previously. It also would lead to my ceasing to read, since I read primarily for its coverage of D&D, Call of Cthulhu, and Traveller.

Wednesday, August 17, 2022

Retrospective: Steve Jackson's Sorcery!

I've opined before that the Fighting Fantasy series of solitaire gamebooks must have been very successful for both Penguin/Puffin Books and creators Steve Jackson and Ian Livingstone. Between 1982 and 1995, fifty-nine FF books appeared, penned by many different authors (including a few, as it turns out, by Jackson's American namesake). I read and enjoyed several of them upon their initial release; they were a great way to pass the time when I was unable to get together with my gaming buddies in person. Consequently, I generally looked on the series as a "diversion" rather than a "real" game (something that it arguably didn't become until the publication of Advanced Fighting Fantasy in 1989).

That said, the publication of the first book of Steve Jackson's Sorcery! in 1983 certainly got my attention. Though not explicitly marketed as part of the Fighting Fantasy series, it nevertheless used the same basic game mechanics and format. This made it very easy for readers already familiar with the main FF line to make use of it without too much trouble. However, Sorcery! introduces a number of innovations that set it apart from its predecessors and convinced me that I should give it a go.

To begin with, the story Sorcery! is presented in four different books. Each volume is theoretically playable without reference to the others, but, taken together, the four books forms a continuous narrative that builds on what came before. Rather than rolling up a new character for each book, as one did in other Fighting Fantasy books, the reader of Sorcery! can use the same character from book to book – assuming he survives, of course. This continuity of character might not seem like a big deal, but, at the time, it certainly was. I don't believe any other Fighting Fantasy book did this and the Lone Wolf series, which was quite similar to Sorcery! in this respect, would not appear until 1984.

Another innovation of this series was the capacity to play either a warrior or a wizard. A warrior character was in no way different from the character one typically played in FF books. A wizard, meanwhile, was a rather different experience, thanks in no small part to The Sorcery Spell Book companion volume. The Spell Book describes forty-eight different spells for use with the gamebooks. Each spell had a three-letter name, such as ZAP, which created a lightning bolt or SIX, which created a mirror image of the caster. Spells cost Stamina to cast, limiting the number a wizard could use in the course of a book, since Stamina doubles as your character's hit points. 

More interestingly, the player of a wizard is expected to study the spell book and commit as many of its three-letter spell codes to memory as possible before playing through any of the other books. Referring to the book during play or writing down any of the codes is tantamount to cheating. It's an interesting and immersive way of balancing the use of magic in Sorcery! and I must say I thought it was quite clever when I first encountered it (though I will sheepishly admit to having peaked at the Spell Book occasionally in my initial playthroughs). 

In addition to the Spell Book, Sorcery! consists of four gamebooks: The Shamutanti Hills, Kharé – Cityport of Traps, The Seven Serpents, and The Crown of Kings. Together, they present the situation in which the reader's character finds himself. An evil archmage has stolen an ancient magical artifact known as the Crown of Kings. The Crown grants its wearer supernatural charisma. The archmage intends to make use of it to unite a lawless region under his control and then launch an attack against the civilized nations of the Old World. The reader's character sets out to stop him; his journey takes place over the course of the four books of the series, with each one presenting another portion of it before he finally confronts the archmage in his home territory. 

In terms of its story, Steve Jackson's Sorcery! is nothing special – a salmagundi of fantasy tropes and clichés that we've all seen many times before. However, their presentation is strangely evocative, helped in no small part by the moody artwork of John Blanche, who'd later go on to define much of the world of Warhammer for Games Workshop. Indeed, there are places here and there in Sorcery! where you can catch glimpses of Warhammer before the fact, so the series is of lasting interest from a historical point of view as well. Of course, it's also fun as a gamebook, too. Almost forty years on, I still look back on it very fondly. 

Monday, April 25, 2022

A Step Beyond Dungeons & Dragons

From issue #80 of Dragon (December 1983):

Fond though I am of The Warlock of Firetop Mountain, I'm having a hard time understanding the sense in which the Fighting Fantasy gamebooks are "a step beyond Dungeons & Dragons." I had a lot of fun with these books. They were a great diversion when I wasn't able to get together with my friends for one reason or another. However, much like the Choose Your Own Adventure books that preceded them, there were inherent limitations to the range of choices available in any gamebook, no matter how well written. For what it's worth, I feel the same way about computer roleplaying games, which are vastly more sophisticated than gamebooks. Even at their best, they cannot compare to the freedom available to players in traditional tabletop RPGs.

