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LILIILIVL JUL

U A L NU 101S

Relive the days of the 'Untouchables', when G-men battled gangsters. Be a a t e eve
or reporter y o u r choice of colourful characters in an era of mobsters and
bootlegging. Players in the GANGBUSTERS" game investigate the underworld o f
Lakefront City — a fictional metropolis i n the 'Roaring Twenties a n d Troubled
Thirties'. The GANGBUSTERS" game includes a 64 page rulebook a 16 page module,
dice, a sheet of counters, and maps of Lakefront City. In
the TSR tradition, t h e GANGBUSTERS- r o l e playing
game w i l l be supported b y a range of exciting
and challenging modules. 'The tontWiZtirds
_1;82 ISR Hobbies Inc. A l l rights reserved.
t
TSR H o b b i e s (UK) L t d ,
MAUNC T h e Mill, R a t h m o r e Road.
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by TSR Hobbies Inc.!).
FLOM Te l : ( 0 2 2 3 ) 2 1 2 5 1 7

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Editorial
No. 7 October 1 9 8 3
The minions are getting restless. I have managed to palm off — sorry, delegate t h e
Published b y writing of the Editorials in the last two issues and I had hoped to keep this going for
TSR U K Ltd some time but they are revolting!

Publisher D o n Tu r n b u l l Issue 7— gosh doesn't time fly — with the module, B e a u t y Is B u t Skin Deep, yet
Editor K e i t h Thomson another splendid scenario from our Features Assistant and Pan Editor, Mike Brunton.
Assistant Editor P a u l Cockburn Even more exciting is the n e w fiction from Graeme Davis, The Gypsy. Good things
Editorial Assistant K i m Daniel are in the pipeline for the future and, in particular, I look forward to the December,
Features Assistant M i k e Brunton Christmas, issue.
Art P h i l Kaye
One of our illustrious readers said that I might just as well write Rhubarb, Rhubarb,
Rhubarb... instead of an Editorial because the few who bothered to read it would pay
This m o n t h ' s c o n t r i b u t i n g artists: no attention anyway.
Jim Burns J e r e m y Goodwin
Rebecca A n n e Hamill Such is the power of the pen that the ideas expressed by the author may have effects
Paul Ruiz I a n Williamson far beyond t h e i r original intention. Take r h u b a r b for example — a p l a n t o f m a n y
properties. it is said to be called after the river Rha, now Volga, in darkest Russia. It is
Pete Young S a r a h Hocombe
a medicinal root stock, purgative and subsequently astringent, and what is more the
IMAGINErm m a g a z i n e i s p u b l i s h e d m o n t h l y b y
leaves are poisonous, — and you can use a stew of it for cleaning saucepans! Perhaps
TSR U K L t d , T h e M i l l , R a t h m o r e R o a d , C A M - should take t h e idea o f r h u b a r b f o r m y Editorial a n d b e purgative, astringent,
BRIDGE CB1 4 A D . Te l e p h o n e : ( 0 2 2 3 ) 2 1 2 5 1 7 . poisonous and generally cleansing — it's a lovely thought!
Telex: 8 1 8 7 6 1 . Keith T h o m s o n
IMAGINE m a g a z i n e i s a v a i l a b l e f r o m a l l g o o d
hobby shops and n e w s a g e n t s . It is also available
direct f r o m t h e p u b l i s h e r b y i n d i v i d u a l s u b -
Contents
scription. The subscription rate is f 12 f o r twelve
issues, The Beginners' Guide to Role-Playing Games,
our feature for the new player, with Nic Novice 2
Back i s s u e s o f I M A G I N E m a g a z i n e , w h e r e s t i l l
available, c a n b e b o u g h t d i r e c t l y f r o m t h e Stirge Corner, by Roger Musson,
publisher for t h e price of £ 1 . 5 0 (inc postage and a guide for the inexperienced player 5
packing), P a y m e n t m u s t a c c o m p a n y all orders. If
one or m o r e issues in an order are out of print, a A Q u e s t for the Perfect Game, by Robert Kern,
credit n o t e w i l l b e s u b s t i t u t e d w h i c h m a y b e an introduction to the DRAGONQUESITm game 6
exchanged f o r c a s h o r m e r c h a n d i s e f r o m t h e
publisher. The Philosopher's Stone, by Anne Hamill,
part two of our prize competition,
The issue of expiration for each subscription w i l l
be p r i n t e d o n t h e s u b s c r i b e r ' s m a i l i n g l a b e l a second chance to win LAO worth of TSR products 1 1
Changes o f a d d r e s s m u s t b e n o t i f i e d t o t h e Competition Results: the winning answers to part one 1 4
publisher a t l e a s t 3 0 d a y s b e f o r e t h e e ff e c t i v e
change to ensure u n i n t e r r u p t e d delivery. Illuminations, news from the world of games 1 5
The Gypsy, original fantasy fiction by Graeme Davis 1 7
All m a t e r i a l p u b l i s h e d i n I M A G I N E m a g a z i n e
becomes t h e exclusive p r o p e r t y of t h e p u b l i s h e r Beauty Is B u t Skin Deep, by Mike Brunton,
prior to publication, u n l e s s special a r r a n g e m e n t s a two-person scenario for the DRAGONQUESrm game 2 1
are made to the contrary in w r i t i n g .
Players Association News,
IMAGINE m a g a z i n e w e l c o m e s u n s o l i c i t e d s u b - a magazine within a magazine, edited by Mike Brunton
missions o f w r i t t e n m a t e r i a l a n d a r t w o r k a t a l l
times. However, no s u b m i s s i o n s will be returned PAN Pipings 3 1
unless accompanied by a stamped, self-addressed Dispel Confusion 3 2
envelope o f s u f f i c i e n t s i z e . U n d e r n o c i r c u m -
stances w i l l t h e p u b l i s h e r a c c e p t r e s p o n s i b i l i t y Turnbull Talking 3 2
for any such submissions. Published material will Rubic o f M o g g e d o n 3 4
be paid for.
The Imagination Machine, by Mike Costello,
IMAGINE is a t r a d e m a r k o w n e d by TSR Inc. A l l our bi-monthly feature for micro users 3 5
rights o n t h e p u b l i c a t i o n o f t h i s m a g a z i n e a r e
reserved, a n d n o t h i n g m a y b e r e p r o d u c e d i n Book Reviews, by Dave Pringle 3 7
w h o l e or in part w i t h o u t the written consent of the Tavern Talk, by Pete Tamlyn 3 8
publisher. Copyright ' 1 9 8 3 by TSR UK Ltd.
Letters Page 3 8
IMAGINE magazine gratefully acknow- Fanzine Reviews 4 0
ledges t h e s u p p o r t o f f e r e d b y i t s s i s t e r
public a t i o n , D R A G O N m a g a z i n e , p u b -
Clubs and F o r t h c o m i n g Events 4 1
lished b y o u r p a r e n t c o m p a n y T S R I n c , Game Reviews, adventure games under the spotlight 4 2
PO B o x 7 5 6 , L a k e G e n e v a , W i s c o n s i n Rules? Who Needs Them? a reply to Noel Williams by Pete Tamlyn 4 5
53147, USA. Articles appearing in
The S w o r d o f Alabron, Cartoon Adventure by Ian Williamson 4 7
I M A G I N E magazine m a y have previously
appeared in t h a t p u b l i c a t i o n .
U r c a n n y Ta l e s , b y J i m B u r n s c o v e r

IMAGINE magazine. October 1 9 8 3


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Sensin9 tag_tooAcTver of :fie cloicac, Fantasy l i t e r a t -
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Vateria took a firm 9raspo n warriors, devout clerics, mighty

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thieves, b u t t h e s e d e e d s a r e
not restricted to the novel. Players of
strett9tit.
i n Sweatv i t e out on fantasy r o l e - p l a y i n g g a m e s c a n
brow as key nutscles but9eciwitit experience the thrill of exploration and
t the sttain. combat a s t h e y p a r t i c i p a t e i n m a n y
Nervously Vida cia9ereci fter different adventures.
(tot), symbol and waited.ver forwas
the
Cul to be opettea. Witate The above took place during such a game.
in there was not 9oitt9 to lte colliti 1 1 1 Sue i s t h e referee o r D u n g e o n M a s t e r
y mut site wasn't taitin9 who h a s created t h e s e t t i n g f o r t h e
adventure and r u n s the game according
cuty atm-tees.
Seent9 Valeria stra99lro Glyn to the rules. The other players each take
out of the role o f a fictional character, l i k e a n
went w 9ive Fiertite a itanti.
other tctot actor taking on the part of a character in a
stooci t ratty at o f play. Pat is playing a cleric, Roy a t h i e f ,
the swne coffin waft two vials Janet a f i g h t e r a n d To n y a m a g i c user.
holv WOW in Itis lianas. The players are exploring the crypt of an
ilte slab toovawitit a gratio9 ancient temple. They have just opened a
noise. A charnel teek oozed heavy iron bound door....
forth. A dectlye$ liana relic
over the sitie, %vitae6one sitowitt9 Sue — 'The room is dusty, in the middle
tittou911 blactteiterl flesk as you s e e a n i n t r i c a t e l y c a r v e d s t o n e
sarcophagus.'
" ? o n e
' B 0 9 t t e i n t i l t Waite Of g o o &
— 'I'll take out my Holy Symbol. There
—ay be undead in here.'

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Tony — 'Putting my lantern on the floor I Roy — 'I step back quickly and d r a w m y Tony — 'I'm t h r o w i n g the
take out two vials of holy water.' sword.' second o n e as w e l l . '

Roy — 'I'll move up for a closer look.' Sue ' A black arm and body follows the Pat - TII take a flask out of my backpack.'
hand.'
Sue — 'Roy, you notice a crack, 2 " from Roy — 'I'll hit it with my sword.'
the top running all the w a y round.' Pat — ' I ' m calling o n t h e p o w e r o f m y
goddess to turn it.' Janet ' I will too.'
Janet — 'I'll move the top slab.'
Tony ' A n d I'm throwing one of my vials Before the players carry out their actions
Sue k n o w s f r o m h e r r o o m d e s c r i p t i o n of holy water.' initiative throws are made. Tony throwing
that the slab is very heavy and can only be for the players gets a 5, Sue rolling for the
moved with the combined strength of two Sue — 'As you two have been waiting to wight t h r o w s a 2, giving t h e players the
or more persons. do s o t h e r e ' s n o n e e d f o r y o u t o r o l l first attack.
initiative.'
Sue — 'You soon realise that you won't be Roy swings and hits, but lacking a magic
able to move it on your own.' Pat r o l l s t w o d i c e a n d S u e r e f e r s t o a weapon he does no damage to the wight.
special table for clerics which shows their Janet's sword is, however, magical, allow-
Roy — 'I'll push as well.' chances of turning undead. Unfortunately ing her to hit it. She rolls and hits but does
she fails the required roll. Tony now rolls not destroy it. Tony throws his second vial
Sue— 'The slab slides back with a grating and h i s score is checked on t h e combat and hits again.
sound and the smell o f death and decay table. He is more successful, scoring an
wafts up.' easy hit. Sue — 'Tony's damage destroys it.'

Roy — 'Leaning over the top I'm looking Sue ' P a t , you fail to turn it. Tony, you hit Roy — ' I ' m c l i m b i n g i n t o g e t i t s
in.' with the holy water. Roll a die to see how treasure...
much damage you do.' 445Jim B a m b r a
Sue — ' I t ' s d a r k i n t h e r e b u t y o u s e e From next month in these pages w e w i l l
something moving, a black skeletal hand Tony r o l l s h i s d i c e a n d S u e t a k e s t h e be f o l l o w i n g N i c N o v i c e t h r o u g h a
reaches towards you.' score off the wight's hit points. fantasy adventure, w h i c h begins below.

HAVEYOU N O . THAT'S I 'A HEM.THESE'S WEMils5TbtOP


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GINE magazine, October 1 9 8 3 3
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I NAME came. Whilst a computer is used for data storage and random
selections, the system is controlled by h u m a n referees. W i t h
ADDRESS personal control, g r e a t e r e m p h a s i s c a n b e placed b o t h o n
innovative i d e a s a n d i m a g i n a t i v e s t r a t e g y o f t h e p l a y e r s
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4 Please m e n t i o n I M A G I N E R ' magazine w h e n replying to advertisements


To have a bad plan is better than
having no plan at t h e model should
be the commando raid: short, sweet
and to the point.

What distinguishes t h e successful The reconnaissance complete, the party One h a s t o t r y a n d s t r i k e a b a l a n c e


player i n t h e D8LD, g a m e f r o m t h e can t h e n pore over their n e w maps and between t h e reconnaissance and attack
unsuccessful? O n e f a c t o r, a s I decide h o w to pursue the next mission, elements, d i v i d i n g s p e l l s s e l e c t e d b e -
which will be an attack. The model should tween both offensive and defensive cate-
suggested last month, is the Import-
be the commando raid: short, sweet and gories. When a promising target is found,
ance of not taking unnecessary risks.
to t h e point. P i c k o n e target; w o r k o u t you should still give some thought to how
There i s a n o t h e r, v e r y i m p o r t a n t
exactly how you intend to attack it, equip you w i l l attack it, though you have less
consideration o f t e n overlooked b y
yourselves for the task, go straight in, hit time a n d leisure t o m a k e preparations.
novices, and that is planning. it hard, a n d t h e n g e t o u t a s quickly as Always look for an alternative to wading
possible, w i t h t h e t r e a s u r e . Evidently, in in a frontal attack. Frontal attacks cost
When you think about it, it is pretty much this is the time for magicians to stock up characters.
common sense that a party which w a n - with spells such as fireball and lightning
ders around aimlessly is going to do less bolt — good offensive spells. Alternative- Alternatively, i n s o m e adventure situat-
well i n t h e long r u n t h a n a party w h i c h ly, o t h e r more specialised spells may be ions, a party may find it has to penetrate a
knows w h a t i t i s d o i n g because i t h a s
thought o u t i t s a c t i o n s i n advance. I n
chess, there is a maxim that to have a bad
plan is better than having no plan at all,
and the same is perhaps also true (though
A page for the
with less force) of role-playing.
not-so-experienced
I s h a l l n o w advance m y version o f t h e
elements of planning i n the D & D game.
adventurer
One can distinguish three main types of
activity, a n d t h e p a r t y s h o u l d agree i n
advance which course of action to pursue. by Roger Musson
The t h r e e t y p e s a r e : reconnaissance,
attack and reconnaissance in force.

Gather information
suggested by the detail of the attack plan stronghold that it can only get into once
The o b j e c t o f a reconnaissance t r i p i s Has t h e treasure chamber t w o doors? If (by bribery, subterfuge o r whatever). I n
simply t o g a t h e r i n f o r m a t i o n a b o u t t h e so, can a phantasmal force be sent in one this case, t h e r e is n o alternative b u t t o
dungeon a n d i d e n t i f y likely targets f o r door while the party sneaks in the other? make one trip out of it. But be careful! It is
future a t t a c k s . A c c o r d i n g l y, a l l a c t i o n If the party has a good choice of potions much h a r d e r t o d o w e l l o n s u c h a n
should b e g e a r e d t o t h a t e n d , u n l e s s and s c r o l l s a v a i l a b l e , t h i s o f c o u r s e expedition.
exceptional c i r c u m s t a n c e s a r i s e . T h e increases t h e possible options. Healing
party will put careful effort into mapping potions are especially useful in restoring Clear route to the exit
an a r e a o f t h e d u n g e o n , e s t a b l i s h i n g wounded fighters so that they can escort
routes i n a n d o u t o f t h e sector. L i k e l y the p a r t y s a f e l y o u t o f t h e d u n g e o n . There i s o n e f u r t h e r t h i n g t o add. O n e
targets w i t h i n the dungeon sector being S i m i l a r l y, c l e r i c a l h e a l i n g s p e l l s a r e consideration m u s t always take priority
investigated w i l l be noted — does there important here. over any other in the plan: make sure you
seem t o b e t r e a s u r e ? H o w s t r o n g l y have a clear route to the exit. If your line of
guarded i s it? A r e t h e r e a n y m e a n s o f Quit while you're ahead retreat b e c o m e s i m p a s s a b l e f o r a n y
getting i t o t h e r t h a n b y a direct frontal reason (falling portcullises, etc) abort the
assault? In the course of the expedition, Once you have the treasure, get it out as mission and look for another exit at once.
combat should be avoided c o n c e n t r a t e quickly as you can. Even if the party is still You may find you have to fight your way
on what you are there for. Run away from fairly fresh, it is best to quit while you are out, in which case it is far better to do so at
wandering monsters if at all possible; do ahead — get out what you have while you full s t r e n g t h t h a n w h e n p a r t l y m a u l e d
not fight them unless you have to. can, y o u n e v e r k n o w w h a t y o u m i g h t from previous melees. If you find another
meet if you do not. You can always come way out relatively easily, then you can go
Magicians s h o u l d c h o o s e s p e l l s o f a back down later. back to t h e original plan. B u t never get
defensive nature — ones that can be used into a f i g h t i f y o u a r e g o i n g t o h a v e
to ward off unwelcome pursuers. Things In c e r t a i n c i r c u m s t a n c e s , i t b e c o m e s problems escaping, unless it is absolutely
like protection from evil, darkness, web possible o r necessary t o c o m b i n e t h e forced on you. Fighting costs h i t points
and so on. These will be used to ward off above two missions into one: the recon- almost invariably, a n d h i t points are all
encounters, s o t h a t w i t h l u c k t h e party naissance i n force. T h e circumstances that s t a n d b e t w e e n y o u a n d a d e a d
may eventually emerge w i t h o u t a single are these: i t m a y b e t h a t t h e p a r t y i s character. " 5 Roger M u s s o n
hit point lost. The other sort of spell to be temporarily stronger than usual (a sudden
taken o n t h i s s o r t o f expedition i s t h e influx of visiting players) but no previously Stirge Corner will provide more hints for
detect spell, particularly detect gold and identified t a r g e t s a r e available. I n t h i s players n e m m o n t h . I f y o u f i n d t h i s
detect magic. These can be very useful case it seems a shame to waste the extra feature useful, remember that back issues
when i t c o m e s t o identifying t h e b e s t strength o n a p a c i f i c r e c o n n a i s s a n c e of IMAGINETm m a g a z i n e a r e a v a i l a b l e
targets in the area being explored. mission. from TSR for f 1.50.

