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"Fiend Factory" offers up its usual selection of monsters for D&D none of which stood out as noteworthy in my biased opinion. Articles like these are a reminder that gamers have always enjoyed arguing about and tinkering with rules. "Treasure Chest" is a very eclectic mix this month, starting with the usual collection of new magic items, but also including a system for "Determining Weight and Height" based on numerous factors (yawn!), an alternative to level drain (non-permanent Strength and Constitution points are lost instead), and advice on deciding which creatures are affected by the casting of a sleep spell. Closing out the section is a very positive (9 out of 10) review of GDW's Animal Encounters for Traveller, a product I own but have never got much use out of over the years. Also reviewed are three Judges Guild Traveller support products: Traveller Shield (7 out of 10), Traveller Logbook (9 out of 10), and Starships and Spacecraft (5 out of 10). The latter game is designed by Greg Stafford and demonstrates the late, great designer's lifelong fascination with the Arthurian cycle of legends. "Open Box" reviews two Metagaming microgames, Ice War (5 out of 10) and Black Hole (9 out of 10), as well as King Arthur's Knights by Chaosium (7 out of 10). Of particular interest to me is Turnbull's insistence that "figures or counters" be used to aid in the adjudication of many combats.
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Consequently, he draws attention to these instances and offers suggestions on how best to deal with them in play. Turnbull rightly points out that D1, D2, and D3 are all quite complex, filled with large combats, and, in a couple of cases, quite spare in details. Rather, it's a collection of suggestions for referees who intend to run those modules. The game reminds me a bit of a combination of Yaquinto's Heroand Heritage's Barbarian Prince, though much less complex than either of them.ĭon Turnbull's "Descent into the Depths of the Earth" isn't a review of the D-series modules, which Turnbull had already done in a previous issue. The rules are fairly simple, using two six-sided dice, and the issue includes a hex map and some counters to be cut out and used. The other plays the various creatures who oppose him in this quest. One player takes the role of a barbarian, named Vaarn, who is attempting to find a magic sword and shield by which he can bring about the reunification of mankind, whose civilization has fallen into decadence. "The Barbarian" is a two-player game by Ian Livingstone. They're much simpler than those that would be presented in Book 6: Scouts years later. In particular, I liked his largely straightforward means of determining the useful characteristics of planets, such as surface temperature, day length, and native lifeforms. As usual, the additions Slack suggests are sensible and very much in keeping with the original rules of Traveller.
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This part, the third in the series, focuses on star system generation, aliens, and robots, three topics not covered in the three little black books of the 1977 boxed set. Regardless, I found the article enjoyable in a way I usually don't when the author is suggesting a major overhaul of a core rules element of D&D.Īndy Slack's "Expanding Universe" for Traveller continues in this issue.
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Never having used a system like this, I couldn't see with any certainty if it works well or if it bogs the game down unnecessarily. It's an interesting idea and one I've seen suggested in other contexts over the years. They're a marker of fatigue, training, and luck, while Constitution is a truer representation of a character's ability to take wounds. Musson's idea is that hit points represent "energy and combat resources" rather than the capacity to withstand physical damage. The issue begins with Roger Musson's "How to Lose Hit Points … and Survive." The article offers a lengthy (two and a half pages) alternative damage system for use with Dungeons & Dragons, one that suggests that some attacks deal hit point damage while others deal Constitution damage. I believe my memories of this issue are reinforced by the fact that Games Workshop included it, along with several others, in their promotional advertising around the same period of time. I saw it sometime in early 1980, shortly after I'd started playing RPGs and had no idea what White Dwarf was or why the Hammer horror werewolf (from 1961's The Curse of the Werewolf) was featured on it. Though I wouldn't read, let alone buy, a copy of the magazine for several more years, I vividly recall seeing this particular cover, painted by Eddie Jones. The cover to issue #15 of White Dwarf (October/November 1979) is one that is seared into my memory.