Saturday, January 8, 2022

Fantasy Games on South of Watford

South of Watford was a documentary series broadcast on London Weekend Television, an ITV franchise, in the mid-1980s. Not having lived in the United Kingdom, I'd never heard of it, until reader Thaddeus Moore pointed me in the direction of the following video. It's an episode of South of Watford from 1984 (not 1980) that focuses on "fantasy games," a broad category including RPGs, solo game books, and early LARPing. 

The episode, presented by Ben Elton, is quite well done and offers a solid dose of nostalgia for those of us old enough to remember those times. Among the interviewees are Ian Livingstone and Steve Jackson of Games Workshop, as well as Albie Fiore of White Dwarf. The episode is only about 30 minutes long, but it's well worth your time. Take a look when you have the chance.

Tuesday, June 1, 2021

Different Worlds: Issue #17

Issue #18 of Different Worlds (December 1981) begins with an interesting editorial by Tadashi Ehara. He discusses the need for "careful consideration" in choosing a roleplaying game system if one intends for it to become "a lifetime hobby." Ehara seems to be suggesting that a person might – or even must – choose a single system and then devote oneself fully to it. For that reason, he advocates choosing a system that is "lasting and worthwhile," providing "learning experiences that we can use constructively in our daily lives." I don't disagree in general, though I do find it odd that he doesn't consider the possibility of long-term devotion to multiple systems rather than a single "ultimate set of rules." 

The first article is a RuneQuest solo scenario by Sandy Petersen entitled "Ware Hall." Set in Glorantha, it's presented as a series of short boxed texts found at the bottom of most pages of the issue. The scenario itself is nothing special but I was impressed with its presentation, which is quite clever. Ronald Mark Pehr's "Speed in Melee" is a set of variant rules for Dungeons & Dragons focused on an alternative approach to initiative. I find it difficult to judge articles like this, as I've never cared much about these matters, preferring simpler, if "unrealistic," systems rather than more complex ones.

Paul Montgomery Crabaugh's "For Sale" provides three new fighter craft designs for use with GDW's Traveller. Greg Wilson's "Enuk Manamee" is a gateway cult for RuneQuest describing "the fire god of the tundra nomads." Ronald Mark Pehr appears again, this time offering "The Horseclans Player" for use with The Fantasy Trip. It's a short overview of how to set TFT in the universe of Robert Adams's Horseclans novels. As a fan of the source material, I was glad to see this article, even if it's much too brief. "The Log of the Lively Lady" by Gerald Seypura is an adventure for FGU's Skull & Crossbones – a RPG for which I've rarely ever seen articles published anywhere. 

"Questworld" is a lengthy article by Lynn Willis, Sandy Petersen, and Greg Stafford discussing the creation of a non-Gloranthan setting for use with RuneQuest. Ultimately, this setting would be published in the boxed set of the same name. I've long been intrigued by Questworld, which has long seemed to me to have been a path not taken for RQ. Most interesting to me is the article's mentioning of the fact that continents on Questworld had been set aside for Games Workshop and Judges Guild to use in producing their own adventures and support material. So far as I know, neither publisher ever did anything with Questworld, but then neither did Chaosium beyond the initial boxed set.

Robin Wood's "Conversions in Lead" is another lengthy article, this time discussing how to create non-standard miniatures by modifying existing ones. Like most topics pertaining to miniatures figures, I have a great interest in this one but absolutely no experience with it. Also notable is the article's inclusion of an Ahoggyá figure from the world of Tékumel, which is something you don't see very often. "Devious Magic" by Robert Plamondon is another D&D variant. Plamondon offers a number of new ways to use old spells and magic items in order to breathe new life in them. While I can't say I was blown away by any of his suggestions, I certainly approve of his intentions. 

John T. Sapienza also presents a D&D variant, entitled "Non-human Level Limits," which seeks an alternative approach to slowing the level advancement of demihuman characters. Sapienza's approach isn't what suggests – which is fine – but that he repeatedly notes that "the D&D rules are designed for human characters" and "humanity dominates among the intelligent races." It's a perspective that isn't much held nowadays, but I'm always pleased when I find further evidence that it was commonplace in the hobby prior to the 21st century. Issue #13 also reviews Champions, Assault on the Aerie of the Slave Lords, In the Dungeons of the Slave Lords, and Cults of Terror. 