IMAGINE magazine, October 1983 5


THE QUEST FOR
THE PERFECT GAME
An introduction to the DRAGONQUESTTm game
by Robert Kern
The D & D game, it is generally conceded, w a s balanced s o t h a t such a c h a r a c t e r
is a v e r y s i m p l e s y s t e m t o m a s t e r, w o u l d severely upset the game system.
Someone w h o h a s n e v e r r o l e - p l a y e d
before can create a character, or run an C o n s i d e r for a moment, a s I did, t h e
NPC, w i t h an existing group and get the a b i l i t i e s of some of the heroes of fantasy
hang o f t h e g a m e f a i r l y quickly. T h a t ' s l i t e r a t u r e . They cannot exist using t h e
how I started. They handed me a halfling r u l e s of the D & D game. For example, in
thief a n d s e n t m e o f f w i t h a g r o u p o f t h e DEITIES & DEMIGODSTm tome, Elric
adventurers. I caught on quickly. In fact, g o e s well outside the rules. He is a (take a
Great New
2nd Edition._ that f i r s t n i g h t I i n t r o d u c e d t h e idea o f d e e p breath and try to get this out all a t
Ihpcomplete climbing t h e w a l l n e x t t o a n y door w e o n c e ) 1 0 t h level cleric, 5 t h level d r u i d ,
gamein one were about to open. In this way anything 1 5 t h level fighter, 1 9 t h level magic user,
houndvolume
Including that w a s b e h i n d t h e d o o r (and o u r D M 1 0 t h l e v e l illusionist, a n d a 1 0 t h l e v e l
abonus
Aventine loved t o h a v e t h i n g s pop o u t o f freshly a s s a s s i n . This isn't exactly a combination
to get you
started opened doors) would be off-guard, since a player character might achieve....
there would be no target at floor level.
In t h e t e r m s o f t h e D R A G O N Q U E S T
The m a j o r f a c t o r t h a t m a d e t h e D & D game, Elric would be a Rank 10Alchemist,
game easy for me and others is that the Rank 6 Beast Master, Rank 6 with a Hand
maths is already done for the player. To and a H a l f sword. H e w o u l d be a t least
find the chance to hit, consult a matrix; to Rank 4 i n t h e skills o f Assassin, A s t r o -
find the chance to climb a wall, consult a loger, Courtesan, Military Scientist, Navi-
One of the surest ways to make enemies chart. The maths involved with modifiers gator, Ranger and Thief. He w o u l d be an
among role-players is to take a stand in is very rudimentary. adept of the College of Lesser S u m m o n -
favour o f o n e g a m e o v e r a n o t h e r. I t ings, w i t h a t l e a s t R a n k 1 5 i n a l l t h e
usually l e a d s t o s c o w l s , h o w l s , a n d , DO, t h o u g h , r e q u i r e s a background i n General K n o w l e d g e Spells a n d Rituals,
unless the participants agree to disagree, role-playing. T h e a m o u n t o f e q u a t i o n s and a t l e a s t R a n k 1 0 w i t h t h e Special
several contusions and abrasions. and combat formulae w o u l d frighten o ff Knowledge Spells a n d Rituals (I s h o u l d
beginners — o r a t t h e v e r y l e a s t , b e mention t h a t t h e College o f Lesser
So, w h e n I w a s asked to write an article incredibly confusing. Summonings is not in the basic game, but
introducing the DRAGONQUESTTm game was scheduled to be published in the DO
to people perhaps more familiar with the But, I hear you cry, doesn't that mean that supplement Arcane Wisdom).
DUNGEONS & DRAGONS g a m e , I found DO is a slow-moving game requiring the
myself i n s o m e t h i n g o f a d i l e m m a . I constant u s e o f a calculator o r abacus. I hope I didn't lose you with all the jargon
started out in role-playing by getting into Happily, the answer is 'no'. The majority in t h e p r e v i o u s p a r a g r a p h . T h e r e a r e
a c a m p a i g n o f t h e AD&DTM g a m e , b u t of equations are all worked out before the many a r e a s w h e r e t h e D Q a n d D & D
after s o m e t i m e w e became frustrated, actual p l a y session begins. D u r i n g t h e games differ, m a n y in s u b t l e ways. F o r
we wanted more than it could offer. After adventure there is very little adding and the purposes o f t h i s article, I shall deal
examining several games, we decided on subtracting. But still, you cry again, even with four basic areas: Character Creation,
the DRAGONQUEST g a m e . W e b e g a n though t h e m a t h s i s completed b e f o r e Skills, Combat and Magic.
playtesting D O supplements and adven- playing, w h y use a system that requires
tures, and I gradually became involved in so much preparation time and work?
professional designing — I'm afraid I am Character creation
not totally impartial! The a n s w e r i s s i m p l e . T h e D R A G O N -
QUEST g a m e i s a m u c h m o r e f l e x i b l e The D O system f o r creating c h a r a c t e r s
But even w i t h m y professional connect- system than that of the D&D game. M o s t gives m u c h control t o the player. I n t h e
ion t o the game currently in limbo, I a m choices in the D&D game are widespread D&D game, I always felt at the m e r c y of
still an advocate of the game. The offer of and irrevocable. the dice rolls. I f I h a d a c e r t a i n t y p e o f
this article seemed the perfect soap box character in mind, I hoped the die w o u l d
for me to proselytize. The choice of character classes is one the give h i m t o m e . I o n c e r o l l e d u p a
player is stuck w i t h , once made, (yes, a character who wound up with a Strength
My preferences are only that, mine. What character c a n c h a n g e classes, b u t t h e of 4 — not very formidable, and he didn't
I w a n t of a role-playing game may not be cost is high — I've never met anyone who last long. M y f i r s t c h a r a c t e r f o r D O , a
what o t h e r s w a n t . S o t h i s a r t i c l e h a s has actually done it, except while working slightly larcenous but loveable elf named
taken o n a d i ff e r e n t meaning. B o t h D O towards becoming a bard). T h e r e w e r e Pimm, was designed in m y image rather
and t h e D & W g a m e have t h e i r appeal, times w h e n I w a n t e d to r u n a character than according to the vagaries of the dice.
but to different groups. So take this article with t h e combined abilities o f a r a n g e r
in t h e spirit in w h i c h i t w a s meant, a n d and an assassin o r thief. Unfortunately, The biggest limitation on characters is the
make the final decision for yourself. the r u l e s w e r e adamant, a n d t h e g a m e number of points the player gets to use in
6 IMAGINE magazine, October 1983
creating it. Basically the player rolls 2d10. Well, P i m m w a s a n elf, w h i c h m a d e i t the c h a r a c t e r ' s r a n k w i t h t h a t s k i l l t o
The result o f this roll gives the player a easy for him to advance in some skills, let determine t h e B a s e C h a n c e f o r t h a t
number of Character Points between 8 2 him see in t h e dark, m o v e more quietly, ability. It may sound like a lot of work, but
and 9 8 . T h e player divides these points and gave h i m a c h a n c e t o see invisible the computations are all done before play
among t h e s i x P r i m a r y Characteristics: creatures. When I rolled for his birthright, begins.
Physical Strength, Manual Dexterity, Agil- he turned out to be the bastard son of poor
ity, M a g i c a l A p t i t u d e , E n d u r a n c e a n d trash.... not a very auspicious beginning.
Willpower. T h e r e a r e Secondary C h a r - He started out w i t h very little money, but Combat
acteristics s u c h a s Fatigue, Perception with more experience points with which
and Physical B e a u t y. T h e s e Secondary raised h i s w e a p o n s skills. O n c e h e had The First Edition o f the DRAGONQUEST
Characteristics are rolled for, assigned, or purchased some armour, he was ready to game c o n t a i n e d a c o m p l i c a t e d c o m b a t
derived from t h e Primary ones. The G M go. system t h a t r e q u i r e d a l o t o f t i m e a n d
may a d d h i s o w n Secondary Character- effort to get through. It required keeping
istics to suit his o w n campaign. For t h o s e interested, P i m m w a s a v e r y track of Action Points. Every manoeuvre,
busy character; saving w o m e n , flouting attack, or spell casting used up a certain
Plmm's characteristics were about aver- authority, getting in and out of scrapes by number of Action Points, and for a GM to
age, r a n g i n g f r o m 1 4 t o 1 9 . H e w a s a using his wits, rather than by fighting. He run several adversaries was a staggering
Ranger and a Thief from the beginning. I met a n u n f o r t u n a t e e n d w h e n , w h i l e prospect.
created him using the First Edition of the climbing a tower, he slipped and fell 100'
DRAGONOUEST game rules, and I gave to his death. C'est la vie. When w e re-did D O and c a m e o u t w i t h
him t h e oriental n u n c h u k u s a n d s h u r i - the S e c o n d Edition, w e t h r e w o u t t h e
kens as weapons. M y G M m a d e t h i n g s entire c o m b a t system, a n d p a r t i c u l a r l y
difficult b y n o t h a v i n g a n y o n e e l s e i n Skills the A c t i o n P o i n t s . I n s t e a d t h e r e i s a
town w h o k n e w h o w to make, repair or Tactical M o v e m e n t Rate w h i c h indicates
use these weapons. In t h e D & D game, o n l y one decision i s how m a n y hexes a character can move,
necessary. If you choose your character and w h e t h e r h e c a n a t t a c k i f h e h a s
They were later deleted from the second to be a thief, you know then everything he moved.
edition o f D O since t h e y did n o t strictly will e v e r b e f o r t h e r e s t o f h i s o r h e r
belong i n t h e fantasy genre. B y popular existence. I f y o u e v e r h a n k e r a f t e r a As a p l a y e r I s t u c k w i t h D O despite the
demand, though, plans were discussed to change, i t w i l l b e easier t o s t a r t a n e w complicated s y s t e m ( e v e n t h e S e c o n d
compile a s u p p l e m e n t w h i c h w o u l d i n - character than to re-start the old one. Edition r e m a i n e d tricky) because o f t h e
clude one skill or a n u m b e r of skills that variety of manoeuvres one has available
enabled characters to be Martial Artists. As your desires for your character change, in c o m b a t . C h a r a c t e r s c a n a t t e m p t t o
This section w o u l d p u t t h e s e w e a p o n s DO gives you t h e chance to make alter- Knock O u t a n o p p o n e n t , D i s a r m h i m ,
and others into the game. ations. I n t h e beginning, y o u r character Evade (with the chance of a riposte), or a
may have only one or two skills, but you number of other choices.
Characters i n D O h a v e aspects, w h i c h can add as many as you like, and improve
means t h e y a r e sensitive t o t h e s u b t l e these skills a s you s e e fit. T h i s system Armour h a s n o t h i n g t o d o w i t h d e t e r -
cosmic forces in the universe. Players roll does require some bookkeeping. There is mining t h e c h a n c e o f o n e c o m b a t a n t
to s e e e x a c t l y w h a t t h e i r c h a r a c t e r ' s
aspect is. It can be related to any of the
four seasons, t h e sun, t h e moon, life or
death. P i m m w a s A u t u m n l y A s p e c t e d
which m e a n t t h a t h e g o t b o n u s e s a t
certain times during that season, especial-
ly a t t h e e q u i n o x . A n d h e s u f f e r e d
negative m o d i f i e r s d u r i n g t h e s p r i n g .
Death Aspected characters can be fun in
combat. The fall of one of the combatants
bestows b o n u s e s o n t h a t c h a r a c t e r ' s
Base Chances....

!wanted Pimm to be an elf. However, this


choice i n v o l v e s a p e r c e n t i l e d i c e r o l l ,
designed to limit the numbers of the non-
human races. There w a s a 3 0 % chance
that Pimm would turn out to be an elf as I
chose — the chance being based on h o w
powerful t h e race's i n n a t e abilities w i l l
make t h e character. To b e a g i a n t , f o r
example, the player must make 06 or less also t h e c o n s t a n t decision-making p r o - hitting a n o t h e r. I n s t e a d i t a b s o r b s a
on p e r c e n t i l e dice. L i k e a l l g a m e s , D O cess as to how you wish your character to certain number of damage points. Shields
needs some restrictive rules to balance a progress; your t h i e f is never locked into do n o t a b s o r b d a m a g e , t h e y m a k e a
campaign, a l t h o u g h t h e G M c a n i g n o r e his profession. character h a r d e r t o h i t , d e p e n d i n g o n
these results and a l l o w his players a n y how skilled he or she is w i t h t h e shield
race for their characters. There a r e sixteen skills o u t l i n e d i n t h e being used. Weapons do damage based
basic game, including Alchemist, A s t r o - on t h e roll o f a d 1 0 plus t h a t w e a p o n ' s
While there are t h e standard choices of loger, Beast M a s t e r, Courtesan, Healer, damage m o d i f i e r. O n e o f t h e n e a t e r
Halfling, Dwarf, Elf, H u m a n and Orc, DO Mechanician, Merchant, M i l i t a r y aspects of DO is the use of just ten-sided
as two character classes not featured in Scientist, Navigator, Ranger, S p y, T h i e f dice; t h e r e a r e n o f o u r - , s i x - , e i g h t - ,
: - e D&D game. Giants are what the name and Troubador — and the skills of Read twelve- o r twenty-sided dice. This could
'plies. A Shape-changer is a h u m a n and Write Language, and Speak Language upset the Pythagorians in t h e audience,
with t h e a b i l i t y t o t u r n i n t o a s p e c i f i c add considerably t o t h e l i s t since each but i t m a k e s b u y i n g a n d r e a d i n g d i c e
animal a t will. They are n o t quite lycan- language would be ranked individually. much easier..
7:ropes, s i n c e t h e y r e t a i n t h e i r h u m a n
wits, but they are nearly as invulnerable Each skill has a set of abilities. Each has Hit Point chauvinists t h o s e of you w h o
while in animal form. an equation that uses Characteristics and prefer t h e c o n c e p t t h a t h i g h e r l e v e l

YAGINE magazine, October 1983 7


with a debilitating disease. At one time an
Adept w h o had the spell which w a s vital
to the mission w a s struck w i t h amnesia.
Sometimes Fate plays a cruel trick on the
valiant role-player.

Instead of Saving Throws, spells may be


resisted. Active Resistance is a conscious
effort to block out the effects of the spell;
it reduces t h e caster's chance. Passive
Resistance i s a r o l l against t h e victim's
Willpower t o resist t h e effects after t h e
spell is cast. The kind of resistance which
can be used is outlined in the description
of the spell.

There are thirteen 'colleges' of magic in


the D R A G O N Q U E S T g a m e . T h e y d e a l
with t h e elements o f Earth, Fire, Wa t e r
and A i r ; t h e Heavens (Celestial Magics);
general m a g i c s ( E n s o r c e l m e n t s a n d
Enchantments); Illusions; m e n t a l m a n i -
pulations (Sorceries o f t h e M i n d ) ; t h e
dead (Necromantic Conjurations); Black
Magics; demonology (Greater S u m m o n -
characters r e q u i r e m o r e damage t o kill game I o f t e n s e e b e g i n n e r characters, ings); a n d counterspells (Naming Incan-
may balk, b u t D Q does n o t have such a w h o had the ill-fortune to roll l o w w h e n tations). T h r e e m o r e c o l l e g e s , L e s s e r
system. I n s t e a d d a m a g e i s m e a s u r e d going f o r h i t points, s l a i n j u s t m i n u t e s Summonings, Rune Magics and Shaping
against a character's Fatigue, and w h e n into their careers. Magics were scheduled to be published in
that r u n s o u t , a g a i n s t Endurance. T h i s the A r c a n e W i s d o m supplement.
means t h a t i t t a k e s a b o u t t h e s a m e
amount o f d a m a g e t o k i l l a n e o p h y t e Magic A beginning A d e p t receives all t h e
character as it does to slay a veteran. The General Knowledge Spells and Rituals of
veteran is much harder to hit because he Now we come to the most interesting part that college. He must find another Adept
can Evade. T h i s manoeuvre reduces a n of the DRAGONQUEST game. (an N P C ) t o t e a c h h i m t h e S p e c i a l
opponent's chance to hit and is based on Knowledge Spells a n d Rituals. T h e
the defender's skill. In the D & D game, a magic-user can use number of spells and rituals a character
only so many spells as he can memorize. may k n o w d e p e n d s u p o n t h e M a g i c a l
And exceptionally low rolls produce better When o n e considers t h a t spells g o off, Aptitude a n d R a n k t o g e t h e r w i t h t h e
(or worse!) damage results. If the number more or less automatically, it is a necess- spells the character possesses.
rolled i s 1 5 % o f t h e B a s e Chance, t h e ary balance. It still bothered me, though,
damage done directly affects Endurance, since it severely limited any magic-user I An Adept is not restricted in the kinds of
with n o n e being absorbed by a r m o u r or ran o n l o n g t r e k s . T h e y w e r e a l w a y s weapons he may use, although carrying
Fatigue. A roll w h i c h is less than 5 % of having t o r u n h o m e t o memorize spells cold i r o n negates h i s ability t o perform
the Base Chance m e a n s t h a t a specific from t h e i r books, unless they wanted to magic. Silvered, gilded and truesilvered
Grievous I n j u r y may have been done t o drag t h e w e i g h t y t o m e a l o n g a n d r i s k weapons may be used by an Adept w i t h
to t h e victim. T h e s e i n j u r i e s can r a n g e losing it or having ;t stolen. It was all very very l i t t l e o r n o e f f e c t o n h i s c a s t i n g
from a c h e e k s c a r t o h a v i n g t h e h e a r t inconvenient. abilities.
punctured. Limbs can be l o s t _ it can be
very bloody at times. DO's magic system is much m o r e satis-
factory. T h e c h a r a c t e r i s c o n s i d e r e d The Choice
Karrak, my barbarian character, got into a always t o k n o w t h e s p e l l , a n d t o b e
fight w i t h a n ore. The ore got lucky and capable of an attempt to cast it. However, The comparisons between the D & D and
struck a G r i e v o u s I n j u r y, c u t t i n g o f f it costs Fatigue Points to cast spells, so DRAGONQUEST g a m e s s y s t e m s a s I
Karrak's left hand. The amount of damage the number of times a caster can perform have shown them are such that I believe
required me to make a further Willpower is limited. Fatigue is recovered by rest and DO to be more conducive to intense role-
roll t o recover f r o m t h e s t u n . W i t h h i s relaxation, so it takes time to cast lots of playing. H o w e v e r, t h e m a j o r difference
hand l o s t , K a r r a k t o o k f u r t h e r d a m a g e spells. that makes this so is not mechanical, but
each round from blood loss, and a Healer conceptual.
in the group wanted him to break off the There i s m o r e . E a c h S p e l l h a s a B a s e
fight s o t h a t h e c o u l d s t a u n c h t h e Chance to perform properly. This chance One o f t h e m o s t f r u s t r a t i n g aspects o f
bleeding. Karrak went on, cauterising the is improved as the character rises in rank playing t h e D & D game w a s that I never
wound in a torch flame, and he succeeded with t h a t s p e l l . I f t h e s p e l l f a i l s t h e knew what to expect. When I picked up a
in killing the ore. Fatigue p o i n t s a r e u s e d a n y w a y. I f t h e sword, it could just as easily transported
casting fails badly enough the spell may me to the middle of Piccadilly as burst out
What happened i n t h e n e x t round illus- backfire. Spells may be cast either during into a c h o r u s o f 'You L i g h t Up M y Life'.
trates a n o t h e r o f D Q ' s r e f i n e m e n t s . combat r o u n d s ( w i t h i n a f i v e s e c o n d Most m a g i c a l i t e m s f e a t u r e d i n t h e
Karrak was hit for nine points of damage, period) or outside of combat at a leisure modules w e r e i t e m s t o b e f o u n d , n o
but he only had three Fatigue Points left. interval o f o n e m i n u t e o r more. I n t h e character o f m i n e c o u l d ever h a v e h a d
Since the rule is that a character cannot combat attempt, a n y roll w h i c h exceeds one made to order.
lose Fatigue and Endurance points from the Base Chance by 30 or more indicates
the s a m e b l o w, h e l o s t j u s t t h e t h r e e a backfire. In other circumstances the roll Also, m y c h a r a c t e r s w e r e c o n s t a n t l y
Fatigue p o i n t s . T h i s i d e a i n t r o d u c e s a must exceed the Base Chance by 40 for a being h i t w i t h p o w e r s o r effects I h a d
handy buffer zone, that means a character backfire to occur. never r u n a c r o s s before. T h e r e w a s a
cannot die from just one shot, unless the constant i n f l u x o f n e w m o n s t e r s a n d
blow w a s good enough t o affect Endur- A backfire can do anything from using up magics — it felt like I was walking through
ance directly a n d severely. I n t h e D & D more Fatigue Points to strike the caster a fun house rather than adventuring. M y
8 IMAGINE magazine, October 1983
character, p r e s u m a b l y, h a d s p e n t h i s the D & D game, the points are earned by universe t h e y w e r e in. T h e r e w o u l d b e
early l i f e i n t h i s w o r l d , a n d t h e r e f o r e fighting a n d killing o r by grabbing u p as very few NPCs who would be better than
should be as comfortable in it as I a m in much gold as possible. This makes players them. This made them the Conans, Elrics
mine. look for fights and forces characters into and Gandalfs in the campaign. Of course,
solving all problems with their weapons. they a l s o h a v e t h e r e s p o n s i b i l i t y t o
It is one of the tricks of fantasy literature The n e e d f o r gold invariably convinces succeed b e c a u s e n o - o n e c a n c o m e
that the reader may be confused, but the one player t o h a v e h i s character t r y t o running to their rescue.
heroes never are. I f I h a d w a n t e d t o be short-change the others.
confounded a n d ' o o h ' a n d ' a a h ' a t t h e For those interested in pursuing the D&D
—agic, I w o u l d read, o r see o n e o f t h e In D O there is a base experience award game I should tell you there is good news
for e a c h c h a r a c t e r j u s t f o r playing t h e and bad news.
many special-effects filled movies of late.
When I a m p l a y i n g a c h a r a c t e r, t h e session. T h e a w a r d can be modified b y
satisfaction i s i n d o i n g t h e j o b , r a t h e r the G M based on h i s evaluation o f their The good news is that TSR n o w own the
than in being a spectator. role-playing performance and the success DRAGONQUEST g a m e s o t h a t i t n o
of t h e adventure. T h i s system afforded longer directly competes w i t h t h e D & D
When w e w e r e revising t h e D R A G O N - me m o r e freedom a s a player. M y less- game in t h e marketplace, a n d therefore
QUEST game it was decided that nothing than-brave elf, P i m m , w o u l d , have s u f - can b e g i v e n t h e f u l l m a r k e t i n g a n d
- the published adventures would violate fered greatly in t h e D & D game since he creative force that TSB can m u s t e r. The
7-e rules, n o r w o u l d t h e y include a n y - would be reluctant to enter into combat. bad n e w s i s t h a t t h e r e i s v e r y l i t t l e
-g that could not be extrapolated from In DQ, though, h i s penchant f o r talking support material currently out since TSB
7-e r u l e s . A n y m a g i c a l i t e m w o u l d b e his w a y o u t o f a s i t u a t i o n e a r n e d h i m has b e e n i r o n i n g o u t t h e p r o b l e m s o f
invested with spells the players could find bonus experience p o i n t s w h e n h e w a s transfer of ownership. But there is further
in t h e b o o k , a n d t r a p s w o u l d b e o f a successful a t i t . O f c o u r s e , h e w o u l d good n e w s that the supplement A r c a n e
recognisable nature if discovered. occasionally have to fight, but it was more Wisdom w a s ready t o g o w h e n t h e
stimulating for me as a player to have to takeover occurred. The further bad n e w s
When I read through B e a u t y Is B u t Skin think o n m y f e e t r a t h e r t h a n r e l y o n is that TSR has no set date for its release.
Deep, the DO mini-adventure that begins hacking my way through a wall of flesh.
: - page 21 o f this issue, I was pleasantly If your interest has been piqued b y t h i s
s_rprised. The designer used an existing I do not run all my characters in that way: article and the adventure in the magazine,
s:ell i n a n e w a n d i n n o v a t i v e w a y t o Karrak w o u l d r a t h e r m a i m a n d s e t t l e drop TSB a line and let them know there is
::-eate the mystery (I c a n ' t say too much differences by proving who is the stronger a viable market for DO. Te l l t h e m I s e n t
—lore without giving away the plot. When or more skilled in combat. But it is nice to you.
you read or take part in the adventure you know I h a v e t h e f r e e d o m o f c h o i c e MU Robert Kern
will understand w h a t I mean). w i t h o u t any innate penalties for not going
the way of mauled flesh.
We c o u l d n ' t d e m a n d s u c h a d h e r e n c e
from a G M ; he may put w h a t he likes in This concept has inspired some excellent Robert Kern is a professional writer and
- i s campaign. But the group I played with role-playing. P l a y e r s f r o m c a m p a i g n s designer. H e co-designed The C a m p o f
;mind t h e g a m e m o r e i n t e r e s t i n g a n d where t h e i r c h a r a c t e r s w e r e m e r e l y A l l a A k a b e r, t h e introductory adventure
-ear b y s t i c k i n g w i t h t h i s concept. I t spectators h a v e s u d d e n l y f o u n d t h e m - included i n t h e S e c o n d Edition o f t h e
e evated the adventures above the usual selves incredibly caught up in t h e game DRAGOIVOUESrm g a m e . H e a l s o d e -
3:.< a n d slay and forced u s t o use o u r when they have a chance to think rather signed a l i e n r a c e s a n d adventures f o r
••• :s W e role-played m o r e a n d e a r n e d than fight. Universe, the science fiction role-playing
—:-e experience points. game, d u e o u t t h i s a u t u m n , f o r Victory
A personal decision o n t h e p a r t o f o u r games. H e e n j o y s h i s w o r k a n d f i n d s
- - e earning o f experience points i s group w a s t h a t t h e P l a y e r Characters fantasy h e l p f u l w h e n w o r k i n g a s a
8-'other area w h e r e the games differ. In would be the prime movers in the fantasy political speechwriter.