Gigi D'Arn's column begins by noting that the sales of many RPG companies were poor in 1981 and that many would likely not survive long into 1982. There's no specific support for these claims, however, so I can't speak to their truth. Then there's this story:

Lou Zocchi's ventriloquist dummy, Woody Knotts, was once quite well known in the hobby, so I found this tidbit fascinating. Gigi likewise mentions rumors of a gaming magazine from FGU, Rona Jaffe's upcoming novel, Steve Jackson writing a supplement for Dragonquest, and the first two volumes of the Armies of Tékumel series. 

My exploration of Different Worlds continues. It's an odd magazine, as I've said: when it's good, it's very, very good, but much of the time it's fairly mediocre, or at least of much less interest to me than any random issue of Dragon or White Dwarf. That might say more about me and my tastes than it does about Different Worlds, of course, but there it is.

Wednesday, May 5, 2021

Fantasy Gaming Goes Underground

The May 1976 issue of the UK magazine, Games & Puzzles, contained an article by Steve Jackson of Games Workshop in which he explains Dungeons & Dragons to readers who probably were unfamiliar with the game at the time. I found the article notable for several reasons, starting with the fact that Jackson frames D&D as an outgrowth of the fantasy wargames campaigns that Tony Bath ran in the 1960s. Historically, that's debatable, but I can fully understand Jackson's position, especially when writing for a predominantly British audience. He also includes an example of play and a sample dungeon, whose map and brief key appears below.
The dungeon is called "The Dungeon of the Ground Goblins" and consists of twenty keyed areas. As an illustration for the uninitiated, it's decent enough – it's certainly more straightforward than the world's first dungeon map from Volume 3 of OD&D – though the density of monsters in some areas is questionable (e.g. 15 orcs in tiny room 20). Maps like this tickle my fancy, because I'm fascinated with seeing examples of early dungeon design. Even given the intention behind this particular map, there are still lessons to be learned here about the evolution of dungeon mapping and stocking.

Monday, May 3, 2021

Fantasy Not a Threat


Behold the glory of the late 1970s! This is the cover of the March 1978 of the UK magazine, Battle for Wargamers, which is simply delightful. If you poke around online, you can find many more equally astounding covers from the same period. I picked this one, because the issue includes a letter to the editor written by Steve Jackson of Games Workshop fame.

Jackson, it should be noted, had written an article in the December 1977 issue, entitled "An Introduction to Fantasy Wargames." While I've not (yet) seen the article myself, it's my understanding that it's a very good overview of the topic, one that situates fantasy wargaming firmly within the wider wargaming tradition, paying particular attention to the innovations of Tony Bath. Nevertheless, as his letter above indicates, there was some resistance and even hostility to the inclusion of fantasy games in the pages of magazines like Battle for Wargamers.

That fantasy wargaming was initially poorly received in some quarters of the wider wargames hobby is well known and, frankly, not at all surprising. What's interesting to me is that Jackson makes an argument that echoes those made often today:
Before condemning Fantasy wargames out-of-hand, traditionalists ought to ask themselves whether they would like to see large, thriving wargames clubs taking in members from History, Fantasy and Board wargaming players, or would they prefer small struggling clubs concerning themselves with just one aspect of the hobby?

Of course, there's some truth to what Jackson says here. At the same time, are there are any large, thriving wargames clubs today? Did broadening the range of games result in "large, thriving wargames clubs," as he predicted? The answer depends, I imagine, on how one defines "wargames clubs," as well as whether the incontrovertible decline in the popularity of wargaming as a hobby has anything to do with the introduction of fantasy games into its ranks. It's a complex issue and I lack the historical knowledge necessary to offer any conclusions. 

I can only say that, while I am sympathetic to Jackson's perspective, being the intellectual descendant of those early fantasy wargamers, I don't think the situation is quite as clear-cut as he makes it out to be. Change may be "the way of the world these days," but change almost always brings with it destruction. I can't fault anyone who, in 1978, foresaw that the hobby as they knew and loved it, was in danger of changing beyond recognition and resisted that change. I feel much the same about the hobby of roleplaying, whose contemporary form and trajectory are at times utterly alien to me. Fortunately, technology has made it much, much easier today to find others who share my interests and perspective when it comes to the hobby. I can wholly absent myself from whatever the big publishers are doing and not lack for games to play or people to play them with. But, in 1978, that was probably harder, which is why I find myself at least a little bit sympathetic toward "the die-hard traditionalists" whom Jackson decries.

Tuesday, April 6, 2021

Different Worlds: Issue #9

Issue #9 (August/September 1980) of Different Worlds features a quite striking cover by Luise Perrine that seems to tie into an article appearing later in the issue. If so, that's the first example of this I've seen in Different Worlds. Typically, the covers of gaming magazines seem to bear little connection to the issue's contents, no doubt due to the circumstances under which they're commissioned. Still, I've admired Perrine's artwork ever since I first laid eyes on her illustrations for RuneQuest, so it's a treat to see her given the cover here.

The issue begins with "Flippancy in FRP" by my old nemesis, Greg Costikyan. The article advocates, in a tongue in cheek way, for more "silliness" or "flippancy" in roleplaying game sessions and campaigns. Costikyan covers multiple areas where he thinks a bit more "chaos" would help a game, such as handling alignment, religion, money, and character names. While his overall point is fair enough – we could all do with a little less lightheartedness from time to time – the article is, in my view, delivered with the obnoxiousness typical of a young man who thinks he knows it all (Costikyan would have been 21 years-old at the time of this article). 

"Boardgames to RPGs" by Glenn L. Williams is much more interesting (and certainly less annoying). Williams examines the expectations RPGs and boardgames create in their players and the techniques employed in their design to fulfill those expectations. With that in mind, he suggests that it would be possible to use boardgames as the basis for roleplaying games. To prove his point, he takes Steve Jackson's Ogre and develops from it the outline of a RPG. What's interesting – but also slightly baffling – is that Williams makes the Ogres themselves the focus of he RPG, with the player taking on role of the artificially intelligent war machine rather than, say, a human soldier in the world the Ogres inhabit. 

John T. Sapienza presents an extensive review of the Zargonian Figures produced Bearhug Enterprises. These figures are cardboard stand-ups to be used in place of miniature figures. I'd never heard of these specific figures but I am very familiar with the concept. Sapienza thinks very highly of the figures, both for their quality and their price, which he thinks will make them popular with gamers, Later, he reviews actual metal figurines by McEwan and Citadel. I find it fascinating how lengthy these reviews are. I've said before that I never used miniatures much back in the day (or now), so it's good to be reminded how important they were in many quarters of the hobby.

 "The Imperium – A Traveller Campaign" by Marc Miller and Frank Chadwick is a five-page article, describing what would become the official GDW Traveller setting. Though I am deeply familiar with the Third Imperium as a setting, it was nevertheless a joy to read these. It reminded me of how much fun I had with Traveller and my own early days as a writer, creating adventures and setting material in the pages of Challenge. Anders Swenson reviews Judges Guild's Verbosh, which he considers a good investment for the money. Swenson also positively reviews Chaosium's Gateway Bestiary.

David F. Nalle's "Variable Alignment System" is yet another take on this venerable topic, this time presenting two point scales (Karma and Loyalty) to track a character's progress along the Good/Evil and Law/Chaos axes. It's fine, I suppose, but seems unnecessary for most people. Steve Perrin's "Cult of the Tiger" is another Gloranthan cult for RuneQuest (and the source of the issue's cover, I believe). Lewis Pulsipher's "Place for Adventure" is a short article, outlining nine unusual locations that might serve as adventure locales, such as animal burrows or giant bee hives. 

This month's Gigi D'Arn column includes some intriguing tidbits. There's a lot of talk about movies, such as the shelving of plans for a D&D movie, along with rumors about Dragon Slayer, The Last Unicorn, and Conan the Barbarian. The comments from the latter are somewhat dismissive, though it's fascinating, from a historical perspective, to learn that filming on Conan was delayed due to the death of Josip Broz Tito in Yugoslavia, where the movie was to be shot. There's also talk of a supposed "D&D/AD&D Companion" that will include lots of historical information on weapons and armor. I have no idea what Gigi is referring to here and it makes me wonder if there was ever any basis for the rumor in the first place.