IMAG INE magazine, October 1983 9


HGIH MODELS
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and Publications Ltd
Arlon House, Station Road,
Kings Langley, Herts. WD4 8LF
Telephone: 092/77 68328
/SOUTHSEA

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items in this pack.
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Felt Hex 02.95
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10 sheets 17" x 25", 1" grids printed on parchment paper with air brush terrain.
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10 Please m e n t i o n IMAGINErm magazine w h e n replying to advertisements
by Anne Hamill

A prize competition based on


the AD&DTM and D&D® games

The Philosopher's Stone. Restless) However, not all is clearly stated. In order All entries should reach IMAGINETm
changeful, it was sought by those who to e n t e r t h i s m o n t h ' s prize competition magazine by November 1 s t 1 9 8 3 .
shed to step sideways out of tinte to you m u s t list the answers to as many of The results w i l l be published i n t h e
where the Stone splayed out events o f the following puzzles as you are able to January issue of the magazine, * 10.
other times, other worlds. L i k e a l l decipher, h o w y o u decoded t h e m a n d Winners will be notified by post.
then complete the tie-breaker:
crrocles, the meaning o f the events dis-
played was often obscure. But an adept, The w i n n e r will receive a voucher
1. T h e name o f the mage.
reading the story, looking deep into the 2. T h e name o f the magic-user. redeemable through TSR UK Ltd for
picture overleaf might see more than 3. T h e price set on t h e book. goods t o t h e value o f E 4 0 . There
mere scatterectimages in thefacets ofthe 4. T h e magic-user's alignment. will b e three runners-up prizes o f
Stone.... 5. A n y other messages you f o u n d . f 10 each. These vouchers can b e
6. D e s c r i b e t h e m a g e ' s spell a n d i t s exchanged for any products in the
Can you solve the mysteries effect ( i n n o t m o r e t h a n 1 0 0 TSR or 5 T M range.
words).
of the Philosopher's Stone?
In addition to the prizes for each of
The picture o f t h e Stone overleaf is t h e The w i n n e r w i l l be t h e person w h o has the four parts o f the competition,
second in a series of four pictures which solved all of the first four problems (1-4), the f i g h t e r, t h e m a g i c - u s e r, t h e
appear quarterly, s h o w i n g events in and t h e g r e a t e s t n u m b e r o f t h e o t h e r
cleric and the thief, the person who
7-e careers of a fighter, magic-user, cleric messages (5). I n t h e event o f a tie, t h e
contestant w h o o f f e r s t h e m o s t c o n -
has solved most clues over all four
a thief. A t the foot of this page you will
7-7d the story of the magic-user's search vincing explanation o f the nature o f the pictures w i l l r e c e i v e a n o r i g i n a l
for the spell book of the mage who taught spell (6) w i l l b e awarded t h e prize. T h e picture b y A n n e Hamill based o n
' e r, and the picture illustrates this. decision o f the publisher w i l l be final. this competition.

The Magic-user
Since early that morning when she had struck 'It's a Northern method;' the woman had said flare fit only the centre of the room, leaving the
:_arrip a n d begun to seek an entrance i n the The frul-Pd carpets above her head swung jewel- watts in shadow. Above her, her light faded into
canings on the cliffwalt, it had become obvious like coloured shadows sparking across the cards darkness. She brought i t closer t o the w a l l
that by no means a l l the niches mut tunnels she held. e r , bought thesefrom a traveller. The nearest her. In the centre a peg ladder ascended
p.atztrating the watts led any deeper than a i m action of your hands in sorting them allows the out of I t was flanked by gilded paintings
hurufred metres into the solid rock. On to the cards t o reveal your destiny - see,' a n d she in the customary manner o f the houses o f the
n e t one, the sun beating down on her bctck, in placed the cards then turned them. 'Aft - now dead, showing servants bearing gifts. She fat a
the hope that this one would lead to the Inuying this card; the second' - the magician - that's an quiver o f excitement, near now, she could feel
place which had to be here, somewhere.... obvious one, o f course - it represents the mage that she was very near to the centre ofpower that
you seek - although I suppose it could be, er, had been drawing her like a magnet. Somewhere
yourseff a n d this one, that represents success, above her ht,v the Book ofSpells, up the ladder. I f
.5tmnger fear — I see what you lookfor while the moon, that's mysterious matters, only she didn't feet so lethargic....
onecomehere but they come prepared for this intuition, magic - so that's good; success i n
3c_zire ofpower makes you seek this book mysterious matters to do with the one you seek.' I t came to her belatedly that there was danger
Aline spelic of ancient years plus one makes ten here. With tired fingers she fumbled for her pots
'And this one? You didn't mention the skeleton.' and began to matte ritual markings on her body
The one distilled from knowle4e through the years
in the white clay. The powders - her hands
This bookwill give you strength you dream not of
that's er -that's danger, you'll have to face spitted the coloured sands unevenly i n a n
But you must pay my price bOre 'tis time danger t o f i n d success.' T h e woman w a s intricate pattern about her. As the outer circle
So give me my demand or give thy perspiring, noticeably. closed; two things happened: She felt suddenly
more alert, her body responding swiftly once
She stared at the inscription above the passage- She s m i l e d , r e m i n i s c e n t l y. s t u p i d o l d more to her commands; cmajust on thefringes of
WCM- and a n uncharacteristic sensation o f woman. A s i f she hadn't known Death, the the light, movement. It seemed almost as i f the
_tear shiver down her spine. Pompous ass, she thirteenth c o a l when she'd seen it. B u t the can,edfigures that had lain dormant in the watt
muttered brusquely and sniffed. Once they get a spread had; after all, told her something. She were shivering, puffing themselves free o f the
bit of t h e y always have to have the thought of the smooth white cards that lay now rock with a sucking ease that made it seem as
Cast w o r d . T h i s o n e w a s appal-mit), s t i l t in her bag and shook her fiend A t least it had soft as mud. With rapid- movements she poured
gloating in his grave. But it was good to know given her a name. At least she now knew who it sand into symbols to surround her. As the last
that it was true, the story she'd heard, that there was whose spelt she sought. character was finished; a spark leapt anetignited
was a spelt, a imique spelt, against whkti there a ring offiame about her, and she reached- to her
could Sc no automatic defence without equal It took three endless days to penetrate to the shoulder sling for the flute. Her eyes slid to a
research. A new spelt would give its wielder such nutty chamber. Days of trials which had leached parchment and she intoned the words o n it,
power over others.... tier lips curved upwards in her o f magic and combat that had bled her of conjuring withfierce concentration the image of
an acquisitive triangular smile. Whatever the strength. Her legs felt drained of blood as she H I M WHO PROTECTS. Air entered her lungs
price, it was worth it. And the omens had been edged past grotesque carvings o f ghosts and with a keening sound; and she began, conserving
good.— deities into the cyfinetricat shaft of the room. Her her breath, to blow.
• m a g a z i n e , October 1 9 8 3 11
12 IMAGINE magazine, October 1 9 8 3
t.•

-",/W14

-lagazine, October 1983 13


C O M P E T I T I O N RESULTS
The Philosopher's Stone: The n9liter
And now, the part you've all been waiting 4. T h e alignment of the fighter is Lawful
for, t h e results of the first i n s t a l m e n t of Neutral, w h i c h is revealed in the text —
the competition. the first letter of each of the first 13 lines
and by the runic LN on his helmet.
We received an amazing 150-odd entries,
of which 50% had the four main answers 5. T h e other messages to be found were
correct. W e clearly made i t far too easy! as follows:
Around a q u a r t e r of those entrants also
solved a l l o f t h e o t h e r puzzles, w h i c h a. Why don't you give up on the fighter's
made t h e tie-breaker crucial. A f t e r long belt
deliberations and discussion we unanim-
ously chose the explanation of the role of b. Kilroy was here on his right arm For the tie-breaker, w e w e r e looking for
the w o m a n offered b y P a t r i c k B r a i n o f an interpretation t h a t did n o t invent too
Street in Somerset, w h o w i n s a voucher c. What a nice person you are. Maybe much, b u t rather analysed the w o m a n ' s
for f 4 0 - w o r t h o f TSR products, a n d a s we should give you a clue. On the role, accounting for her behaviour in the
runners-up, each winning a f l 0 voucher: other hand, maybe not on the pillar fighter's dreams and her non-appearance
Martin A b r a h a m s of Wallington, Surrey in t h e a c t u a l c o n f r o n t a t i o n w i t h t h e
R Garnett of Harrow in Middlesex, and d. I am a mysterious dragon, Yoohoo, I sword. Patrick's winning explanation ran
C A Nelson, also of Harrow in Middlesex. can see you o n the dragon's banner as follows:
Well done to these four, and especially to
all the others w h o reached the tie-break e. BEGONE FOOL! HENCE! on the The unknown woman represents the
stage — better luck next time! A n d don't fighter's helmet Anima, the centre of all feminine forces
forget you still stand a chance of winning — emotional, intuitive, compassionate
the o v e r a l l p r i z e f o r s o l v i n g t h e m o s t f. I t is possible to solve this puzzle but — within a man. Dreams often com-
puzzles in all four parts of the competition. not this way and pensate f o r lopsided conscious atti-
tudes, Therefore the Anima appears
when a man neglects his femininity,
becoming utterly masculine, cruel,
defiant, and ruthless.

Hardship has caused the fighter to deny


his feminine nature. Thus, in his dreams,
he felt he must kill the woman. But now,
having completed his quest, he need no
longer deny his compassion, etc, but
rather embrace it, t o become whole
again. Hence t h e Anima n o longer
appears separate from him, but is part
of him again.

Of those entrants w h o did n o t even get


the m a i n puzzles, t h e m o s t c o m m o n
mistake w a s o v e r t h e a l i g n m e n t . M o s t
people seemed t o be w o r k i n g i t o u t f o r
themselves rather than looking at the text
or t h e picture. In fact, very f e w of those
And now, the w i n n i n g answers. g. It's not as easy as you thought it was w h o d i d a n s w e r t h i s question correctly
going t o b e , i s it? on t h e beads used the textual clue.
1. T h e name of the sword is H A R D S H I P, around the skull
which the fighter worked out by reading The m o s t e n t e r t a i n i n g w r o n g a n s w e r s
the r u n i c inscription o n t h e sword, a n d h. Look mate, don't press your luck. from o u r point of view, as w e ploughed
from a clue in the text, where the fighter's Would we make it that easy? Who do through a l l t h e entries, c a m e f r o m t h e
teacher told h i m ' t h e m a n w h o ' d w i e l d you think w e are, Oxfam? on the people w h o did not discover the fighter's
that sword must not flinch from hardship'. medallion name. A p a r t f r o m t h e inevitable ' H e r o '
and 'Kilroy', there were many bewildering
2. T h e m e s s a g e o n t h e obverse o f t h e i. L E AV E N O W f r o m t h e initial letters variants — Bevan, Ben Gaul, B o h e m i a n
sword reads, 'he who passes through of the book titles Sharky, Svjic, Raiko.... (Keep it up! It's so
these knows my nature and my Name' dull w h e n everyone gets it right!).
— the capital giving the clue to the means j. Puzzles can be irritating on the horse
by which the name is revealed in the main
message: 'through Hunger Appetite; k. Here's looking a t you kid on the Now, if you have not already done so, w h y
against Resistance Determination; in snake. not t u r n b a c k t o t h e p r e c e d i n g t h r e e
Suffering Humility; from Ignorance pages and start workng on Part Two of the
Perception:'. Several p e o p l e a l s o n o t i c e d t h a t t h e competition: T h e M a g i c - u s e r. I t c o s t s
fighter h a d six fingers — o r rather, five only t h e price o f a s t a m p t o e n t e r, a n d
3. T h e name of the fighter is Tengakhan; fingers a n d o n e t h u m b — o n h i s r i g h t (unless you are exceptionally good at this
this is coded in morse on his armour: ' M y hand. T h i s w a s unintentional a n d n o t a sort o f t h i n g ) s h o u l d p r o v i d e y o u w i t h
name is Tengakhan n o w go away'. clue! hours of entertainment.
14 IMAGINE magazine, October 1893
eilleriMaimmummonomminiongwisminionimiummoimulaaummonommouo OINMINh
i nu
i mounooo
l susin
io
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63)
01'
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• • • • • • • • 1 Z : IiI I7IIITI iI 'II, IAI , S
. I 1 1 1 4 1 1 " N i i 7II 1I r i me/L:

Transatlantic Tales Monumental Endeavour


The biggest n e w s o f late is, o f course, Death on the Docks — which has been A N e w Yo r k b o o k d e a l e r, J o h n
the release of the new, revised edition of sitting on the docks for ages, it seems. Bambach, is in the middle of producing
the Basic D8.(D: g a m e , which is already Beyond, we enter a time of myths and an index of all magazines, professional
in the shops, and is reviewed on page 42 m y s t e r i e s . T h e W O R L D O F G R E Y- and amateur, that are devoted to role-
of this magazine. HAWKTM gazetteer revised edition, t h e playing games. His training in the book
Yet this is not all. Also reviewed in this AD&DTM M e t a l M i n i a t u r e s , 0 1 - G e m trade m a d e h i m anxious t o establish
ssue i s t h e r e v i s i o n o f t h e G A M M A and the Staff and L2 - Assassin's Knot some sort of order to his 'zine collect-
,VORLDTM g a m e , a g r e a t l y i m p r o v e d are awaited, as are M o n s t e r M a n u a l II ion, s o h e m a d e a n i n d e x c o v e r i n g
version of this game of the future. A n d and t w o SPITM g a m e s , G l e a m o f such t h i n g s a s w e a p o n s , a r m o u r ,
an alternative f u t u r e is revealed in the Bayonets and Battle Over Britain. combat, c h a r a c t e r c l a s s e s , m a g i c ,
chg-awaited and very impressive STAR Later still are scheduled G W 3 - The treasure, scenarios, etc. It then occur-
=RONTIERSTm KNIGHTHAWKSTmgame. Cleansing W a r o f G a r i k Blackhand, red to him that such a system would be
Spaceships and intergalactic conflict — GW4 M i n d Masters, GB4 T h e Vanish- useful to fellow garners. Consequently
a :remendous package for £8.95. ing Investigator, U3 - The Final Enemy he is n o w expanding it to cover every
Lastly in this current crop of arrivals: and B 5 - H o r r o r on t h e Hill. A n d i f all issue o f e v e r y ' z i n e t h a t h e k n o w s
- The Temple of Death, M 2 - M a z e that happens as we predict, w e w i l l be about. The finished article will then be
the Riddling M i n o t a u r and G B 3 - very surprised. published. I w i s h h i m w e l l i n h i s
monumental endeavour. Just imagine
the convenience of one single index to
IMAGINE-TM magazine thanks D o u g C o w i e cover e v e r y i s s u e o f e v e r y p r o a n d
Jeux de Role for his assistance w i t h these items. fanzine. J Bambach, you are a hero sir.
-ave recently been sent copies of two I hope you prosper.
ench gaming magazines. Casus Belli
has a g l o s s y c o v e r, 4 8 p a g e s a n d Scenario News
umerous articles o f interest to role- There are a couple o f n e w scenarios
;....ayers. There is a Bushido review; a for S F f a n s t o l o o k o u t f o r . T h e Flagship Launch
Japanese scenario which uses a mix- Vanished is FA S A ' s first supplement News h a s r e a c h e d u s o f a n e w
:_re o f Bushido and t h e A D & D game for t h e i r Star Trek game. S e e m s like professional magazine, Flagship, to be
3onjons et Dragons), a Space Opera the entire crew of Deepspace Research devoted to postal gaming, t h e launch
-eview and an article o n 'Bzzionikhs' Station 39 has disappeared. If we can date of w h i c h is set at the end of this
...nich translates roughly as Psionics. just p r i s e t h a t b l o n d e a w a y f r o m month. A quarterly, 3 6 - p a g e p u b l i c -
--lye second magazine, Runes, is not so Captain Kirk, we'll go and investigate. ation, it aims to cover the full range of
ossy b u t c o n c e n t r a t e s e n t i r e l y o n From F G U c o m e s A g e n t s o f t h e
:es jeux de role. There are reviews of Rebellion. T h i s i s a S p a c e O p e r a
--aveller, Space Opera, STAR FRONT- scenario pack set in the CSA sector of
L E S a n d Runequest, plus n e w the Korrelian I m p e r i u m . T h e players
ruies and scenario suggestions. There find t h e m s e l v e s l o c k e d i n t o t h e
is a n e w characteristic — Le Sens de struggle of the Underground Alliance.
r H u m e u r. I f only I could read French There a r e several a d v e n t u r e s w h i c h
•d k n o w w h a t t h a t m e a n t . A s a can b e played independently o r as a
-.-astimony t o t h e i r G a l l i c good taste, campaign. The goal of the campaign is
tney a l s o i n c l u d e a b r i e f r e v i e w o f to f u r t h e r t h e c a u s e o f t h e A l l i a n c e
IMAGINE magazine. They describe i t rebels by a subtle use of the espionage postal games. The price w i l l probably
as ' . . . b i e n p r e s e n t e e t r e l a t i v e m e n t skills o f t h e players. B a s e d o n t h e be f l . 5 0 p e r i s s u e i n i t i a l l y, t h o u g h
interessant, surtout pour les debutants normal level o f subtlety displayed b y subscriptions w i l l b e c h e a p e r. F o r
(qui c o m p r e n n e n t T h i s most players ('I'm loading with ARDS.), more details, contact Nicky Palmer at 7
seems like a good excuse f o r a s t a ff one t r e m b l e s w i t h a n x i e t y f o r t h e Delahay House, 1 5 Chelsea Embank-
'act finding' weekend in Paris.... success of the revolution. ment, London S W 3 4LA.