Tuesday, March 30, 2021

Different Worlds: Issue #8

Issue #8 of Different Worlds (June/July 1980) features a cover by Steve Oliff and opens with an article by Robert Harder entitled "Teaching Role-Playing," another entry in the continuing "Better Game Mastering" series. Despite its title, the article is not about how to teach someone to play a RPG but rather about the process of becoming and developing one's skills as a Game Master. I have a fondness for these kinds of articles, especially older ones, since they sometimes offer unique perspectives on the art of refereeing. Harder has a number of worthy insights to share, including his emphasis a gaming session as a "social gathering" and his belief that a session "should not exceed three hours." The latter point is one I feel very keenly these, though I would never have accepted it in my youth, when four to six hours – or longer – was a more common length.

John T. Sapienza has written D&D variant article called "Sleep vs. Mixed Parties." Sapienza's concern is that, as written, the sleep spell is difficult to adjudicate against enemies with mixed hit dice. Consequently, he proposes rewriting the spell to be both clearer and somewhat less powerful, while also leaving the door open to higher-level versions of the spell. I don't have much to say about Sapienza's specific point, but I will say that I generally appreciate seeing articles like this, since they reflect a culture of play and reveal the idiosyncrasies of individual referees. To my mind, this is where roleplaying lives and it ought to be applauded.

"Alien and Starships & Spacemen" by Leonard Kanterman is a both a review of the 1979 science fiction film, Alien, and a scenario inspired by it for use with the aforementioned RPG. It's fine for what it is, though it's very grim for a game inspired by the original series of Star Trek. John T. Sapienza re-appears with another article, "Talent Tables," intended as a follow-up to his "Developing a Character's Appearance" piece in issue #5. This article is in a similar vein, providing a D1000 table that confers minor (+1 or +2) bonuses in a wide variety of situations to characters. For my tastes, it's a lot of unnecessary work for very little mechanical benefit, but, again, I think articles like this arose out of the play of individual campaigns and, for that reason alone, I have a certain affection for them nonetheless. Sapienza also penned a review of four RPG products from a company called Bearhug Game Accessories. The products are a series of counters for keeping track of equipment and treasure – an idea I've seen in other contexts and that definitely has something to recommend it.

Lewis Pulsipher's "Defining the Campaign: Game Master Styles" is an overview of the kinds of decisions a referee must make in describing his campaign, such its degrees of believability, risk, reward, the extent to which the referee is truly impartial, and so on. Pulsipher does a good job, I think, of outlining many of the big questions. Simon Magister's "Composite Bows" is a historical article about the development and use of these weapons and interesting if you're into this kind of thing. There's a review of Heritage's Dungeon Dwellers line of miniatures by – guess who? – John T. Sapienza. I didn't own many of this line, but I enjoy retrospectives on old school minis like this; they're a terrific blast of nostalgia.

Anders Swenson provides a very positive review of the D&D module The Keep on the Borderlands. Ron Weaver's "Zelan the Beast" is a Gloranthan cult for RuneQuest. Dave Arneson and Steve Perrin review the two volumes of Walter William's Tradition of Victory Age of Fighting Sale wargame and RPG. Perrin also reviews Advanced Melee and Wizard by Steve Jackson, both of which he highly praises. Lee Gold, meanwhile, describes "How I Designed Land of the Rising Sun," her RPG of feudal Japan. This is a fine article, since Gold talks not just about how she designed the game's rules but also the process of research, writing, and rewriting that led to the game's final form – very fascinating stuff! "Alignment on Trial" by David R. Dunham is exactly what you'd expect: another entry in the hoary genre of why alignment is too simple/limited/inadequate/just plain dumb. To be fair to Dunham, his perspective is more nuanced than that, though it does at times have the air of a teenager reading philosophy for the first time and suddenly thinking he's thought things no other human has ever thought. 

The issue ends with Gigi D'Arn's column, filled, as ever, with terrific tidbits from gaming's past. For example, it notes that the three volumes of Dave Hargrave's Arduin series have sold 40,000 copies! Not bad. There's also a reference to TSR's ending of its exclusive distribution arrangement with Games Workshop, no doubt a prelude to the establishment of TSR UK. Apropos recent discussions, Gigi notes that the name of SPI's then-upcoming fantasy RPG had run into a trademark snag with Martian Metals, which is not what I was expecting to read. There's also mention that school board of Heber City, Utah has "chucked D&D" (whatever that means in this case) because "townspeople found it un-Christian, communistic, liable to leave players open to Satanic influence, etc." I've said before that I never personally experienced much pushback against RPGs because of their supposed Satanism, but it was apparently a very real thing in some places and this is evidence of that, I guess.

In any case, Different Worlds is clearly growing more confident and interesting. I very much enjoyed this issue and will be curious to see where the magazine goes in future issues.

Tuesday, March 23, 2021

Different Worlds: Issue #7

Issue #7 of Different Worlds (April/May 1980) features a cover by Cora L. Healy, an artist known for her work on science fiction periodicals throughout the 1970s and early '80s. The issue proper begins with an installment of the "Beginner's Brew" column that lists "all the more popular role-playing games (RPGs) and magazines available." The games and magazines are divided up by publisher, sixteen for RPGs and fourteen for magazines. There are also fifteen miniatures manufacturers listed. The list are interesting, most especially for the "forthcoming" games mentioned, such as Chaosium's Dark Worlds and Elric RuneQuest and Heritage USA's Heroes of Middle Earth. 

"Ten Days in the Arena of Khazan" by Ken St. Andre is a seven-page outline of a campaign for use with Tunnels & Trolls. More than that, though, it's an overview of a portion of the game's setting of Trollworld, with lots of interesting tidbits about its history and peoples. I really enjoyed this article, because it gave me some insight into what it's like to play in St. Andre's home campaign, a topic that never ceases to interest me. 

I find it hard to disagree with Richard L. Snider's effusive review of Cults of Prax, one of the truly great RPG supplements of all time. He rightly deems it "the best extant cosmology designed for use with any FRP" – which was probably true in 1980 and, even today, it stands head and shoulders above most other treatments of similar topics. "Gloranthan Birthday Tables" by Morgan O. Woodward III is a series of random tables to determine when a Gloranthan character is born, with special attention given to those during Sacred Time (and the special abilities that might come from such an auspicious birth). 

Part two of the "Vardy Combat System" by John T. Sapienza appears in this issue. A variant combat system for use with Dungeons & Dragons, this article provides expanded rules and tables for handling parries, shields, hit points, and more. What I appreciate about the system is that it strives to be genuinely compatible with D&D's existing combat system rather than simply replacing it. The article even offers a further option that uses D20 rolls rather than percentile ones, for even further compatibility. As I said previously, I have not tested this system and have no idea how well it works in practice, but, from reading it, I think it might be worthy testing out in play.

"Foundchild Cult" by Sandy Petersen is a cult for use with RuneQuest and its setting of Glorantha. Meanwhile. Steve Perrin reviews In the Labyrinth by Steve Jackson. Perrin thinks very highly of the game, his main complaint being that, like Tunnels & Trolls before it, allows characteristics to increase as a character gains experience, something that he thinks inevitably leads to an "incredibly strong, lightning fast, cosmically intelligent character who seems to have stepped directly from the pages of Marvel or DC Comics." I think that's a fair criticism and one of the reasons I prefer the more grounded approach taken by many older RPGs. 

James M. Ward offers "Power Groups and Player Characters in RPGs," in which he talks specifically about the importance of factions in a campaign. He then provides examples from his home Metamorphosis Alpha campaign, showing how the characters became involved with them and how this involvement affected the development of the campaign. It's a solid, though short, article, covering a topic that is increasingly near and dear to my heart. "Two from Grenadier" by John T. Sapienza is a lengthy, five-page article that reviews in detail two AD&D boxed sets from Grenadier Models, Woodland Adventurers and Tomb of Spells. His review is quite positive overall and a nice bit of nostalgia for me, since I once owned both of the boxed sets in question.

"System Snobbery" by Larry DiTillio is an early entry in the now well-worn genre of "there are no bad RPGs, just bad GMs" articles. It's fine for what it is; its main interest to me was DiTillio's recounting of his experience with various GMs over the years. Gigi D'Arn's gossip column this month mentions the departure of Tim Kask from the editorship of Dragon and eludes to "dubious circumstances." There's further mention of a D&D movie, as well as a reference to something called the "AD&D Companion," a collection of variants for use with D&D and AD&D. I suspect this is either simply untrue or a garbled rumor of something like the Best of Dragon anthology, the first of which did appear in 1980. Concluding the issue is "Oriental Weapons for RuneQuest" by Sean Summers, with additional material by Steve Perrin. It's pretty much what you'd expect for this type of article, a staple of the '70s and '80s, when all things Asian were the rage in RPG circles.