From Victory With Love


•.• r e details are available of the forth- Manual which is a compendium of details tures, Octopussy a n d Goldfinger, a t
:oming J a m e s B o n d 0 0 7 R P G f r o m of the weapons, vehicles and master spy £5.95 each. This all adds up to quite a
Victory Games. There will be a boxed set gimmicks available to the would-be 007s. hefty initial release i n a n y o n e ' s l a n g -
:omprising the Basic Game book, char- A G a m e M a s t e r pack ( w h a t a r e female uage. Victory Games think they're onto
a ;ter records and dice. This is known as refs supposed to use?) including referee's a winner, but of course it all depends on
: - e Basic Kit in the States but, curiously, screen; plastic based, die-cut card figures the quality of the game. Tie-ins with TV
7-e U K importers are calling i t t h e D e and vehicles; an 11 " x 17" gridded sheet programmes of movies are not enough
__xe Kit. I t w i l l b e E l l .95. T h e Basic for playing encounters on; a n d a pad of on their own, as the sad fates of the RPG
:C:K will also be available as a separate character sheets. G M Pack will be £6.95. of Dallas and the board game of Escape
at f 7 . 9 5 . A l s o a t E7.95 i s t h e Q Finally, there will be two complete adven- from N e w York show all too clearly.

vf,•,,E magazine, October 1983 15


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16 Please m e n t i o n I M A G I N E R ' magazine w h e n replying to advertisements


THE GYPSY.

igtoolita:
- - e Gypsy looked u p a s I c a m e Even then, the blight had begun. I noticed drove me mad. Still the blight spread, in
:-7ough t h e open d o o r w a y i n t o h i s it a t f i r s t i n s m a l l t h i n g s . S o m e t i m e s I new and more insidious ways, g n a w i n g
dark, incense-filled room. It had been would absently pick up a cup which I had at the edges of my sanity. For the last fifty
• •ong time since we had last spoken, already drained, to find it full, and then it years no living t h i n g had acknowledged
: - g e r still since t h e placing o f h i s would s o m e h o w become e m p t y w h e n I me. N a t u r e h a d r e j e c t e d m e f o r m y
remembered drinking. There w e r e other transgression. I had borne it for as long as
e - : n a n t m e n t , to which I owed my life
things, difficult t o explain, b u t somehow I could, r e m i n d i n g m y s e l f t h a t t h i s w a s
—c'e times than I could comfortably
wrong. Small things. But they had worried the price of the Gypsy's charm, b u t n o w
.7-ail to mind.
me. A s I worried, the blight g r e w worse. the price had become too high even for an
Eventually people seemed to overlook me eternity of life — if life i t m a y be called,
-.undred years. I t still disturbed m e to at times o c c a s i o n a l l y at first, b u t more such an existence.
nk o f i t . F o r n e a r l y t w i c e a n a t u r a l and m o r e a s t h e y e a r s w e n t b y. I h a d
'e:ime, t h e magic w h i c h he had woven spoken to the Gypsy about it, but as usual And so I had come back to the Gypsy. The
day h a d preserved m e against t h e he had filled me with words that I did not bitterness o f o u r q u a r r e l o v e r Va l s a n a
ack of swords, of sickness, even of time understand, s a y i n g t h a t i t w a s i n t h e had kept m e a w a y for m a n y years, b u t I
:self. Forty years since, and more, I had nature o f t h e e n c h a n t m e n t , a n d t h a t had slowly come to realise that he would
watched m y beloved Va l s a n a g r o w o l d nothing could be done a b o u t it. For m y have woven the charm I desired upon her
and die, unable to gain for her the same part, I had supposed that since his charm had h e been able, f o r h e h a d loved h e r
:--ctection that kept me helplessly watch- was against nature, it strained the natural almost as m u c h a s I — indeed, w e h a d
- ; T h e Gypsy had said that i t w a s laws a r o u n d m e , s o t h a t a t t i m e s t h e y once been rivals for her attention, and it
--nossible, and had blinded me with a lot would break. had come perilously close t o destroying
: double-talk about the nature o f his our friendship. Sometimes, in the depths
--3gics and the nature of the subject and At l a s t t h e b l i g h t h a d s p r e a d e v e n t o of despair, I had wondered w h e t h e r even
importance f o r t h e success o f any Valsana. Even she began to ignore me at the Gypsy w o u l d acknowledge me; p e r -
i---:-antment. At least, that is what I think times, and for the last ten years of her life haps the blight had spread too far, and I
spoke of a l l I knew was that it boiled she h a d n e v e r given a n y acknowledge- would be left raving impotently to myself.
• •••rn to the answer no. We had quarrelled ment of my existence. That was when the But finally I had come. I w a s desperate. I
• 7.I had not seen him since. Gypsy a n d I h a d q u a r r e l l e d . I t a l m o s t was lonely.
RIAGINE magazine, October 1 9 8 3 17
The Gypsy I never did k n o w his name, 'I w a r n e d y o u t h a t t h e p r i c e w o u l d b e company?' t h e Gypsy continued, a l m o s t
for a l l t h a t w e h a d b e e n f r i e n d s a n d high,' he said. as i f he w e r e trying to provoke me. ' W i l l
companions f o r l o n g e r t h a n I c a r e d t o you s u r r e n d e r i m m o r t a l i t y b e c a u s e o f
think of s m i l e d his veiled, half-mocking 'As was the value,' I replied, almost trying mere tedium, or will you be back for more
smile, a n d w a v e d m e t o a c h a i r w h i c h to convince myself that this was so. enchantments a s s o o n a s y o u b e g i n t o
faced h i m across his parchment-littered grow old?'
desk. He poured two goblets of wine from 'And still you regret,' he said, refilling his
the j e w e l l e d d e c a n t e r a t h i s e l b o w , goblet. ' I r e m e m b e r t h e f i r s t t i m e , a f t e r 'You warned me of the price,' I countered,
passing o n e t o m e . W e d r a n k f o r a the placing of the charm,' — the faintest 'But not of its nature. Eternity is of little
moment in silence, and I regarded him. trace of an ironic smile crossed his face use to a madman.'
—'The disappointment on your face when
Time had been kind to the Gypsy. Or more that s w o r d did n o t w o u n d you. W i t h o u t For t h e briefest instant I s a w a c h i n k in
probably magic had been kind on t i m e ' s the risk, the game was empty.' the c a t l i k e m a s k o f t h e G y p s y ' s c o m -
behalf. H e appeared n o older n o w t h a n posure. He leaned forward slightly.
when w e had first met; his face and hair 'There w e r e greater games,' I reminded
were u n t o u c h e d b y a g e , a l t h o u g h t h e him, ' T h a t w o u l d o t h e r w i s e h a v e b e e n 'Tell me,' he said, almost earnestly, 'You
dark, polished s t o n e s o f h i s eyes g a v e impossible.' have been experiencing s o to speak —
some i n d i c a t i o n o f t h e y e a r s t h a t h a d things o u t o f t h e ordinary? T h e l e s s e r
passed o v e r h i m , b u t t h e n t h e y h a d 'Ah, yes,' he said, almost with a chuckle, effects o f the c h a r m a r e little k n o w n ; i t
always been so. H i s w a s a f e y nature. I 'As you tried to recapture the thrill of the has not been cast for several centuries.'
wondered briefly whether he was truly so gambler. C h a s i n g d e m o n s i n s t e a d o f
ageless, or whether he had merely drawn brigands, always searching for something He w a s clearly interested. I w a s almost
on his appearance like a carnival mask for strong enough to break the charm. There tempted to repay him in his own coin for
the eyes o f those a r o u n d h i m . T h e n h e were times when I wondered if you would the t i m e s he had toyed w i t h m e w h e n I
spoke. even brook at the annihilation of the gods. had needed his help or advice. The way he
Strange it is, that once i m m u n e to death, had reacted, as if I were no more than the
'It has been long,' he said, regarding the you s h o u l d s e e k i t w i t h s u c h passion. result of an interesting experiment, galled
dark surface of his w i n e as i f it held the Stranger still, the time you nearly found me; but I needed his help now, and I could
secrets of life and death. it....' not afford to offend him.

'That i t has,' I agreed, ' To o long.' There I m u s t h a v e s t i f f e n e d s l i g h t l y, f o r h e I explained a s best I could about t h e
was a pause, w h i c h became uncomfort- stopped i n h i s reminiscences. T h a t w a s manifestations o f t h e blight, a n d t e n t a -
able. I did not speak, mainly because I felt one time I had not wished to remember. tively m e n t i o n e d m y t h e o r y t h a t t h e
that he was trying to force me to do so. He When I t h o u g h t I had recaptured the old charm was sundering the laws of nature
had always seemed to look on the human thrill of battle, in that obscene temple, the around me. The Gypsy listened, leaning
race a s a p l a y t h i n g f o r h i s o b s c u r e exultation had turned t o cold fear in m y back i n h i s c h a i r w i t h h i s l o n g f i n g e r s
humour. W h e n h e eventually broke t h e stomach. Invulnerability had made m e a steepled and his eyes staring sightlessly
silence, it was for all the world as though coward. into the wisps of blue-grey smoke w h i c h
he had merely been lost in recollection. rose from his incense-burner.
'It was not long after, as I recall, that you
'They were good days,' he said. I nodded. I retired,' the Gypsy w e n t on. Occasionally h e w o u l d s t o p m e , a n d
could tell from his deliberately roundabout question m e m o r e c l o s e l y a b o u t s o m e
manner that he had somehow sensed my 'Loaded dice become tedious w h e n t h e particular e v e n t o r p h e n o m e n o n ; h e
desperation, and that he was toying with stake l o s e s i t s v a l u e , ' I conceded, u n - seemed to be most concerned with w h a t I
me. It was ever his way. comfortable t h a t h e s h o u l d f i n d m e s o had b e e n t h i n k i n g i m m e d i a t e l y before-
easy t o read. ' B u t I suppose i t w a s n o hand or w h a t I had expected to happen,
'Good days,' h e repeated a t length, ' A l l more than I should have expected.' but it w a s difficult t o divine his purpose
but the bad ones, and those we have long from his questioning. I a n s w e r e d him as
since forgotten.' He looked up at me with 'And you, m y poor young friend, played well as I w a s able, and he w o u l d nod to
that u n r e a d a b l e b u t f a i n t l y u n s e t t l i n g always for the love of the game, but only himself in an abstracted m a n n e r before
bidding me continue.

When I h a d finished, h e s a t f o r a s h o r t
'Strange it is, that once immune to death, time i n contemplation. A l t h o u g h h e
offered me no explanations, something in
you should seek it with such passion.' his m a n n e r told m e t h a t h e understood
the nature of the blight w h e n a t last his
attention returned to me. In a w a y, I had
expected no explanations; h e had a w a y
expression t h a t h e u s e d i n p l a c e o f a realised once the game was spoiled.' He of e x p l a i n i n g m a g i c w h i c h d e n i e d a l l
smile. W e drank a silent toast to the old smiled t h e i n d u l g e n t , f a i n t l y i r r i t a t i n g understanding, a n d t h e w o r d s w o u l d
days, good and bad. smile o f o n e w a t c h i n g a s m a l l c h i l d have been wasted.
realise its error.
'One, though,' he said after a while, 'You 'I w a r n e d y o u t h a t t h e p r i c e w o u l d b e
would have undone.' 'And can t h e game be righted?' I asked, high,' he repeated, 'But I m u s t w a r n you
trying desperately to appear unconcerned. that t h e price o f t h e u n b i n d i n g w i l l b e
I paused. He had done it again. W h e t h e r His voice told me that I had failed. higher still. I t i s a l w a y s easier t o break
his powers allowed him to read my mind I than t o m e n d . I d o h a v e t h e a b i l i t y t o
did n o t k n o w, b u t he did have t h e m o s t 'So, the price is too high, then?' he almost revoke the charm, but you m u s t consider
unnerving habit of bringing out a person's purred. 'I had warned you from the start.' I carefully before you ask me to use it.'
innermost t h o u g h t s as casual pieces o f nodded; he had indeed warned me, but I
conversation. O n t h e o t h e r h a n d , I had t h o u g h t o n l y o f t h e p r i z e o f i m - 'If i t i s w o r s e t h a n w a t c h i n g y o u r o w n
reminded myself, w h y else w a s i t that I mortality. A n y price w o u l d have been a sanity trickle a w a y like sand through an
had v i s i t e d h i m a f t e r s o l o n g . H e w a s bargain. Or so I had thought. hourglass, it must be dire indeed,' I said.
probably just trying to set me off balance. I After his reaction t o m y m e n t i o n o f t h e
remained silent, t h a t s e e m i n g t h e b e s t 'After so long w i t h Death g r i n n i n g over blight, I m o r e than half-doubted t h a t he
way to appear unperturbed. your shoulder, you m o u r n the loss of his had k n o w n t h e price o f his charm. T h a t
18 IMAGINE magazine, October 1983
being so, it worried me that he might not
be aware of the full consequences of its
unbinding. Having regretted one decision
for more t h a n a c e n t u r y, I w a s loath t o
pitch myself blindly into another.

The p r i c e i s d e f i n i t e , ' h e a s s u r e d m e ,
And I a m f u l l y a w a r e o f t h e e ff e c t s . '
Clearly he had sensed my doubts. 'But to
explain them to you would almost certain-
• bring the unbinding upon you of itself.
that must be your decision.' His black
-o e s bored into the depths of my soul, and
:ould see that he wanted me to believe
- nis sincerity. I had long given up trying
-: establish w h e t h e r t h i s sincerity w a s
zenuine — you could never tell w i t h the
Gypsy.

- any case, I k n e w that he would tell me


- m o r e ; I w o u l d h a v e t o decide on m y
n. I thought for a long time — it was an
o :ionising choice t o make, b e t w e e n t h e
—adness which threatened to engulf me
a- Z s o m e u n k n o w n t o r m e n t w h i c h h e
- a s s u r e d m e w o u l d b e worse. B u t I
• - ew that I could n o t go on as I was. A t
e-gth I made my decision. 'But what of the unbinding?' I demanded, the illusion c o u l d provide y o u w i t h n o -
momentarily l o s i n g c o n t r o l o f m y i m - thing. A n d s o n o t h i n g h a p p e n e d . O r
....flat this terrible price might be, that it is patience. But I knew there was no point in sometimes the background noise of your
cirse than encroaching madness, I know trying to hurry him; he w o u l d tell me, or own m i n d , y o u r r a n d o m s u b c o n s c i o u s
I think that I must take the risk rather not, as he wished, and in his own time. thoughts, were taken as the basis for the
-_-an add an e t e r n i t y of recrimination t o reality which the charm gave you. That is
slow insanity which already confronts 'Patience,' he said. 'You will understand the root of your affliction, and from there
—e Yo u are the only person to speak to in good time. At the time of which I speak, it h a s spread t o y o u r p r e s e n t u n h a p p y
—e o r these many years, and the solitude we had lately been rivals, as I remember. condition, as uncertainties and anomalies
E-: e c o m i n g more than I can bear. If the But your shoulders were the broader. You have g i v e n r i s e t o m o r e u n c e r t a i n t i e s ,
:e of the unbinding be my very death, brought b a c k g o l d a n d g e m s , I m e r e l y just a s r i p p l e s o n a p o n d s p r e a d a n d
oe it; I am practically dead already.' dusty old parchments. The result of our multiply and interfere with each other.
rivalry w a s a foregone conclusion, b u t I
oi Gypsy looked at me sharply. His gaze was angry. Love makes fools even of the 'So n o w you k n o w w h y I could not name
•..as uncomfortable, but I held it. A t length wisest.' the price of the unbinding w i t h o u t bring-
-e spoke, apparently satisfied o f m y ing t h e u n b i n d i n g u p o n y o u ; f o r t h e
I w a s beginning to understand. I had not unbinding is the oblivion of death — the
realised the extent of his bitterness. long-due q u i e t u s o f y o u r deluded soul,
you r e m e m b e r t h e w o r d s o f m y which only I a m able to see through t h e
: - a r m ? ' he asked. 'So you wove the blight into your enchant- exercise of my modest skills.'
ment, t o m a k e m e a n outcast, i g n o r e d
- - e i r gist only. T h a t n o weapon o r foe even by those I loved?' When I thought of I w a s not sure h o w much of this explan-
; - int h a r m me, t h a t their blows should what a j e a l o u s m a g i c i a n m i g h t d o t o ation I understood, but his talk of my long-
:ass through my body as if it were mist. I those w h o had offended h i m , m y blood distant death irritated me. I was becoming
a:metimes wonder if you did not turn me turned to ice. His vengeance upon me had tired of his games.
mist, and I s o m e h o w failed to notice.' been light. But he shook his head, almost
'.• , weak attempt at a jest fell dead on the sadly. 'Can a f o r m l e s s s p i r i t d r i n k w i n e ? ' I
.e •et draperies. demanded, draining my goblet and hold-
'No,' h e said, ' t h a t w a s m e r e l y a n i n - ing it before his eyes.
re-naps the w o r s t , ' I c o n t i n u e d , ' w a s evitable side-effect. The charm I worked
a: Valsana c a m e t o ignore m e like all was o n y o u r m i n d r a t h e r t h a n o n y o u r 'Look again,' h e s a i d q u i e t l y. M y h a n d
others. W o u l d t h a t y o u c o u l d h a v e body.' I began to speak, but he held up a was empty; t h e goblet stood u n t o u c h e d
: : - e something f o r her, so that at least hand to stop me. on the desk where he had left it.
Ae could have been together.'
'Your e x p e r i e n c e s w e r e r e a l e n o u g h , He w a s t r i c k i n g m e a g a i n , I t h o u g h t ,
-d visit on her the same blight of which never f e a r , ' h e c o n t i n u e d , ' b u t t h e y toying w i t h m e w h e n I s a t b e f o r e h i m
• n o w complain?' responded the Gypsy, proceed from t h e n a t u r e o f t h e illusion. helpless and desperate. I became angry,
- a words as smooth as a riposte in tierce. Yes, m y handsome, muscular friend, the moved to strike him for his mockery, but
: : u l d not answer. charm I placed upon you was illusion —a even in that instant, his words reformed
powerful illusion, but an illusion none the themselves in my mind, as if of their own
E n o matter,' he went on, 'That is in the less. You believed yourself invulnerable, volition, and they hung there, turning and
ES:. a n d n o a m o u n t o f l o n g i n g m a y just as you believed yourself to speak with glittering like torchlit sword blades caught
ange i t . Y o u r m e n t i o n o f Va l s a n a others and live as men live. But that first in the frozen instant of striking. Illusion._
7;r-ids m e t h a t i t w a s s h o r t l y a f t e r sword killed you, a n d y o u r body is n o w reality._ d e a t h . . . , spirit..., t h e y f o r c e d
happy u n i o n t h a t I p l a c e d t h e dust in some nameless crypt. And yet you themselves in upon m y mind.
: - a m . A powerful charm. Immortality thought y o u r s e l f a l i v e , s o t h a t y o u r
- : invulnerability, a l l m e n ' s desire; a deluded spirit saw itself eating, walking, The l a s t t h i n g I s a w w a s t h e u n h o l y,
: - : : e c t i o n to rival the sanctity of the gods and talking with others, just as it expected malevolent t r i u m p h o n h i s f a c e . T h e n
e--7selves. T h e p r i c e , a s y o u h a v e to see these things. But from time to time, darkness took me.
: a:overed....' w h e n you did n o t k n o w w h a t to expect, 11116Graeme Davis
NE magazine, October 1 9 8 3 19
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20
Please m e n t i o n IMAGINETm magazine w h e n replying to advertisements
A DRAGONQUESTTm Mini-Adventure

arg*- • :•

;7;:v•
A. INTRODUCTION \\

--Is is a DRAGONQUESrm adventure designed to be played in relevant in a DRAGONQUEST adventure. Players more used to
apout two or three hours by a Games Master (GM) plus one the D&D and AD&D games would be well advised to read the
: aver with one character. Although it is a single adventure, but article which appears on p.6 of this issue.
•_:an be incorporated into an existing campaign, and some
are provided to aid in doing so. Before play begins the GM should read the module and become
familiar with the general situation and specific details presented
- - s DRAGONQUEST game is very different from the D&D® and below. If you are a DRAGONQUEST player please stop reading
•:•:; &D-Y games. Many of the assumptions which players of the here, as the remainder of the information in this pull-out is for
3.7.er type of game would take as read in a fantasy world are not the GM alone.
IMAGINE magazine, October 1983 21
Beauty Is But Skin Deep

B. BRIEFING FOR THE GAMES MASTER 3. The Plot

1. The City About a year ago an old woman bought a house near the
Merchants' Quarter of the city. She apparently moved awa
Throughout this mini-module there are references to 'the city' about a fortnight later, leaving the young woman who hac
and 'the Merchants' Quarter'. These are deliberately vague. arrived on the night of the old woman's disappearance.
Other references to groups such as the City Watch are more
specific. The adventure has been designed to fit into most city The younger woman, Khaana, refused to say where the oic
backgrounds that the GM could have without too much extra woman had gone, and although foul play was suspected, the
work. Information s u c h a s t h e location o f t h e buildings authorities could not investigate. Khaana had valid documents
described below, and the social organisation of the city, are left granting her trusteeship of the old woman's property.
to the GM's discretion. Other information, such as the locality of
the adventure, i s provided, but the GM should feel free to Once the controversy had died down, Khaana set herself up in
change any of these details. business as a fortune teller and maker o f herbal potions.
Whether or not i t was Khaana's claimed gypsy blood, her
The adventure can be inserted in whole or in part into a city predictions and readings seemed more accurate than most, anc
setting of the GM's own design, or into a commercially available her business flourished. Her secondary and much more discreet
city s u c h as Sanctuary in the Chaosium's 'Thieves World'. If occupation t h a t of Courtesan — also prospered.
the GM does not have a whole city setting available, or does not
wish to create one, the following information will sketch in a However, not all is as it appears. At the same time as the old
general background for the adventure. woman vanished there were a number of other disappearances
All of those who disappeared were young women, and no trace
The city lies on a river crossing where several major trade routes of them has ever been found.
intersect. Although not large with 5,000 inhabitants, the city is
prosperous enough to be independent of the nobility, a charter The old woman and Khaana are one person. By murder and use
having been granted some 75 years ago. The City Guilds now of forbidden magic a Skin Change Spell — Khaana was able
administrate for the town, usually with justice, but always with to transform herself into her present youthful and beautiful
an eye towards profit. At present the Guild of Wool Merchants is form. Khaana poisoned the young women, and used their skins
the most powerful, although it has only risen to pre-eminence in in her attempts to cast the Skin Change Spell and make herself
the last five years. youthful again. Only the last attempt worked, and Khaana was
transformed. She now protects this dark secret from everybody,
The other Guilds include the Navigators, Goldsmiths, Mercantile including her lover, Huskylour. He knows that Khaana practises
Adventurers (merchants, not adventurers as such), Slavers, magic, but not of the murder. They both realise that investigation
Bards, Mercenaries, Vintners, Armourers, Coopers, Turners, would result in Khaana's execution.
Weavers, Dyers, Slubbers, Architects, etc. The trades such as
butcher, baker and candlestick-maker also have small and non- Unfortunately for her, Khaana's murderous spell-casting had an
influential Guilds. The Thieves' Guild and the Slayers' Brother- unexpected side effect. Victoria, the young woman whose skin
hood (Assassins' Guild) have small memberships, but these are was used, perished in traumatic circumstances, and so did not
naturally kept secret and have no official stake in the running of find rest. She became a ghost, tied to her bodily remains. These
the city. The Adventurers' Guild has a similarly low status, but it are now buried, along with the remains of the other missing
is not illegal. Law and order, although patchy, are enforced by girls, in the cellar of Khaana's house. Victoria's ghost can only
the City Watch, an organisation paid for by the Guilds. The wander within 50 yards or so of her resting place, seeking help
Watch therefore concentrates on protecting property, but also from anyone who will avenge her death on Khaana and re-bury
performs the standard policing functions of protecting life and her mortal remains in hallowed ground.
limb. Members of the Watch also act as customs officials, tax
gatherers (when required), and militia cadre. The adventure begins as the player character arrives at the Five
Elements Inn, just round the corner from Khaana's house.
The Watch is also charged with ensuring that laws related to the Despite the Inn's good reputation and well stocked cellar, trade
use of magic — particularly the banned Colleges o f Black is at a low ebb. Many guests have left after only one night,
Magics, Necromancy and Greater Summonings — are obeyed. claiming t h a t t h e y have b e e n persistently disturbed b y
The law states that Adepts licenced by the Guildmasters are something o r somebody. Midzer, the owner o f the Inn, i s
entitled to practise within the city limits, but that they are totally growing increasingly concerned over the loss of trade, and is
liable for their spell results and must offer compensation to any looking for someone to find out why this is happening.
who suffer as a result. This is a powerful incentive to excellence
on the part of all Adepts. Black Magicians, Necromancers and The answer is, o f course, Victoria's ghost, w h o has been
Summoners cannot practise their arcane arts at all. The penalty haunting the Inn in an attempt to get help. The GM may use
for doing so is death and the confiscation of all property. either or both of the Player's Briefings to provide clues about the
above information.
Hence, i f the player character produces proof o f Khaana's
wrong-doings, he or she can avenge the ghost of Victoria, and Disposing of Khaana, and thus helping Victoria, could prove a
rid the city of a malefactor. risky task for a single individual. There are sources of help
available: the city watch could be contacted once evidence of
2. Incorporation into an existing campaign Khaana's murders or spell casting is discovered, or Huskylour
might be persuaded to act against Khaana if presented with
The GM may wish to insert this adventure into an existing information about her true nature. (See the section on Non-
DragonQuest campaign. Ideally, this should be done gradually, Player Characters for details of Huskylour and a Watch Patrol).
with the players possibly having dealings with the various Non-
Player Characters for some time. The players could frequent the
Five Elements Inn, using it as a place where they rest between C. BRIEFING FOR THE PLAYER
adventures and wait to be approached by patrons. The players
could use the moneychanger, Josep Vedla, as a moneyer and There are two briefings provided in this section. The GM may
banker, or consult Khaana as a fortune teller and wise woman. use either or both of them. It should be noted that the two do not
give the same amount of information. The sources o f this
The GM should feel free to make any changes necessary to information are Midzer and Victoria, and these individuals do
make the module fit into the existing background. not know all of what has occurred.
22
IMAGINE magazine, October 1983
Beauty Is But Skin Deep

1. Midzer's Tale
10'21
'.! Ozer, a 37 year old human, is the owner and barman of the
Five Elements Inn. His physical characterstics are:
i.t•
PS: 21 M D : 18 AG: 15 MA: 7
PB: 12 EN: 16 FT: 20 WP: 23
12

tie is a Rank 2 Merchant, a Rank 1 Troubador, and speaks


2:mmon and Elvish at Rank 9. He uses a Sabre at Rank 3 and a
:agger at Rank 1.

- - a Inn is well known in the city for its good beer, wines and
- :spitality, but despite this trade has declined recently, and
dzer is becoming increasingly concerned.

- - e drop in trade started a year ago— more people were staying


- at night when some young girls disappeared and were never
".:nd. Trade picked up once girls stopped vanishing, but the Five
Elements never seemed to attract as many people as it had
: ' o r e . Something about the Inn, or the neighbourhood, made
e customers uneasy. Then, to add insult to injury, some six
--:nths ago, guests who were staying in the Inn complained
--at they were being harrassed while they slept — clothes were
ng scattered, the beds were being moved, and curious noises
:ould be heard. The word 'poltergeist' was mentioned, and
:-siness took a further downturn.

dzer decided to sleep elsewhere after several nights of this


3:-.!vity, and all the residential customers left as well. The Inn is
a: u s e d during the day, but once the last customer departs
ozer locks up and heads for a quieter part of the city.

dzer now wants someone to find out what is happening. He is


- :: nappy at the thought of having to pay to do so, but is willing
offer a compromise solution — whoever finds out what has Victoria did not start her haunting immediately. The shock of
:aen going on can stay at the Inn for one month without paying, dying a n d having her mortal remains used for foul witcheries
a- o have a drink on the house as well! —tied her closely to her body, but she has gradually moved out
into the immediate neighbourhood, seeking someone to avenge
' given the opportunity Midzer will suggest that the player her. She is a basically gentle soul, but she is filled with a deep
:'aracter should spend the night at the Five Elements and find loathing for Khaana and Huskylour. Her sole aim in unlife is the
what is going on in the place. Midzer doesn't really expect an total destruction of the 'wicked old woman'.
----ediate solution, just an explanation.
If anyone manages to contain their fear long enough to listen to
dzer has his own thoughts on what has been going on, but the ghost they will be told what has happened t h e killings, the
-.-ey are vague and nowhere near the truth. He is firmly of the illegal use of Black Magic, the wanderings of the ghost, and the
-ion that he is the victim of somebody's malice, and that this truth about Khaana. Victoria is desperate to tell someone what
:a-son must have had some imagined wrong done to them in has been done to her. She remembers how Khaana (as an old
:-e past. Midzer doesn't really know who this person could be, woman) hypnotised her, and then killed her with a brew of
zeca use although he is always hard in his business dealings he poisonous herbs. Unfortunately, s h e does n o t k n o w w h y
is always fair. Midzer is also of the opinion that some of his Khaana killed her, or what occurred immediately after she was
- tiai troubles can be traced back to the arrival, about one year dead. She is aware that some Black Magical act has taken place,
ago, of Khaana who 'lowered the tone of the area'. and that her body played a major part in it, but she does not know
what happened.
2. Victoria's Tale
Victoria does not realise that Khaana's appearance has totally
dzer's troubles c a n indeed b e traced back t o Khaana, changed, because she still sees Khaana in her original form.
:-ough not as directly or as simply as Midzer would like to Victoria therefore refers to Khaana as 'the old woman' and 'the
:a eve. The Inn has been regularly visited by the ghost of old witch'. This might confuse the player unless he or she
:toria, Khaana's last victim. Her characteristics are: realises why Khaana killed Victoria.

:S None MD: None AG: None MA: 10 The ghost is now rather disheartened at the lack of response
:S 2 3 EN: None FT: None WP: 24 that she has had. Victoria does not realise that because she is a
• 6 ghost she frightens those she tries to contact.

L,s a ghost Victoria has no skills, abilities or Magical powers. She now wants only to die fully. Before she can do so she must
have revenge upon Khaana the Black Magician — Victoria
• ::oria was one of the unfortunate girls who disappeared about would prefer to use the process of law against Khaana, so that
a •ear ago. In fact, she is the most unfortunate, because the justice is seen to be done. Victoria will mention that evidence
::-ers all died cleanly and did not become ghosts. Victoria's skin might exist in Khaana's house, especially the cellar, which
•. as used by Khaana in the casting of a Skin Change Spell, so would condemn the woman as a poisoner and user of forbidden
• -aana looks a great deal like Victoria — anyone who has seen magic.
7.e ghost of Victoria might well mistake Khaana for Victoria at
- -3: glance. Victoria also wishes to be reburied in hallowed ground.
IMAGINE magazine, October 1083
23
Beauty Is But Skin Deep

D. DESCRIPTION OF
NON-PLAYER CHARACTERS
Khaana

Khaana, the wise woman and fortune teller, appears to be an


attractive woman in her late twenties. Outwardly she is always
charming and courteous, though not without a solid core of
commercial good sense. Her most striking features, her eyes,
seem, at times, to have someone far older looking out of them,
which can lead some to feel uneasy in her presence. Khaana is
Moon aspected, and her physical characteristics are:

PS: 11 M D : 11 A G : 11 M A : 21
PB: 20-22 EN: 20 FT: 23 WP: 18
PC: 10

Khaana is a Rank 5 Courtesan and a Rank 2 Thief, with Rank 2


Stealth and Rank 1 Horsemanship. She uses a Dagger at Rank 4,
and habitually carries a truesilver dagger (value 1800sp) hidden
in her bodice.

Despite her benign facade, Khaana is an Adept of the College of


Black Magics who has the following spells and ranks (spell
code/ rank achieved): 1-1 /2, 1-2/1, T-3/6, G-3/6, G-4/1, G-
8/1, G-11/6, G-12/3, Q-1 /4, S-7/3, S-11/6, S-12/7, S-16/3,
S-18/1, S-21/2. Khaana knows all the other General Know-
ledge spells of the College at Rank 0, and has also sworn the
Lesser and Greater Pacts of the College, though at present does
not have a familiar (as defined on p60 of the rulebook). She does,
however, have a large siamese cat, Jasper, as a surrogate:

PS: 4 MD: 21 A G : 22 MA: None


PB: 14 EN: 5 FT: 10 WP: 10
PC: 20 NA: Fur absorbs 1 DP

Khaana i s 5 8 , m u c h older than s h e appears t o be. H e r


remarkably youthful and attractive appearance is the result of
her casting a Skin Change Spell (S-21) on herself using the skin
of a beautiful young w o m a n instead o f a n animal pelt.
Unfortunately f o r Khaana, t h e r e w e r e s i d e effects. T h e
transformation is not entirely stable — her Physical Beauty
varies over the course of a lunar month being at its highest (22)
when the Moon is full, and at its lowest (20) when the Moon is
new. This new physical appearance is similar to that of the
young woman, Victoria, whose skin was used. Khaana is not
identical t o Victoria, but could have been taken for an older
sister. Thirdly, if Khaana is killed the Skin Change Spell will fail,
and, in death, she will revert to her former appearance.

There was another side effect in casting the spell. Khaana


poisoned the young woman whose skin she used, and kept the
unfortunate girl's body for experimental purposes. The young
girl, Victoria, having died in traumatic circumstances, became a
ghost, tied t o h e r bodily remains. S h e n o w wanders the
immediate area hoping for revenge. although he is never knowingly allowed to retain the mone.
after any customer has left. Huskylour knows o f Khaana s
Khaana has adopted the pose of a gypsy fortune teller and wise magical affiliations, b u t Khaana does not worry about this
woman to make her living in the city, telling fortunes, reading because she is regularly administering doses of a love potion tc
the Tarot, brewing minor love and virility potions, blessing him.
children, and giving advice to the gullible and simple. She also
practises her trade as a Courtesan, and does not shirk from a Huskylour is Sun aspected, and his physical characteristics are
little pickpocketing o f clients t o supplement h e r income.
Although she continues to use the magic of her College, and PS: 20 MD: 20 AG: 20/18 MA: 5
occasionally offers shelter to fellow Adepts, no-one in the town PB: 14 EN: 21 FT: 23 WP: 12
suspects that she is guilty of witchcraft, or murder. PC: 9

Only Huskylour, Khaana's current lover and protector, knows Huskylour uses a Broadsword and Main Gauche at Rank 5, anc
that not all is as it appears. a Cestus at Rank 6. He is a Rank 1 Military Scientist, Rank 2
Ranger (specialising in Woods), has Rank 4 Horsemanship anc
2. Huskylour can speak Hobgoblin at Rank 4.

Everybody w h o deals w i t h Khaana h a s first t o deal w i t h Huskylour normally wears leather armour (hence the reduced
Huskylour. T h i s silent (and n o t very bright) ex-mercenary Agility) and carries a Main Gauche at his belt. He habitually
handles all of the money aspects of Khaana's various activities, wears a Cestus on his right hand, and rarely restrains himself
24 IMAGINE magazine, October 1983
, B e a u t y Is But Skin Deep

1
Open to
1 Floor
Level

1
3d u
Open to
Floor
Level

First Floor

LOWIPet.A.AN
4

'11111111111

Rocked

Ground Floor tar Loy

--cm using it. Unless forewarned of trouble, Huskylour does not


- b o t h e r to carry his broadsword, preferring to leave it safely
_:Ned in the back room of Khaana's shop.

- s k y l o u r does n o t k n o w that Khaana is not as young as she


:ears, o r that she killed a young girl t o achieve her current
- , sica I state. He believes that she is basically well intentioned
misguided. I f h e r t r u e n a t u r e is revealed t o h i m , and t h e
- 7.7ure o f h e r crimes, h e w i l l a t t e m p t t o k i l l h e r i n a f i t o f
, Jision which he will later regret — until the effects of the love
- t r e s w e a r o f f . H u s k y l o u r, d e s p i t e h i s a s s o c i a t i o n a n d Blocked
- - 'orced infatuation w i t h Khaana, is basically an honourable stairway • •

Cellars
3. Josep Vedla 0 5 1 0 1 5 20 ne.on Door ▪ c in Concealed door
I 4 'Feet 1 . 1 . 1 Window ontiom Secret door
espite Josep Vedla's profession of moneychanger and shylock, Stairs NUMB Barred window
- : s a k i n d a n d considerate person — f o r a D w a r f . I n a n y
_siness dealings Vedla is an extremely shrewd and talented O v e r h a n g edge
Floor trapdoor
:a-gainer, and usually gets the best of any transaction. By virtue 1:#11E Ladder
YAGINE magazine, October 1983 25
Beauty Is But Skin Deep

PS: 12 MD: 17 AG: 14 MA: 14


PB: 10 EN: 9 FT: 17 WP: 25
PC: 5

She speaks Dwarf and Common at Rank 8, and reads and writes
Common at Rank a She is still a member of the College of Earth
Magics, but has not practised the arcane art for several years,
and can now only cast Spell G-9 (Spell of Lesser Enchantment)
at Rank 4. If pressed, she can use a Dagger at Rank 1.

Frieda is not sensitive enough to have seen Victoria's ghost, let


alone realise anything is going on. The GM should make no
attempt to dissuade the player from thinking that Frieda is 'the
old woman' of whom Victoria speaks.

5. The Watch Patrol

The City Watch enforces the Guilds' laws within the city limits.
of this skill he has managed to rise to a position of moderate As such they have wide ranging and poorly defined powers,
seniority in the Merchant Adventurers Guild, and as a result is many actions that they take being made legal by retrospective
well respected in the city at large. legislation by the Guilds' Council. However, they usually treat
most city inhabitants with justice, the wealth of minor offenders
On a personal level, Vedla i s a good friend to Midzer, and always being taken into account. In serious cases, such as
regularly dines (and drinks) at the Five Elements Inn. He is as murder, the City Watch is largely incorruptible.
concerned as Midzer at the loss of trade at the Inn, because
Midzer owes him four truesilver guineas, although Vedla would A group is usually given a beat to patrol on a semi-regular basis.
never demand that the money be returned. The Watch Patrol below is a typical group of street patrollers.
whose job is to ensure good order at all times, act as a fire watch,
Vedla has n o t had many dealings w i t h Khaana. H e has, and assist those in distress.
occasionally, visited Khaana in her capacity as a Courtesan, but
regards her fortune telling and potion brewing as mumbo- The beat in the area of the Five Elements Inn is patrolled by a
jumbo. Vedla also regards Huskylour as a fool, but is willing to Sergeant-at-Arms and three Armsmen. They wander aimlessly
bank quietly the small amounts o f money that Huskylour through their beat area, and so have a 5% + 2% chance per
manages to scrape together from time to time. minute (cumulative) of passing. Once they have appeared the
chance of their appearance again drops to a base of 5%. At any
He has no knowledge whatsoever of Khaana's true magical time the Watch Patrol may be hailed, and they will appear 10d1 0
activities, but has actually seen the ghost of Victoria, without seconds later. If Khaana hails the Watch (she is regarded as a
realising what he was seeing. He remembers seeing a sad semi-respectable citizen), o r t h e Patrol spots t h e player
young woman near his house on several occasions, but has character doing something obviously illegal, they will arrest him
never talked with her. or her on the spot. Claiming to have been sent on a quest by a
ghost will cut little ice with the Watch unless concrete evidence
Vedla is Moon aspected, and his physical characteristics are: of Khaana's wrong doing can be produced.
PS: 18 MD: 14 AG: 14 MA: 3 The player character is quite entitled to go to the Watch once he
PB: 12 EN: 15 FT: 20 WP: 10 or she has evidence of Khaana's murderous activities. The
PC: 8 Watch will arrest Khaana and Huskylour, and justice will follow.

He is a Rank 6 Merchant (specialising in jewelry and precious The Watch Patrol is led by Sergeant Rumboyle:
metals), a Rank 1 Navigator, and a Rank 3 Ranger (specialising
in mountains). He reads, writes and speaks Common at Rank 8, PS: 20 MD: 18 AG: 15/14 MA: 6
and speaks Dwarvish and Gnome at Rank 9. He can also speak PB: 12 EN: 16 FT: 23 WP: 15
Kobold at Rank 5, Halfling at Rank 3, and Elvish at Rank 2. He PC: 11
uses a Crossbow at Rank 2.
He is a Rank 3 Thief, Rank 1 Assassin, and uses a Broadsword at
4. Frieda Vedlana Rank 3 and a Sap at Rank 1. He carries these weapons on duty
and wears leather armour.
Frieda Vedlana is Josep's wife and chief financial backer. Her
money originally started the business and, despite Josep's His three Armsmen are Thomas, Henry and Felix:
success, he has never been allowed t o forget it. Goodwife
Vedlana is the main reason whyJosep eats, drinks and spends a PS: 19 MD: 17 AG: 14/13 MA: 5
great deal of time at the Five Elements Inn. Josep is her third PB: 11 EN: 15 FT: 22 WP: 13
husband, the first two dying of food poisoning. Frieda never tires PC: 9
of comparing Joesip with her first two husbands.
They also wear leather armour, and use Broadswords at Rank 2
She does not confine her criticism solely to Josep, but has and Saps at Rank 1.
strong opinions about her neighbours — and most of the city's
other inhabitants. She does not like, trust or respect Khaana,
regarding the 'fortune teller' as little better than a strumpet. E. THE BUILDINGS
Likewise Huskylour i s treated w i t h contempt because h e
associates with Khaana. Midzer is treated with a degree of The three buildings detailed here are timber framed. Some
civility, but only because he owes Josep money. stone has been used for corners, lintels and the like, but
because it is an expensive material it has been used as sparingly
Frieda, at 79, (middle-aged for a Dwarf) is much older than as possible. All the floors are wood, and the roofs are wooden
Josep, a n d h e r age i s beginning t o show. H e r physical shingles. As a result, fire is a grave risk, and any intentional act
characteristics are: of arson will easily start a major fire.
26 IMAGINE magazine, October 1983
Beauty Is But Skin Deep
1. THE FIVE ELEMENTS INN

l a. The Bar-room
This is the largest room in the Inn. There is no ceiling; the
roof-trees and rafters are easily visible. The furniture (there are
nine tables and three dozen chairs) is utilitarian, but comfortable.
Behind the bar are seven bottles of wine (worth 3cf — 2sp each),
a three gallon barrel of ale, sixty pewter tankards, and fifteen
pewter goblets. While the Inn is open, the cash float (7d10
copper farthings, 3d10 silver pennies and 1d5 gold shillings) is
kept in a strong box under the bar next to Midzer's sabre.

Normally this room is the busiest in the Inn, with 2d5 customers
present at any one time while the Inn is open for business.
Midzer employs a pot-boy, Scullion, and a serving wench,
Maggie. Neither the customers nor the staff know what has
occurred, although many will be willing to offer an opinion. The
GM should feel free to invent any rumours. Lighting, when
required, is provided by lanterns hung from wall brackets and
the rafters.

Midzer normally calls last orders before midnight, and the bar-
room empties soon after.

lb. The Kitchen


This contains only a cooking range and a bench-like table. From
the ceiling hang bunches of herbs, and along the walls hang
cooking pots and utensils. In one corner stands a stone trough
full of water, and in the opposite corner is a trapdoor (with a
ladder) leading into the main cellar (1i) below.