Tuesday, February 16, 2021

Steve Jackson on Roleplaying

I mentioned in my earlier post on issue #2 of Different Worlds that Steve Jackson said some very interesting things about roleplaying, some of which I reproduce below. Apologies for the length but I think it's sufficiently intriguing to justify it.

These five paragraphs offer so much meat that I could (and may) write many posts dissecting them. For me, it's his two anecdotes, the first about the Chivalry & Sorcery campaign and the second about Gimme the Dwarf, that resonate most strongly. In reading them, I found myself remembering Gary Gygax's fulminations against "amateur thespianism" and wondering whether either of these anecdotes would be examples of the kind of play he disliked. Regardless, I think Jackson, in his article, points to a longstanding fault line in the hobby – between those for whom RPGs are "just a game" and those for whom roleplaying is an opportunity to "become someone else" for a time. 

Friday, February 12, 2021

Age of Heroes

Along with Revolt on Antares, another of TSR's minigames that I played regularly was Saga: Age of Heroes, designed by Steve Marsh. It's a fun little game about Norse mythology, in which the players play heroes seeking to earn sufficient glory to be welcomed into Valhalla after death. Like all the minigames, it's fairly simple in its design but nevertheless manages to pack a number of fun little wrinkles into it, like runes, magic items, and divine intervention. 

The game is also notable for its artwork, such as these counters, depicting the game's heroes.

There's also this amazing piece by Erol Otus, which demonstrates, as if there were any doubt, that he was capable of far more than nightmare-inducing slime monsters.
The game's map is quite remarkable too, featuring artwork by (I think) Jim Roslof, though I'm unsure whether Roslof is also responsible for the map proper. Regardless, it's a very striking bit of cartography and I can still remember its areas to this day.
There's something incredibly appealing about minigames, not just TSR's but also those designed by Steve Jackson and others: compact, straightforward rules with a minimum of components whose design is still deep enough to hold one's attention for more than a single game. I've thought about designing games like this on numerous occasions and maybe one day I'll get around to it. For now, I'm content to remember how much fun I had with these little games. They deserve more attention than I think they got back in the early '80s when they originally appeared.

Wednesday, July 13, 2011

Retrospective: The Warlock of Firetop Mountain

Released in 1982, The Warlock of Firetop Mountain is the first entry in Steve Jackson and Ian Livingstone's series of Fighting Fantasy gamebooks, about which I've spoken before. I was a big fan of these books in my early teen years, in part because they allowed me to "play" on occasions where I was unable to get together with my friends as I usually did. Ultimately, though, what kept me reading them was that they were extremely well done, both in terms of the fantastic world they presented and the challenge they presented. Achieving victory in the better Fighting Fantasy books was a difficult proposition, even assuming you rolled well against the many opponents and obstacles you'd have to face in the course of your adventure -- and The Warlock of Firetop Mountain was definitely one of the better books in the series.

The basic premise of the book is simple. The reader is an adventurer on a quest for a treasure hidden deep within the caverns and dungeons of Firetop Mountain. The mountain is populated by all manner of fearsome beasts, living and undead. It's also the home of the Warlock, too, a dark magician who's none too eager to have the treasure stolen from him. To that end, it's well guarded within a chest possessing a double lock. Finding the two keys needed to open the lock is thus as important as finding the location of the treasure itself. Naturally, the keys are guarded by some of the deadliest creatures in Firetop Mountain and there are numerous false keys scattered about as well, making it hard to determine whether one has truly found those needed to complete the quest.

The Warlock of Firetop Mountain, were it a printed adventure module, would most assuredly be called "old school." Not only is the place very deadly, with several opportunities for instant death (forget "save or die"), but the structure of some of its puzzles (like figuring out which keys are the real ones) more or less necessitate meta-gaming. That is, you might have to fail several times in your quest and then start over, using the knowledge gained from previous attempts to succeed on your next try. Personally, I never minded this, as it kept me interested in the book, determined to "beat" it, but some might find it "immersion breaking." The same might be said of the dungeons and caverns of Firetop Mountain, which definitely veer more toward the "funhouse" end of the spectrum than they do toward anything more naturalistic.