During opening hours a cook, Goodwife Fletcher, is employed in


here, producing meals for the customers. 2. KHAANA'S HOUSE

1c. The Snuggery 2a. The Front Parlour


This is a small parlour for customers who do not wish to conduct This is where Khaana and Huskylour wait for customers during
their business in the public bar-room. The chairs and table are of the day. The room is decorated with hangings and rugs covered
much higher quality. Midzer charges no direct fee for its use, but in seemingly arcane (and totally meaningless) symbols. The only
doubles the cost of all drinks and food taken in here. furniture, two high-backed wooden chairs and a circular table,
is likewise inscribed and inlaid with false magical symbols.
ld-lh. The Bedrooms Heavy curtains can be drawn across the windows when a
All these rooms are largely the same. All contain a bed, a chair, 'magical process' requires it. The furnishings are intended to
and a large chest. All the chests are locked, with the keys to each add verisimilitude to Khaana's pose as a gypsy fortune teller.
chest in the relevant lock, and all, except the one in 1 g, are
empty. The chest in that room contains 3cf. Khaana carries out all her fortune-telling activites i n here,
either reading of palms (at which she has no skill whatsoever),
While all the rooms are neat and tidy, they have not been used or her reading of the Tarot (Ritual Q-1 of her College).
for several weeks, so dust has settled onto all the flat surfaces.
2b. The Back Parlour
Midzer normally charges 3 silver pennies per night for a room. This room is furnished in a much more comfortable and homely
style, and is the main living area of the building. The fireplace
The Main Cellar also includes a small cooking range, and a store cupboard for
This cellar is used for storage of the Inn's stock of beers and ales, food stands beneath the window. Jasper, Khaana's cat, spends
in eight hogsheads. Two have been tapped, but the others are most of his days sleeping on top of this cupboard.
full. In the ceiling are two trapdoors. The smaller of the two has a
ladder below it and leads to the kitchen. The larger has a wooden Hanging on the wall, in a scabbard, is Huskylour's broadsword.
ramp and cover, and leads to the small yard between the Inn and
Khaana's house. All deliveries are made through this hatch. Next t o o n e o f t h e chairs i s a half-completed piece o f
embroidery.
Several lanterns hang from the ceiling.
2c. The Salon
1j. Foodstuffs Store This bedroom is furnished in apparently luxurious style, but is
Hanging from the ceiling are hams, joints of salt beef and pork, actually rather cheap and gaudy. The room is only used when
rabbits, hares, game birds, a n d haunches o f venison. O n Khaana is practising her trade as a Courtesan.
shelves are sacks o f meal, grain a n d t h e like. A single
candlestick stands on the floor by the door. 2d. The Bedroom
The room is furnished in homely and comfortable style. In the
lk. The Wine Cellar two chests that the room contains are clothes belonging to
Against all the walls are racks containing stoneware bottles. Khaana and Huskylour. Against one wall stands a full-length
The bottles contain wine, fortified wine, and spirits. A lantern mirror of polished bronze.
nangs from the ceiling.
In the chest containing Khaana's clothes is a strongbox, with a
The chance of noticing the secret door is (Perception x 2.5)%, if Rank 4 lock. The key is hidden under one of the pillows on the
7ne character is specifically searching for something out of the bed. In the box are 157 copper farthings, 204 silver pennies, 43
1-clinary. The secret door is easily visible from the other side, as silver threepences, 27 silver sixpences, 40 gold shillings and 1
s the secret door at the other end of the short tunnel. true silver guinea.
27
MAGINE magazine, October 1983
Beauty Is But Skin Deep

2e. Workroom 3b. The Living Room


This is Khaana's working area for brewing the potions that she Furnished in very comfortable, but diminutive, style i n c l u d i n g
sells to gullible customers. M a n y are little more than coloured one chair designed for human proportions — this is Josep and
water w i t h a f e w foul herbs floating a b o u t in them. However, Frieda Vedla's living room. Few people are ever invited in here.
Khaana d o e s b r e w p o t i o n s a n d p h i l t r e s i n accordance w i t h
Special A l c h e m y Talent (1-3) of her College. Beneath the stairs is a closed off panel which once led down to
the cellar. It has not been opened for five years.
The r o o m c o n t a i n s a workbench, distilling equipment, glass-
ware, s m a l l s t o n e w a r e b o t t l e s c o n t a i n i n g t h e ' p o t i o n s ' t h a t 3c. The Solar
Khaana h a s b r e w e d , b u n c h e s o f h e r b s , a n d o t h e r s p e l l This room is little used. On one wall hang a pair of battle axes,
components. one of w h i c h is enchanted to Rank 2. The rest of the room is
plain, a n d contains only a Dwarf-sized bed, a n d a s m a l l sea-
The concealed d o o r t o 2 g c a n o n l y b e spotted i f t h e player chest containing the Vedlas' clothes.
character is looking f o r a concealed entrance. The chance o f
doing so is (Perception x 3.5)%. 3d. The Strong Room
Vedla's strong room is w h e r e the money is kept at night. The
2f. Storage Cellar door has a Rank 6 lock. The room contains three chests, all with
This e a r t h f l o o r e d c e l l a r i s a l m o s t completely empty. I n o n e Rank 7 locks (Vedla carries the all the keys at all times). In the
corner stand a shovel and a mattock. chests is the cash and other valuables that Vedla is banking for
his clients. In one of the chests is a ledger w h i c h contains the
Buried u n d e r t h e f l o o r, i n s h a l l o w graves, a r e t h e m o r t a l records o f Ve d l a ' s dealings. T h e cash i n t h e c h e s t s is: 2 0 3
remains o f f o u r y o u n g g i r l s , o n e o f w h o m w a s Victoria. I f copper f a r t h i n g s , 1 1 6 s i l v e r pennies, 3 5 g o l d s h i l l i n g s , 1 0
threatened, and given the opportunity, Khaana w i l l attempt to platinum shillings and 12 truesilver guineas.
animate the skeletons (Spell S-18), and cause them to emerge
from t h e i r graves a n d assault t h e player character. T h e f o u r
skeletons are: 4. THE STABLES

PS: 10 M D : 1 4 A G : 1 2 M A : None In here are only such items as would be expected about a stable:
PB: 1 E N : 8 FT: 1 0 VVP: 2 0 ropes, halters, tack, hay, oats, old horseshoes, etc.
PC: 1 4

They all attack using unarmed combat


F. A N D FINALLY....
Finding t h e s e b o d i e s w o u l d p r o v i d e s u ff i c i e n t e v i d e n c e t o
convict K h a a n a o f m u r d e r. F o r c i n g K h a a n a t o activate t h e Regardless o f t h e f i n a l o u t c o m e , t h e G M s h o u l d a w a r d
skeletons would be sufficient evidence to convict her of using experience points at the end of the module as though for a full
Black Magic. five-hour session of play. A bonus for Khaana's arrest would be
appropriate.
2g. The Cellar
This vaulted chamber is decorated by black hangings covered in
arcane symbols. Behind the hangings are two concealed doors,
which can only be detected by specifically looking for them. The
chance of spotting them is (Perception x 2.5)%. DESIGNER'S NOTES

The room contents are equally arcane. In the centre of the room One o f t h e a d v a n t a g e s o f w r i t i n g d e s i g n e r ' s n o t e s a m o n t h a f t e r
is inscribed a circle, and at each point of the compass stands a finishing t h e m o d u l e i s 2 0 / 2 0 hindsight. H a v i n g h a d t h e playtesters
report back, and a letter full of helpful comments from Terry Devereux, I
single black candle i n a n o r n a t e l y carved candlestick. I n t h e
had t h e o p p o r t u n i t y t o m a k e o n e o r t w o a l t e r a t i o n s , c h a n g e t h e
centre of the circle is a silver bowl (worth 100sp) and a small emphasis in one or t w o places, and hopefully tighten things up.
wooden box.
This module is experimental in two ways. Firstly, the one player plus GM
In the box are t w o carefully wrapped parcels. One is a Hand of format. To a large extent, whether or not this works is going to depend on
Glory (Ritual R-5, p64), the other is a Dead Man's Candle (Ritual the people w h o play this module y o u ! A s G M in this adventure you
R-6, p64). Either of these would be sufficient evidence to convict must be prepared to drop broad h i n t s to the player b u t only if s / h e
Khaana of practising Black Magic. needs t h e m . S u b t l e m i s d i r e c t i o n i s a l s o a n i m p o r t a n t p a r t o f t h e
adventure — Frieda Vedlana w a s added solely for t h a t reason, a s an
alternative candidate for Victoria's 'old woman'.
3. THE MONEYCHANGER'S HOUSE
Secondly, t h i s is intended to be the first i n a n u m b e r of city modules,
each i n t r o d u c i n g a f e w b u i l d i n g s , a c h a r a c t e r o r t w o , a n d b e i n g a
3a. The Front Office
stand-alone adventure. A l l will use the same background, r o u g h l y link
This room goes all the way to the top of the house, and is used for together, and gradually give GMs an entire city (well, the interesting bits
all Josep Vedla's business transactions. The room contents are anyway) to play with. The next one should appear in a f e w months' time.
spartan, b e i n g a t a b l e , a l a r g e c h e s t , a n d s e v e r a l c h a i r s .
Strapped to the underside of the table is a loaded crossbow and Finally, this is potentially an extremely gruesome situation. The module
a dagger. On the gallery which runs along one wall are stored has been written in a rather neutral style, but the elements of horror are
three crossbows, and 6 0 crossbow bolts. there. Enjoy it!
010 Mike Brunton
In the chest, w h i c h has a Rank 6 lock are coins of the following
denominations: copper farthings (50), copper ha'pennies (50),
silver p e n n i e s (50), s i l v e r threepences (50), s i l v e r sixpences CREDITS
(30), gold shillings (30), p l a t i n u m shillings (15) and truesilver
guineas (15). They are stored in leather bags. Design & Development Mike Brunton
Cartography Paul Ruiz
Vedla normally charges 5% of the value of the coins to change Art Jeremy Goodwin
from a n y d e n o m i n a t i o n t o a n y o t h e r, a n d 1 0 % p e r m o n t h Thanks to Rob Drury, David Eastwood, Alan
compound interest on loans. McNamara and Terry Devereux.
28 IMAGINE magazine, October 1983
DO YOU HAVE WHAT IT TAKES TO
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Have you ever pressed the imaginary
button on the dashboard of your car to
vaporise the idiot driver in front?
BATTLECARS is a game in which
'dangerous driving' takes on a whole
new meaning. Vent your frustrations
on other players by arming your car
with machine guns and rockets. Watch
with glee as cars explode into fireballs.
Drive on and smile as the next victim
comes into range. Set the gunnery
computer and squeeze the trigger —
then BOOM!
How long can you survive in the
deadly arena of the future? Do you
have what it takes to be a highway
warrior?
Only by playing BATTLECARS, with
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• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

MINIATURES
UNIT 1 4 , E N G I N E E R PA R K F A C T O R Y ROAD. S A N D Y C H O F T
ADVENTURERS C L W Y D CH5 2 0 0 . Tel ( 0 2 4 4 ) 537012 the magazine o f i m a g i n a t i v e f i c t i o n
CF. 6 D W A R F FIGHTER w T W O HANDED AXE 3 5 p
CF. 7 F I G H T E R w, LW O HANDED AXE 3 - p
CFA 1 D W A R F THIEF 3 5 p catch up w i t h
CF 15 F E M A L E CLERIC 3 5 p
CF 32 L E F T HANDED FIGHTER 3 5 p B A R R I N G TO N B A Y L E Y
CF 33 F E M A L E FIGHTER 3 5 7
ANTI-TYPES RICHARD COWPER
CT 3 R U F F I A N THIEF w. DAGGER 3 0 7
CT. 3 A R U F F I A N THIEF. CLUB & KNUCKLE DUSTER 3 0 p
CT. 3 B R U F F I A N GANG LEADER DRAWING SWORD 3 0 p M. J O H N H A R R I S O N
CI 3 C R U F F I A N THIEF w. SCIMITAR & DAGGER 3 0 p
CT 3 D R U F F I A N THIEF w. BROKEN BOTTLE 3 0 p
CT 7 E V I L DWARF 3 5 p MICHAEL MOORCOCK
ODDS & BODS
CO 1 T A B L E & T W O BENCHES 4 0 p JOHN S L A D E K
CB, 2 T R E A S U R E CHEST 3 0 p
CB 3 D R A G O N STATUE 3 5 p
CO 8 A L C H E M I S T S LAB 1 . 7 5
MONSTERS + d i s c o v e r new w r i t e r s , new a r t i s t s +
CM, 4 ZOMBIE 3 5 p
CM. 5 MUMMY 3 5 p
CM, 6 WEREWOLF 4 0 p
CM. 7 WIGHT 3 5 p
YOU w o n ' t f i n d I n t e r z o n e
CM. 8 VA M P I R E 4 0 p in y o u r l o c a l newsagent -
CM.10 TROLL 4 0 p
CM,15 GARGOYLE 6 5 p but you w i l l f i n d i t
CM,21 2 1 G O R C S - A L L TYPES e.g. S H A M A N
STANDARD BEARER. GIANT ORCS ETC 3 5 p appearing through y o u r l e t t e r b o x
CM 24 K O B O L D 4 VARS 2 5 p four t i m e s a y e a r i f you send E5 t o
CM 24A K O B O L D W. T W O HANDED WEAPON 4 VARS 2 5 p
CM 245 K O B O L D CHIEFTAIN 3 0 p
CM 24C K O B O L D SHAMAN 2 5 p INTERZONE ( I )
THE A B O V E ARE JUST A SELECTION O F O U R 25mm FA N TA S Y
RANGES. S E N D 30p F O R F U L L LISTS W I T H D E TA I L S O F N E W 124 O s b o r n e R d B r i g h t o n BN1 6 L U
RELEASES AS WELL AS DETAILS OF NEW ORC ARMIES — FROM
SMALL GROUPS TO GIGANTIC HORDES s i n g l e i s s u e s a n d b a c k numbers -
HOBGOBLIN SETS. 13 FIGS. ALL DIFFERENT £ 4 8 5 SAVE 50p!
KOBOLD SETS. 10 FIGS A L L DIFFERENT C 2 . 3 0 SAVE 25p! £1.60 i n c . p & p .
ORC SETS. 11 FIGS A L L DIFFERENT £ 3 5 0 SAVE 35p!
ORC U N I T SETS. 31 FIGS A L L DIFFERENT E 1 0 . 0 0 SAVE 85p!
MAIL ORDER. PLEASE A D D 10% p&p (min. 30p) OVERSEAS PLEASE
ADD 33% SURFACE & EUROPEAN; 50% AIRMAIL..

Please mention IMAGINE ragazine when replying to advertisements 29


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ROLE-PLAYING GAMES by FGU 15mm SPACE OPERA FIGURES


CHIVALRY & SORCERY Second Edition VILLAINS & VIGILANTES 2nd Edition - Boxed set E 7 . 9 5 The firsi four releases of a fine range of SF 15 mm miniatures are
Chivalry & Sorcery 3 volume boxed set £ 1 2 . 9 5 2nd Edition f u lebook only £ 3 . 9 5 now available. Supplied in packets of 5 different figures. they
C & S Sourcebook 2 supplementary material E 4 . 5 0 Crisis at Crusader Citadel - intro adventure E 3 . 2 5 combine quality design with sensible prices 55p per packet.
Swords & Sorcerers C & S supplementary material E 4 . 9 5 Death Duel with the Destroyers - V & V adventure E 3 . 2 5 SOH1 HUMAN ADVENTURERS SOA1 ALIEN ADVENTURERS
Bireme & Gallery C & S naval combat E 7 . 4 5 Island of Dr. Apocalypse - V & V Adventure E 3 . 2 5 SOHO HUMAN ADVENTURERS SOA2 ALIEN ADVENTURERS
Castle Plans 25 mm scale castle floor plans E 2 . 9 5 FORCE- V & V adventure E 3 . 2 5
Fortification Plans 25 mm floor plans E 2 . 9 5 Opponents Unlimited V & V NPC's and their
Homes & Hovels 25 mm cut-out medieval buildings E 3 . 2 5 organisations £ 3 . 2 5
Towers for Tyrants 25 mm cut-out medieval keep £ 3 . 9 5 WILD WEST western role playing THE SPACE OPERA ROLE-PLAYING SYSTEM
AFTERMATH - post holocaust roc . boxed E 1 2 . 5 0 Boxed set rules, maps, charts etc E 8 . 9 5 Space Opera boxed set with rules, charts etc. E 9 95
Into the Ruins. Aftermath scenario book E 3 . 7 5 Trouble on Windows Peak. Wild West scenario pack E 2 . 7 5 Martigan Belt Scenario pack E 3 . 2 5
Operation Morpheus Aftermath scenario book E 4 . 9 5 BUSHIDO Detailed rpg set in the Land of Nippon Alien Base. Scenario pack E 3 . 2 5
DAREDEVILS rog set in the 1930's. Boxed set, rule books, maps, charts, tables etc E 9 . 9 5 Probe NOG 8436, Scenario pack E 3 . 2 5
Boxed Set rulebook, scenarios, ref s screen £ 9 . 5 0 Valley of the Mists Bushido Scenario pack E 3 . 2 5 Vault of the Net Queyon, Scenario pack E3.25
Daredevils Adventures, book of three complete adventures £3.50 LAND OF THE RISING SUN S a m u r a i period Japan rpg Incedus 3, Scenario pack E3.25
PRIVATEERS & GENTLEMEN - naval rpg 1755-1820 Boxed set rules, charts etc E 9 . 9 5 Rowson IL Scenario pack E3.25
Boxed Set rules, charts etc £ 1 0 . 9 5 MERC modern mercenary rpg, skirmish wargame Fasolt in Peril, Scenario pack E2.75
BUNNIES & BURROWS - rabbit role-playing E 3 . 9 5 Boxed set, rules, plastic overlay, charts etc E 9 . 5 0 Operation Peregrines Scenario pack E3.95
Star Sector Atlas 1: planets in the Terran Sector E3.95
Star Sector Atlas 2: the Mercantile League E3.95
DUNGEONS & DRAGONS BASIC SET N E W EDITION Star Sector Atlas 11, the Confed System Alliance £3.95
Outworlds: Star Sector & scenario ideas E3.95
This major revision of the top selling D&D game is now opening the box, Introductory adventures are provided Ground Air Equipment: Sp Op heavy weapons E3.25
available. It is boxed and consists of 2 books: a Players in the text and are designed to be played SOLO. Group Seldon's Compendium of Starcraft. ship-plans E3.75
Manual and a Dungeon Masters Rulebook plus a set of adventures are provided later in the rules. There is no Space Marines: expanded ground combat rules E3.95
dice. The presentation i s specifically designed for longer any need t o be hesitant about starting role- Latest Space Opera adventure is A g e n t s o f the Rebellion. it's a
scenario pack o f mystery a n d intrigue t h a t sees t h e characters
complete newcomers t o the hobby and allows a playing - with this set you'll be adventuring immediately operating in the clandestine world of espionage and infiltration . E3.50
beginner to start playing literally within minutes of first 0 . 9 5

TUNNELS & TROLLS FGU BOARDGAMES (BG) & RULES (R) TSR UK Ltd. AVALON HILL tantasyist boardgames
Diadem Science Fiction BG E 1 3 . 9 5 & D Basic Set rules, dice. E 8 . 9 5
FANTASY GAMES SYSTEM Alpha Omega E 1 0 . 4 5
Rulebook (2nd edition) E3.95 Lords & Wizards Fantasy BG £ 9 . 9 5 D & D Expert Set, rules dice, ads E 8 . 9 5 Amoeba Wars E 1 1 . 9 5
Tunnels & Trolls Boxed Set E6.95 Colony Delta Science Fiction BG E 7 . 9 5 D & D Basic Rules only E 3 . 9 5 Dragon Hunt E 1 1 . 9 5
E2.25 Oregon Trail. BG Good solo E 9 . 9 5 0 8 D Expert Rules only E 3 . 9 5 Dune E 1 1 . 9 5
Naked Doom Solo Dungeon D & D Character Records sheets E 2 . 5 0
Sorcerer Solitaire Solo Dungeon E2.25 Star Explorer BG Excellent solo E 9 . 9 5 Freedom in the Galaxy E 1 4 . 7 5
Archworld Rules for fantasy battles E 3 . 2 5 A D & D Dungeon Masters Guide E 9 . 9 5
Sword for Hire Solo Dungeon E2.50 Magic Realm E 1 1 . 9 5
Galactic Conquest S F RPG rules E 2 . 2 5 A D & D Players Handbook E 8 • 9 5
Labyrinth Solo Dungeon E2.25 A 0 8 D Monster Manual E 8 . 9 5 Starship Troopers E 1 1 . 9 5
Buffalo Castle Solo Dungeon E2.25 Odysseus History based fantasy rpg E 2 . 9 5 Titan £ 1 1 . 9 5
Royal Armies of the Hyborean Age R E 3 . 2 5 AD S D Deities + Demigods E 8 . 9 5
City of Terror Solo Adventure E3.95 A O & D Fend Folio E 8 . 9 5 UFO E 4 . 9 5
Beyond the Silvered Pane Solo D E3.00 Starships & Spacemen S F PPG E 3 . 9 5 Wizard's Quest E 1 1 . 9 5
A D & D Dungeon Masters Screen E 4 . 9 5
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Werdworld Solo-Dungeon E2.25 STANDARD GAMES A D & D Player Character Folder E 3 . 5 0 Samurai E 1 0 . 4 5
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Uncle Uglies Underground £1.50 City of Sorcerers f a n t a s y boardgame E9.95 Rogues Gallery NPC stets E 3 . 5 0 Down with the King E 8 . 4 5
Circle of Ice Solo Adventure 75p Starship Captain S F boardgame E 1 2 . 9 5 World of Greyhawk E 6 . 9 5 Gunslinger £ 1 4 . 9 5
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Goblin Lake Solo Adventure 75p The Crossroads-as above E 2 . 8 5 MODULES- BASIC D & D COMPUTER GAMES FROM AVALON HILL
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Gnmtooth s Traps Game aid £3.75 Dungeon Accessory Pad as above E 2 . 5 0 MI Solo Module e a c h E4.50 Moon Patrol:* A M 0 1 8 . 9 5
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Blue Frog Tavern Solo Adventure £2.50 or green All with printed hex grid E 1 2 . 9 5 Xt X 2 , X3: )(4 e a c h E3.95 E 1 3 . 4 5
Misty Wood Solo Adventure £2.50 Clear Plastic Hex Sheet o v e r l a y E l 80 MODULES- A D & D Lords of Karma: • T 4 8 A32 P32 E 1 4 . 9 5
City Book Aid for all FRP systems E7 50 02 E 2 . 9 5 Conflict 2500,• T 1 6 Al 6 P16 At32 E 11 . 9 5
Sorcerer's Apprentice Magazine E1•75 At, A3, C2; D3, SI , T1 e a c h E3.50 Empire of the Overmind:* T 4 8 A48 At40 E 2 1 . 9 5
Grentooth's Too Game and Vol 2 E3.75
TRAVELLER A2, A4. II ,12, NI, e a c h E3.95
Starter Edition Traveller E 7 9 . 5 Voyager 1 :• T C I 6 TI6 A32 At32 P32 £14.95
Gamesmen of Kasar £3.00 U2: LI, UKI,EXI,EX2 e a c h E3.95 Galaxy:* T 1 6 Al 6 PI 6 All 6 E 1 4 . 9 5
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5
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30 Please m e n t i o n I M A G I N E m magazine w h e n replying to advertisements


SPECIAL
PA O F F E R S MIIPLAYERS
Please n o t e t h a t t h e f o l l o w i n g off er s
are available o n l y to members of the
D&DR Players Association. Details of
the PA are on p33 of this magazine. ASSOCIATION
NEWS
BARGAIN BASEMENT
The Bargain Basement (lair of the infamous Karen) is
the place where we consign all the stock which, for some
reason or other, can no longer be sold as 'perfect'. The
degree of imperfection varies from a missing shrink-wrap
to the lack of a page in a module, for example The items all
have two things in common, however, they are all on sale
at amazingly reduced prices and none of them is rubbish.
PA members can obtain an up-to-date list of available
Bargain Basement items by sending an SAE to Bargain THE NEWSLETTER
Basement at the address given below. Don't forget to
quote your PA membership number. OF THE BRITISH
RPGATM Module 1 — RAHASIA DUNGEONS & DRAGONS®
A 16-page D&D module designed for 5-8 characters of
levels 1-2 Price £2.00, post free. PLAYERS ASSOCIATION
Rahasia the elven maid faces a fate worse than death at
the hands of an evil human, Rahib, who has taken over the
Temple o f t h e Sacred Black Rock, cursed i t s elven
servants, and lured Rahasia's father and her betrothed
into his clutches. You are Rahasta's last hope. Can you PAN PIPINGS
brave the Temple's perils and mete out justice to Rahib?

'R SERIES' MODULES This i s s u e o f Pipings i s going t o b e a s creative b r o w for us (dusky m e n f o r t h e


The 'A series' AD&DI'm adventure modules are produced inoffensive a s possible b l a n d i f y o u female staff of course). All these delightful
by the RPGA'Y organisation in the USA and are available
in the UK only to PA members. Each module was designed
prefer t h a t t e r m . T h i s i s b e c a u s e t h e images faded before t h e t r u t h . TSR a r e
for use in a GEN CON' tournament and is suitable for magazine staff have threatened to 'bash staying in Cambridge, but we are going up
normal campaign play as well as including extra details my b r a i n s o u t ' . T h e y w o u l d n ' t k n o w in the world, to the top of just about the
and pre•rolled characters for tournament-style use
where to hit me. only h i l l i n t h e place. T h e n e w (to u s )
- TO THE AID OF FALX offices a r e i n M o u n t P l e a s a n t H o u s e ,
A 16-page module designed for 6 characters of levels At about the same t i m e as this issue o f Mount Pleasant, Cambridge.
5-9. Price £1.60. post free.
Palo the silver dragon, much to his chagrin, needs some IMAGINElm magazine i s published, TSR
human aid. The dark powers that control a nearby set of UK will be moving out of the Mill (NO, we M o u n t Pleasant House. It has the ring of
tunnels have stolen five potions of silver dragon control!
Can the adventurers find the potions before nightfall?
are not doing a midnight flit to avoid the an insane asylum about it. Hmm. Is there
bailiffs! We are moving in broad daylight something that someone hasn't told me?
R2 - THE INVESTIGATION OF HYDELL Perhaps n o t , b u t e v e n p a r a n o i d s h a v e
actually). G o n e w i l l b e t h e d a n g e r s o f
A 32-page module designed for 5 characters of 5th wandering through the Sales office to get enemies.
level Price f'2 00, post free
Slinks a r e obedient, semi-human slaves a n d a r e to the photocopier, the semi-clandestine
apparently content with their lot They are protected by meetings a n d a m b u s h e s o n t h e s p i r a l This relocation, of course, brings a prob-
law, owned by the wealthy and approved of by the church
authorities Can you sneak into the old ruins to find out staircase, t h e c u l i n a r y d e l i g h t s o f t h e lem for all PA members who were hoping
who or what slinks really are and where they come from? local Chinese take-away, the rot-infested to attend Mill Days. We will not be at the
R3 - EGG OF THE PHOENIX brickwork next to my desk.... Already I can Mill any more. There will still be Saturdays
A 32-page module designed for 5-8 characters of level
feel a heady attack of nostalgia approach- of g a m e playing u n d e r t h e auspices o f
5-9. Price E2 00, post free. ing ' W h e n I joined the company there TSR, but what are we going to call them?
In the lonely town of Northending, the council has called 'Pleasant D a y s ' i s decidedly t w e e , a n d
paladin Athelstan to their aid. The fabulous artifact known
were fourteen of us working in a shoebox
as the Egg of the Phoenix has been stolen by evil beings. in t ' m i d d l e o ' Rathmore Road, lad. Yo u sounds like some gratuitous American TV
young u n s d o n ' t k n o w y o u ' v e b e e n serial. ' G a m e s D a y s ' h a s a l r e a d y b e e n
'MILL DAYS'
born.... used by.... somebody else. Yo u s e e t h e
The next Mill Day is on Saturday, 22nd October. Two
more dates have been provisionally booked f o r 3 r d problem: ' M o u n t p e r h a p s w e had
December and 8th January 1984 We will confirm these Now w e are moving t o real offices w i t h better not go into that one, I still haven't
dates in the next issue of IMAGINE magazine
Mill Days are open to PA members only. Therein no fee real c o m p a n i e s a s neighbours. Exactly recovered from the last beating.
but places must be booked in advance For details, write to what Royal Assurance will make of us is
'Players Association M i l l Days' at the address below, somewhat o p e n t o question.... ' G o o d So, there we have it. What are we going to
enclosing an SAE
Lord, Nigel. Those chappies down the hall call the Mill Days? Answers on a postcard
PA PINS don't believe in mutually assured policies, please.
These are half-inch diameter brushed steel badges and threatened to set their pet dragon on
carrying our Dragon's-Head logo. They will double as a
lapel badge or tie-pin and will discreetly identify you as a
me!' And so on to a different subject. By n o w
player and PA member Price f 0 95 each, post free. Players A s s o c i a t i o n m e m b e r s s h o u l d
PA T-SHIRTS TSR are, a t last, leaving The Mill. I t has have received a copy of the n e w Broad-
White cotton T-shirts with full-colour design of a dragon been home for the company for more than sheet. I f y o u h a v e a b u r n i n g d e s i r e t o
towering over the DiSAD symbol Available in S, M and L three years now, and in that time we have appear in print before an audience of the
(please state size when ordering) £ 3 50 each, post free cognoscenti o f t h e D(Sta0' g a m e w i t h ,
expanded (some w o u l d s a y spread l i k e
PAN BACK ISSUES the plague) into most of the office space in well, a l m o s t anything, t h e n feel f r e e t o
It always happens. No sooner does a magazine come to the building. And n o w there just isn't any submit material f o r t h e Broadsheet.
an end than its back issues become collector's items PA Ideally, i t will t u r n into a clearing house
members can obtain back issues of PANs 1-12 for f 0.50
more r o o m . U n l e s s t h e m a n a g e m e n t
each or E5.00 for a set of 12, post free. introduce a system similar to slave ships for n e w ideas for and of PA members. If
('Pack 'em sideways, M r Mainbrace') we you don't write anything you'll only have
Offers are open to PA m e m b e r s only: Orders to:
have reached Mill saturation point. to put up with more of MY ramblings....
PA S p e c i a l O f f e r s , T S R U K L t d , T h e M i l l ,
Rathmore Road, C A M B R I D G E C B I 4 A D
So, w h e r e a r e w e g o i n g ? H o p e s o f I still h a v e n ' t got control o f the editorial
Remember t o i n c l u d e y o u r P A m e m b e r s h i p relocating t o t h e C a y m a n I s l e s w e r e column a t t h e f r o n t o f t h e m a g a z i n e
number w h e n ordering. A l l o f f e r s s u b j e c t t o
rapidly quashed. No exotic palm-covered either. A h well, back to the grindstone.
availability.
offices w i t h dusky maidens soothing the Mike Brunton
,AN, October 1 9 8 3 31
DISPEL C O N F U S I O N *
Dispel C o n f u s i o n i s a q u e s t i o n a n d on t h e e n e r g y i n h e r e n t i n m a g i c 'U' a n d ' U K ' c o d e d m o d u l e s a r e
answer c o l u m n i n t e n d e d to h e l p h o b b y items, and the energy in cursed items designed in the United Kingdom. The
garners o v e r c o m e p r o b l e m s t h e y h a v e might be expected to come well down code is therefore a method of indicat-
had with game rules. on i t s g o u r m e t preference list. B u t ing their source.
Don Turnbull t h i n k s otherwise, a n d
A t present, w e can i n general only help he wrote the thing. Take your pick. Other TSR game systems are m u c h
with games produced by T.313; w h i l e o u r simpler: ' G B ' — GANGBUSTERSTm
answers m a y n o t b e f u l l y 'official', w e Q. W h a t do the various code letters on m o d u l e s , ' B H ' — B O O T HILLTM
have c o n t a c t w i t h t h e designers t h e m - TSR modules mean? modules, 'GW' — G A M M A \A/ORLDTm
selves. In future, w e hope to get answers modules a n d ' S F — STAR FRONT-
from those w h o design other games. A. C o d e letters were originally intended IERSTm modules.
to relate to the subject matter of the
For g o o d a n s w e r s w e f i r s t n e e d g o o d module, t h u s t h e ' G ' s e r i e s a b o u t 0. I f a troll is reduced to -8 hp by normal
questions - so send your queries to: giants, the 'D' series ' D e s c e n t into combat (not by being burnt), and then
Players Association (Dispel Confusion), the D e p t h s o f t h e E a r t h ' , a n d t h e a cleric casts an animate dead spell
TSR UK Ltd, The Mill, Rathmore Road, solitary ' 0 ' module — 'Queen of the on t h e body, w h a t happens? I s t h e
C A M B R I D G E CB1 4 A D . Demonweb Pits'. T h e o t h e r early result a z o m b i e w i t h r e g e n e r a t i v e
module to follow this convention was power, a n o r m a l z o m b i e o r a t r o l l
DUNGEONS & D R A G O N S ® Ti — part of the 'Temple of Elemental which regenerates and negates the
Evil' series. spell? (Advanced)
and ADVANCED DUNGEONS
& DRAGONS® games In future, module codes should relate A. T h i s is a tricky one. If the troll w e r e
to their use. Therefore we should get: left alone it would regenerate into an
Q. W h a t h a p p e n s t o c u r s e d a r m o u r 'B' — Basic D & D m o d u l e s , ' X ' — active, very much alive, troll. If burnt
a n d / o r weaponry when hit in combat Expert D & D m o d u l e s , ' K ' C o m - it w o u l d b e p e r m a n e n t l y dead; t h e
by a r u s t m o n s t e r o r disenchanter? panion D & D m o d u l e s ( w h e n t h e regenerative power would have been
(Basic/Advanced) Companion Set is finally published), interrupted. T h e r e f o r e , c a s t i n g a n
'N' — AD&DTM m o d u l e s f o r novice animate dead spell upon the hapless
A. W e s u g g e s t t h a t w h e n a n y cursed players, l ' — A D & D modules for low body of a troll will also interfere with
metal magical i t e m i s h i t by a r u s t level characters, 'I' — AD&D modules its r e g e n e r a t i o n , ' k i l l i n g ' i t , a n d
monster it should be treated like any for i n t e r m e d i a t e characters, ' C ' — resulting in a zombie — w i t h o u t the
other m a g i c i t e m a t t a c k e d i n t h i s A D & D competition modules (origin- power t o r e g e n e r a t e b e c a u s e t h i s
fashion. The cursed object will have a ally u s e d a s t o u r n a m e n t modules), had been ruined by the casting of the
10% chance that it w i l l n o t rust per 'S' — A D & D special modules (gen- spell. This, of course, leaves the party
'minus' of the object. A rust monster erally h i g h l e v e l a n d deadly), ' W G ' with a zombie as a faithful porter. On
is n o t i n t e r e s t e d i n t h e m a g i c a l — WORLD OF GREWHAWKTM Cam- the whole, t h i s is n o t a bad w a y o f
nature of the metal object, merely its paign m a t e r i a l , a n d ' E X ' — A D & D dealing with a troll.
food value as rust. modules designed to be dropped into
the DM's own dungeon. Q. W h a t happens if a magic user loses a
We think the disenchanter will prob- spell b o o k ? A r e t h e s p e l l s l o s t /
ably have a disinclination for draining 'A' series modules w e r e coded t h a t forgotten, and, if so, h o w may they be
the magic from a cursed item. It lives way for no readily discernible reason. retrieved? (Advanced)

TURNBULL
Let's deal w i t h this trademark business. angels w e e p w i t h joy, w h i l e o t h e r s are
TALKING It will n o t have escaped the attention o f
even t h e m o s t laid-back reader that the
indulging in harmonies so speculative as
to divorce them utterly from the adjacent
proceedings.
pages of this learned journal are liberally
sprinkled w i t h o d d l i t t l e s y m b o l s , a s Unfortunately there a r e b a d people o u t
though w e chose to do the printing in an there; soon they become jealous of your
ants' n e s t a n d s o m e d r u n k e n a n t s h a d success and greedy for a share. Suddenly
wandered suicidally into the works. The you n o t i c e s a l e s a r e d r o p p i n g a n d o n
main ones are TM and , though every so investigation find t h e reason: people are
often t h e r e m i g h t be a c) (which since i t now i g n o r i n g y o u r p i l l s a n d i n s t e a d
isn't a t r a d e mark I w i l l ignore anyway). buying A r m p i t toothpaste, A r m p i t l o z -
Why clutter up the magazine with these enges, A r m p i t throat sprays and A r m p i t
things, you may ask — they certainly mar best gin. And you find you can't stop them
the appearance and tidiness of the text. they are using your invention and the
name you invented for it, but legally they
Well, let's say you come up with a Bright have every right to do so.
Idea — f o r t h e s a k e o f e x a m p l e , y o u
discover a method whereby the leaves of You have omitted to protect your property
the pituri plant, i f suitably doctored and and others can burgle it freely.
then s w a l l o w e d , g i v e t h e s w a l l o w e r
perfect musical harmony. You make pills The answer, had you t h o u g h t o f it early
out o f t h e concoction a n d called t h e m enough, lies in the legal trade m a r k and
Armpits) (h)arm(ony).... pit(uri)s — right?). patent arena. But it isn't sufficient just to
They s e l l l i k e h o t c a k e s . S o o n v a s t obtain registration o f a trade m a r k — i f
sections o f t h e p o p u l a t i o n a r e s i n g i n g the m a r k i s t o be effective, t h e o w n e r s
such d u l c e t h a r m o n i e s a s t o make t h e have to demonstrate that is a trade mark
32
PAN. October 1983
PA
A. T h e m a g i c u s e r h a s effectively lost
one o f h i s o r h e r recipe b o o k s f o r
Monks do therefore require magical
weaponry t o h i t creatures t h a t can MEMBERSHIP
spells. Unless he or she kept a copy of only b e s t r u c k b y s u c h w e a p o n r y,
the book then the spells in the book despite t h e i r b a r e - h a n d e d c o m b a t
cannot be re-memorised once used. ability.
The PA i s a c l u b for all players o f role
The only option in a case like this is playing games, particularly t h e D & D '
for the magic user to construct a n e w and A D & D T M g a m e s . S i n c e i t w a s
copy o f t h e b o o k , b y t r a d i n g f o r / founded i n 1 9 8 1 , t h e PA h a s become
stealing/copying the spells that were the country's largest D&D club, and now
contained w i t h i n i t . T h i s t i m e , has t h i s 4-page section i n IMAGINEIm
however, b e c a u s e t h e s p e l l s h a d magazine. The benefits of membership
already been in a spell book (and had include:
been understood), the magic user in
question would not have to check to Free quarterly broadsheet featuring
see if he or she could k n o w the spell hobby articles a n d n e w s , competit-
(Players Handbook pl 0, Intelligence ions and n e w product information.
Table II).
Free badge, sticker and personalised
The n e w spell book w o u l d still cost 'credit-card style' membership card.
the same amount in r a w material to
make, and would take just as long as Special o ff e r s available o n l y t o PA
the original. members, including the 'R' series of
RUNEQUEST
modules a n d Bargain B a s e m e n t —
Q D o monks need magic weapons to hit Q. W o u l d the possession of pure iron or your c h a n c e t o b u y d a m a g e d - b u t -
creatures harmed only by +1 or better other metal prevent the wearer from usable s t o c k a t g r e a t l y r e d u c e d
enchanted w e a p o n s — o r can t h e y being affected b y m a g i c a s w e l l a s prices. F u l l e r details o f t h e special
use open hand attacks? (Advanced) preventing h i m o r h e r c a s t i n g i t ? offers are given on page 31.
(RuneQuest)
A T h e r e a r e o n l y t w o cases i n w h i c h Free postage a n d p a c k i n g o n m a i l
the pre-requisite of a magic weapon A. A l t h o u g h n o t specifically s t a t e d i n orders from TSR U K Ltd for UK and
to hit something is relaxed. The first the game, the effect of iron and other BFPO members.
of t h e s e is t h e case o f a massively pure metals s e e m s t o be ' e a r t h i n g '
strong m o n s t e r h i t t i n g a c r e a t u r e the charge of power that a character * D i s c o u n t s on tickets f o r GamesFair
that would normally only be hit by a has built up to cast a spell (similar to hobby conventions.
magic w e a p o n ( D u n g e o n M a s t e r s an electrical charge being earthed).
Guide p75 'Creatures struck only by In this case, only the caster would be * L i s t i n g s of PA members in your area
magical weapons'). This applies only affected by the pure metal, because (send SAE).
to m o n s t e r s . T h e s e c o n d i s t h e the victim o f a spell is suffering the
special r u l i n g i n t h e c a s e o t t h e e ff e c t o f t h e m a g i c a l d i s c h a r g e
barbarian class, w h i c h allows them, anyway. Membership of the PA costs f 2.50 per
and them alone, a similar ahility. 016 Graeme M o r r i s & M i k e B r u n t o n year f o r n e w U K o r B F P O m e m b e r s
( f 2.00 for renewals) and £ 5 . 0 0 (or US
$10) f o r overseas m e m b e r s . A l l y o u
have to do is fill in this coupon and send
it to:

PA Memberships, TSR UK Ltd, The Mill,


Rathmore R d , C a m b r i d g e C B 1 4 A D ,
England
together w i t h a cheque o r postal order
made payable to TSR UK Ltd.

El P l e a s e enrol me as a n e w member of
the Players Association. I enclose a
cheque/PO f o r E2.50 (overseas
£5.00 or US $10).