I owned the American version of The Warlock of Firetop Mountain, which featured the Richard Corben cover pictured here. The interior illustrations, though, were those of Russ Nicholson, just as in the UK original. I cannot tell you how profoundly the illustrations in this book affected me as a young person. I was familiar with Nicholson's work from the Fiend Folio, of course, but, for some reason, perhaps my ambivalent opinion of that manual of monsters, his work on Fighting Fantasy made a much stronger impression. The combination of the artwork, the world it conveyed, and the real difficulty in concluding the book successfully -- oh, how I loathed the maze section -- all combined to hook me on Fighting Fantasy. I picked every other volume I could get my hands on and was so enamored of the format that I even tried my hand at other gamebooks, some of which I'll talk about in the days to come.

Sunday, February 13, 2011

Dark, Moody, and Surreal

I was out at the bookstore yesterday with my 11 year-old daughter, looking for interesting new book series for her to take up. As I scanned the shelves, looking at series after series of Tolkien and Rowling wannabes (and quite a few vampire-themed books as well), my eyes nearly popped out of my head. What I saw was the cover to the right, whose image was completely unknown to me, but whose authors and, more importantly, whose title were not. Needless to say, I picked up the book immediately and flipped through its pages, worried that I might find completely new -- and completely inappropriate -- art. No need to worry: Russ Nicholson's moody, occasionally surreal art was still there, just as it had been back in 1983 when I first encountered The Warlock of Firetop Mountain and fell in mad love with it.

I doubt I need to explain what the Fighting Fantasy books are, but, on the off-chance that someone out there doesn't remember these books, I'll briefly explain. Fighting Fantasy was a series of choose-your-own-adventure books conceived by Steve Jackson and Ian Livingstone, the founders of the British game company Games Workshop. Back in ancient times, before computers were on every desktop in the Western world, choose-your-own-adventure books were a big deal and there were lots of knock-offs of Edward Packard's original concept. But what made the Fighting Fantasy books so remarkable -- besides that they directly tapped into RPG-style fantasy -- was that, in addition to providing the reader with a narrative based on his choices, there were also elements reminiscent of tabletop gaming. Your character had stats, for example, and you had to use dice to adjudicate combat and certain other actions. Thus, it was perfectly possible to die not just to bad decisions as in other choose-your-own-adventure books but also due to bad dice rolls in combat or in trying to avoid some nasty surprise. This addition made the books perfect for RPG-enthralled kids like me who were in the car or on vacation away from his usual gaming buddies.

It's also hard to stress the importance of the Fighting Fantasy books were in introducing me to what nowadays we simply call "British fantasy." Back then, especially to someone living on the other side of the Atlantic, there was no such blanket term for the dark, moody, sometimes grubby, often surreal lovechild of Moorcock and Tolkien by way of 2000 A.D. comics that I first encountered through the pages of Fighting Fantasy. My encounter with it came at just the right time too, providing a much-needed antidote to the antiseptic, mass market-friendly art of Larry Elmore and his imitators that was increasingly coming to be the face of American fantasy gaming. I fell both in love and in fear with artists like Nicholson, Ian Miller, John Blanche, and others who presented me with a totally different take on fantasy than the bland, family-friendly stuff that TSR was serving up. Theirs was a decidedly dangerous world; it was gloomy and monster-filled and venturing too far off any road was a sure way to get yourself killed. There was a creepy, "dark fairy tale" quality to the art -- perhaps "dreamlike" or "nightmarish" might be better terms. You were quite clearly in a world of fantasy, not just the Real World-with-Elves, and that had a powerful effect on me as a teenager.

I was an avid reader of Fighting Fantasy books for the next few years, culminating in my time as an exchange student in England in 1987, when I spent a significant portion of my meager funds on picking up not only volumes of the series that never made it to the US but also UK editions of some of those I already owned. The covers of the American editions, though quite good in many cases -- how could they not be, since Richard Corben did some of them? -- lacked that surreal, hallucinogenic quality that so enthralled me and so I sought out the British originals. I still have them somewhere, along with all my other Fighting Fantasy books. One day, maybe I'll bring them out of storage and venture back into the world they describe. I had a great deal of fun with them throughout the 80s and they've been a huge, if often subconscious influence, on the way I imagine fantasy worlds and their inhabitants. I'm not an uncritical devotee of British Fantasy like many North Americans I've known, but there's no question in my mind that my imagination is the better for having had an alternative to the clean, blandified artwork TSR gave us throughout too much of the 1980s and I have Steve Jackson and Ian Livingstone to thank for having introduced me to it.