El P l e a s e renew my membership of the


PA. I enclose a cheque/PO for / 2 . 0 0
(overseas E5.00 or US $10).
pretty well w h e r e v e r and w h e n e v e r it is could n o t prevent greedy a n d lazy o u t - My PA number is
used. Even more complex — in the U S A siders from copying the ideas and calling
the m a r k has t o be used i n a particular the r e s u l t b y a d i ff e r e n t n a m e ; b u t i t ' s Name ( M r / M r s / M i s s / M s )
way s o t h a t t h e m a r k a n d t h e w o r d i t better than nothing.
modifies becomes an adjective. ArmpitTM Address
or A r m p i t ' i s inadequate and incorrect — Anyway, that is w h y we use trade marks
it should be 'The ARMP1TTm pills' or some in t h e s e p a g e s — t o p r o t e c t T S R ' s
such. property a g a i n s t t h i e v e s . I t m a y l o o k
untidy a t times, b u t i t c a n ' t b e helped.
Now Brian B l u m e and Gary Gygax w e r e Wouldn't you, g i v e n s i m i l a r c i r c u m -
wise e n o u g h t o t r a d e m a r k TSR's t o p - stances, do your best to protect your own I d o / d o not* wish my name and address
selling g a m e r i g h t from t h e outset - - in property too? to be available to other members.
order to prevent greedy and lazy outsiders (" delete as appropriate) 1 7
grabbing t h e i r property. O b v i o u s l y t h i s f)k) Don Tu r n b u l l
PAN, October 1 9 8 3 33
/4,/ O' / 7 /

The' Ist-E oF moQc Egoci wASGIRTAeour Iivali A SIP4LE RoA.2 I•ED mTHE G4ZGAT CITY To SECURE THELR WEALT-H,WHIcH WAS
SEA-cUFFS, AND HAP Bur oNE HARbouR . q _ c BUII-DED BY THE Tikx - INSPECTORS... < 8EsioNO THE REGKoNiNG of MORTAL MAN

c h t
'el—ItMtwo

"
41.41§1,
,

THE EXILES DID ExPiolTIHEIR OFF-SH0RE AND LOI. 11-IE C ITY


'gm=
SInATtoN iN THE MANAGEMENT a PROSPERED MIGHT ILy
arHER PEoPLES MONEY... No tqL EMU
4)1 P gi t r o
7V\°Vs O TaI RuE I GENTLEMEN' WE HAvE AGQ0IREC1
,
Art 1953PANI-:
A PLEASURE TO DO BUSINESS w rrH THE OL•'IMPIAN ACCOUNT !
YOU, M R CRON\

-,,--:--%1--,71-r7----------r7--x,nd----------%,,,--------_---- -----77-,---.
' HISTOR.ICAL FOOTNOTE THE SECON D .:
-: BUT Ev EN IN THEGOLDEN AGE OF THE EUP,YPRccTiD
EMPIRE ONE sMALLSEED OF orssATksFAcrIoNG.REw AND
•:_,RODRtSHED. H M O 6Y ALL , THE I rAFERALTAx-INISPecrINZS sTR3vE
• lo pitAtO-Mits17RE1R AiCrwr3of olOcENy,'THEFT AND EmeEzzi-ErvIaT IN.
.l'HEFACEoF SoompFiScAt_fIDUci. MI:VN1 wEREcAuGHT, 6u1IHE
.,1.110.(7 FEW, LED 6Y FuLti C>Et,trtycHtEF AaCONIA/41 iN '1HE AupcTiNG-
0E17.3 9EcAPE2 It, ASEni PE44 fiQEN FARToTHESD0THot4THE tsLE
OF mcgcE20N.HEREIHEy AwAGEDIHEcHIEF ActooNgAMT,
, 6 E A R B 0 F I N E H o LY EcoKs tvlic6E 024,1TMT No MAN t t h r i 4 thIFOU..
1,13(Z t r wAS S AT THAT Nali HIS opt/km.1G-, M E RICHES oFEMP(RE
.: woot,o F1,434,3(N-ro THE QAut-Ts of MccE90t\S.
I'L ' '

El

THE slEARS PASSED, AND TIMES WERE THEN...THE CATACOSM I N -11-1E CHA0S, EVEN THE
GOOD. BUT EVEN ''ET THE CHIEF MIG-HTY EUR \IPROCTID EMPIRE PERISHED: OF ALL THE
ACcouNTANT WAS AWAITED. WORLD, MOSED'oN ALONE REMAINED UN-rouCHED.

HE otoNIT HAVE AN \ mFoRT LicENCE R3R HIS


CA-TACOSIY\ S o VTbLO KIIYN -g) POSH o F F

-? \

34 PAN, October 1 9 8 3
TheImagination
Machine
by Mike Costello

COMING SOON.
Things move fast in the micro community, not be w i t h i n t h e budget of the average market i t on a commercial basis, w h i c h
and since I started this series of articles, home user by the end o f 1983, b u t in a can be a rewarding experience, although
prices o f c o m p u t e r h a r d w a r e h a v e year's t i m e , p r i c e s w i l l h a v e d r o p p e d full of pitfalls. But right now it is too early
dropped a r o u n d 2 0 % i n t h e shops. B u t considerably. to tell h o w things will go.
many of the people interested in getting
into computer gaming seem to be reacting We m a y also see an end t o the familiar It looks as i f c o m p u t e r g a m e s s o f t w a r e
to this by buying a m a c h i n e that is more guessing g a m e : a m I b u y i n g t h e r i g h t , will become m o r e complex (well, m u c h
powerful, f o r t h e s a m e p r i c e t h a t t h e y micro, or should I have chosen a different longer), but will it become more sophist-
would h a v e p a i d f o r a l e s s i m p r e s s i v e one, which features the kind of software I icated? In t e r m s o f sound a n d graphics
microcomputer a f e w months ago. There am interested in? The tendency now is for facilities, t h e l i m i t has probably already
is n o d o u b t t h a t h o m e c o m p u t e r s w i l l manufacturers to buy a licence to use an been reached. The sound capabilities of
continue t o g e t m o r e p o w e r f u l over t h e existing operating system, such a s M S - some of the micros already available are
next f e w years; w h a t capabilities can w e DOS or C P / M - 8 6 , rather than developing under-exploited a s i t i s , d u e t o t h e
expect from them in future, and what sort their o w n , w h i c h n e v e r did make m u c h programming e ff o r t a n d a m o u n t o f
of games w i l l become possible t h a t are sense a n y w a y. A s a result, i t becomes specialised k n o w l e d g e n e e d e d t o u s e
not feasible now? easier to 'port' software from one make to them f u l l y (music theory is n o t a simple
another, a n d n e w p r o g r a m s c a n b e discipline a n d m a s t e r y o f i t r e q u i r e s
More memory released simultaneously in versions f o r around two years of full-time study). The
four o r f i v e m a c h i n e s . I t c o u l d b e t h a t degree o f resolution o f screen displays
There is little point in looking more than there will still be a multiplicity of operating already exceeds t h e a b i l i t y o f a n u n -
two y e a r s a h e a d ; a c c u r a t e p r e d i c t i o n s systems, but even so, the manufacturers modified TV to cope with; a purpose-built
cannot be made into the far future, and in are forced i n practice t o support all t h e monitor c a n p r o v i d e a b o u t d o u b l e t h i s
any c a s e t h e e v e n t s l i k e l y i n t h e n e x t popular ones, and make sure they intro- amount o f resolution, b u t t h e p r i c e i s
twelve m o n t h s o r s o a r e i n t e r e s t i n g duce no eccentricities into their designs prohibitive for most buyers. On the other
enough. A l o t o f discussion h a s b e e n which w o u l d m a k e t h e i r m a c h i n e s i n - hand, h i g h e r o p e r a t i n g s p e e d s o n t h e
stirred up by the forthcoming release of a compatible w i t h one of the systems. newer m i c r o s p e r m i t t h e u s e o f m u l t i -
256K, 16-bit computer for ELMO; after all, tasking techniques, to provide simultan-
this is n o m o r e t h a n t h e price o f a BBC It i s significant t h a t t h e 1 6 - b i t machine eous v i s u a l a n d s o u n d o u t p u t w h i l e
Micro. B u t i t i s n o t a s s i m p l e a s t h a t . referred to earlier is British; there seems processing o f a program t e x t continues.
Although t h e n e w m a c h i n e h a s m u c h no likelihood t h a t A m e r i c a n computers, And a compiler is generally provided for
more m e m o r y t h a n i s usually available, or i n d e e d s o f t w a r e , w i l l r e g a i n t h e any high-level language supplied w i t h a
most of it is taken up w i t h an overblown dominance they once held in this country, 16-bit m a c h i n e ; t h e s e f e a t u r e s , t a k e n
operating system, leaving little space for in the foreseeable future. Patriotic fervour together, should in future make it possible
programs. This is necessary because an aside, t h i s is really a pity; t h e danger is for t h e h o m e p r o g r a m m e r t o a c h i e v e
operating system has to be very sophist- that software authors in the two countries effects in BASIC which w o u l d previously
icated t o t a k e f u l l a d v a n t a g e o f t h e will go their separate ways and there will have required a machine-code program.
abilities of such a computer. In practice, be n o i n t e r m i n g l i n g o f e x p e r i e n c e t o
512K w i l l s h o r t l y b e r e g a r d e d a s t h e improve t h e o v e r a l l q u a l i t y o f g a m e s Finally, a w o r d about Micronet 800. This
acceptable m i n i m u m for such machines. software. is a t t h e m o m e n t t h e o n l y c o m m e r c i a l
organisation i n t h i s c o u n t r y providing a
This should not add too much to the price Concealed benefits service s i m i l a r to those available from a
and w i l l a l l o w games taking u p 2 0 0 K or number of sources in the States. Briefly, it
more; gigantic games, rather like some of At t h e s a m e t i m e , t h e r e a r e s o m e allows any micro owner with a telephone
the A d v e n t u r e s f o r t h e A p p l e t h a t have concealed benefits to the British gaming to c o m m u n i c a t e w i t h t h e M i c r o n e t ser-
appeared r e c e n t l y i n t h e S t a t e s . T h e hobby i n t h i s situation. Sections o f t h e vices or w i t h a n y other user possessing
difference i s t h a t t h e y w i l l n o t r e l y o n hobby s u c h a s b o a r d w a r g a m i n g a n d the s a m e equipment. A n u m b e r o f pro-
constant disc access, as separate sections conventional r o l e - p l a y i n g h a v e b e e n jects a r e b e i n g i n v e s t i g a t e d a t t h e
of the program are loaded into and out of dominated b y A m e r i c a n p r o d u c t s f o r moment; solo games dialled up by Micro-
memory. Everything will be in RAM at the many years; a f t e r all, h o w m a n y British net subscribers, r a t h e r l i k e a v i s u a l l y -
same t i m e ; t h i s s o u n d s s i m p l e e n o u g h role-playing systems are there? This has oriented version o f a s o l o adventure i n
until you contemplate waiting 30 minutes not happened i n t h e c o m p u t e r g a m i n g book form; multi-player games moderated
for such a program to load from cassette. hobby, p a r t l y b e c a u s e o f t h e r e l a t i v e either centrally o r b y a n o t h e r M i c r o n e t
unpopularity o f A m e r i c a n computers user, w i t h Turn moves and results being
This obviously is not acceptable, and disc among h o m e u s e r s a n d p a r t l y because transmitted back a n d f o r t h b e t w e e n
storage w i l l h a v e t o b e p r o v i d e d a s US software houses have not bothered to micros a t t h e t e r m i n a l s . N o n e w t e c h -
standard w i t h such computers. The n e w rewrite t h e i r successful t i t l e s f o r c o m - nological advances are needed to achieve
microfloppy discs are capable of providing puters such as Spectrum and Dragon. So this, a s i t i s r e a l l y a n a p p l i c a t i o n o f
mass storage to cope with the demands of it is possible that computer garners in the existing technology, b u t t h e potential i s
16-bit machines, but inevitably the price UK w i l l , o u t o f necessity, produce t h e i r very great and w e m a y be hearing a l o t
goes up. So a usable 16-bit machine will own h o m e m i c r o s o f t w a r e a n d even more about Micronet in future.
IMAGINE magazine, October 1983 35
amesFair '84
THE CONVENTION WHERE GAMING COMES FIRST

On FRIDAY, SATURDAY & SUNDAY


6th, 7th & 8th APRIL 1984 at READING UNIVERSITY

Special guest E . G A R Y G Y G A X

Starting at 12 noon on Friday, and continuing until 6.00 pm on Sunday,


GamesFair '84 features:-

• S e m i n a r with Gary Gygax on Friday evening.

• T H E AD&DTM OPEN CHAMPIONSHIP — A n individual, knockout


competition to find the British A D & D Champion of 1984. Held over
Saturday and Sunday, this limited entry event must be booked in
advance.

• A D & D TEAM COMPETITION — A fun, single-round competition for


teams of 5 players on Friday afternoon. Team leaders: send an sae
for more information.

• A L L T H E ESTABLISHED FAVOURITES — I n c l u d i n g D R A G O N -
QUESTIm game, STAR FRONTIERSIm game, Traveller, Apocalypse,
RuneQuest, 1829, Railway Rivals and many more.

* R E S I D E N T I A L OR NON-RESIDENTIAL PLACES N o n - r e s i d e n t i a l
bookings e n t i t l e y o u t o f u l l u s e o f a l l t h e c o n v e n t i o n f a c i l i t i e s
including inexpensive hot and cold food, extended bar (adults only),
ideal gaming areas and an impressive array of arcade c o m p u t e r
games. Residential bookings entitle you to all these plus two nights
in a private bedroom and full breakfast on Saturday and Sunday.
Booking in advance is essential. There will be no tickets for sale on
the door.

WE NEED YOUR HELP. Reliable, careful, experienced DMs are needed to help run the A D & D
competitions. Plea§e mark your application form accordingly if you would like to help us.

Successful bookings will be confirmed by post. Full details and confirmation of events will be given in the GamesFair programme,
which will be mailed to attendees in March.
Only those who book in advance can be admitted,
Refunds (minus a 1'2.00 administration charge) will only be possible on cancellations made before 31st January 1984.
Persons under 14 years of age cannot be admitted,
Bookings accompanied by an incomplete list of names or the incorrect money will be returned unprocessed.

BOOK EARLY TO AVOID DISAPPOINTMENT.


TICKETS WILL NOT BE AVAILABLE AT THE DOOR.
PA Discount applies to member's ticket only. If booking for more than one person please include ALL names and addresses.

The symbols a n d TM denote trade marks owned by TSR Hobbies Inc, Wisconsin USA.

BOOKING FORM
Please make cheques/POs payable to TSR UK Ltd, and send to the organisers at: GamesFair,
TSR UK Ltd, The Mill, Rathmore Road, CAMBRIDGE CB1 4 A D . T e l e p h o n e (0223) 212517.

Please send me r e s i d e n t i a l ticket(s) for I a m / a m not a member of the PA.


GamesFair '84 at f 28.50 ( f 26.50 for PA My membership number is
members) each.
I d o / d o not wish to help DM one of the competitions.
Please send me n o n - r e s i d e n t i a l ticket(s) (Please give brief details o f your experience - including
for GamesFair ' 8 4 at f 7.50 (16.50 for PA age - on a separate sheet).
members) each.
My name:
I d o / d o not wish to enter the A D & D
Open. F e e f 1.50 My address:

TOTAL
36 Please m e n t i o n IMAGINETm magazine w h e n replying to advertisements
Dave Pringle, editor o f Foundation:

Book Review The Review of Science Fiction, looks


at recent releases a n d re-releases i n
the w o r l d o f adventure fiction, a n d
some interesting non-fiction.

Helliconia S p r i n g (Granada, f l . 9 5 ) i s favourite theme of Humanity confronting powers; various gruesome murders take
Brian Aldiss's most ambitious SF novel to the O t h e r. T h e r e i s n o t h e m e m o r e place i n u n d e r g r o u n d l o c a t i o n s ; t h e
date. Some 550 pages long and the first of fundamental to science fiction. mystery and the violence build up.... It is a
a trilogy, it is conceived on a vast scale, a good read, and the ending is nasty. J o h n
scale which allows for a leisurely pace — I mentioned Robert Heinlein i n passing: Shirley also has an excellent story in the
perhaps too leisurely. two re-issues of his work have just come latest issue of Interzone. Although entire-
to h a n d . T h e y a r e a n o v e l , F a r n h a m ' s ly different i n tone, i t s h o w s t h e s a m e
Helliconia is a world with two suns and an Freehold (Corgi, f 1.95), and a collection, obsession w i t h t h i n g s l u r k i n g b e n e a t h
immensely long year: t h e 'spring' of the The Menace from Earth (Corgi, El .75), our f e e t , u n n a m e a b l e t e r r o r s i n t h e
title l a s t s f o r m a n y o f o u r c e n t u r i e s . and t h e y are representative o f both t h e forgotten 'cellars' of modern civilisation.
Battling against this hostile environment worst and the best of Heinlein. Avoid the
is a colony of h u m a n beings w h o share novel, w h i c h s h o w s t h e a u t h o r a t h i s Finally, a book we have all been w a i t i n g
the p l a n e t w i t h i n t e l l i g e n t c r e a t u r e s most c r a s s l y o p i n i o n a t e d , a n d s a v o u r for: The Steven Spielberg Story by Tony
known as Phagors. Aldiss has fun building
up the ecology of his teeming world. In a
style which is at times reminiscent of his
early masterpiece H o t h o u s e (1962), h e
invokes a profuse flora and fauna, n o t to
mention entire societies of persons w i t h
such j a w - b r e a k i n g n a m e s a s H r r - B r a h l
HELLICONIA
Yprt and Kzahhn Hrr-Tryhk Hrast. Often SPRING
i f l T B E C . N i t H i OF A LTAA VET LOH,
the p r o s e i s a l m o s t i n c a n t a t o r y w i t h KEWANEE TO AHOTHEB WORLD-A REMARKABLE
FEAT OF THE MAGNA HON'
neologisms: ' T h e y raided t h e m i g r a t o r y AOTTEL FONT ES

herds o f yelk and gunnadu.... d o w n t h e


isthmus o f C h a l c e i n t o C a m p a n n l a f .
Great s t u ff f o r readers w h o like t o lose
themselves i n a w h o l e s u b - w o r l d o f
invention.

Clearly Aldiss is a i m i n g f o r the big t i m e


with this book and its projected sequels:
he is hoping to capture the J R R To l k i e n /
Frank H e r b e r t m a r k e t , n o l e s s . I n a l l
fairness one must say that Helliconia is a
better-realized w o r l d t h a n e v e r D u n e
was, b u t o n e c a n n o t h e l p w o n d e r i n g
Gregory Benford
what became of the ideal of economy of
means which was well exemplified in the such s h o r t stories a s ' T h e Ye a r o f t h e C r a w l e y ( Z o m b a , f 4.50). W r i t t e n i n
honed s h o r t stories a n d s lim b u t telling Jackpot', a m a n i c end-of-the-world take, breathless j o u r n a l e s e , t h i s i s n o b i o -
novels o f A l d i s s ' s heyday. I t seems t h e and ' B y His Bootstraps', simply the best graphical m a s t e r p i e c e b u t i t s e r v e s t o
hour of t h e blockbuster has arrived and time-travel y a r n s i n c e Wells. T h e early remind u s h o w i r r e l e v a n t t h e w r i t t e n
there is little we can do but submit. Heinlein was a Natural. word has become in an age w h e n clever,
confident lads like Spielberg are the ones
For s o m e y e a r s n o w, G r e g o r y B e n f o r d More re-issues: Harry Harrison's Captive w h o are really setting the pace in terms of
has enjoyed a g r o w i n g reputation as the Universe (Granada, E l .50) is one o f his conveying science-fiction d r e a m s to the
best ' h a r d ' S F w r i t e r i n A m e r i c a . H e best novels. A n 'enclosed w o r l d ' story, masses. H o w c a n o n e a r g u e w i t h a
consolidates that reputation with his new about a young m a n w h o seeks to break success story like Spielberg's? He and his
novel A g a i n s t I n f i n i t y (Gollancz, f 7 . 9 5 ) . through to the truth, i t is full o f familiar mate George Lucas have already directed
This i s science f i c t i o n i n t h e o l d style, twists and turns — but skilfully handled. or produced most of the top ten money-
although w r i t t e n i n contemporary lang- Also by Harry Harrison are the short-story making movies O f (as they say) A l l Time.
uage. S e t o n G a n y m e d e , a m o o n o f collections Tw o Tales and Eight To - And what is more, what is truly astonish-
Jupiter, t h e b o o k i s f u l l o f s c r u p u l o u s morrows and Prime Number (Sphere, ing, t h e m a j o r i t y o f those f i l m s a r e SF.
scientific d e t a i l . B e n f o r d o u t d o e s t h e El .50 e a c h ) . T h e s e e a r l y s t o r i e s a r e Come t o t h i n k o f i t , t h e r e i s o n l y o n e
Heinlein o f t h e 1 9 5 0 s i n h i s a b i l i t y t o mostly l i g h t a n d b r i g h t , a l t h o u g h ' T h e person w h o h a s been m o r e successful
speculate realistically from a solid scient- Streets of Ashkelon' is a memorable alien than e v e n S p i e l b e r g a n d L u c a s : t h e
ific base: h e is t h a t rare mixture, a real melodrama on a religious theme. composer J o h n W i l l i a m s , w h o h a s
scientist and a real writer. written t h e m u s i c f o r v i r t u a l l y a l l t h e i r
Cellars byJohn Shirley (Sphere, 1 .95) is films, n o t to mention a l i t t l e thing called
Basically i t i s a g o o d o l d A m e r i c a n an urban horror story of the type invented Superman....
04§ Dave Pringle
hunting story, about a boy, Manuel, and by v e t e r a n f a n t a s i s t F r i t z Leiber. J o h n
his crusty companion, Old Matt, w h o are Shirley (a sometime rock musician)writes Dave Pringle w i / / b e back w i t h more book
in pursuit of an enigmatic alien machine, vividly enough, though n o t quite as well reviews to w h e t your appetite in issue 9.
The Aleph. The narrative conveys a f i n e as the old master. The city is N e w York, Next month, h o w e v e r, C o l i n G r e e n l a n d
sense o f mystery a n d a w e . A s i n s u c h the hero a journalist w h o dabbles in the will be h e r e o n c e again, l o o k i n g a t t h e
earlier novels as In the Ocean o f the occult; he is attracted to a young woman work o f some o f Spielberg's contempor-
Night (1977), Benford i s tackling h i s who appears t o have extra-sensory aries in the film world.

IMAGINE magazine, October 1983 37


letters....letters....letters....letters....letters_letters....letters..ietters_

Letters
IMAGINETm magazine invites its readers
to write on any subject that might be of
interest t o o t h e r adventure garners.
Correspondence should be addressed to
IMAGINE magazine (Letters), The Mill,
Rathmore Road, Cambridge C B I 4AD.
Letters appearing i n t h i s column a r e
edited for length.

A thousand curses on their heads! Eh? were wearing confusing badges in order John A English, Bristol: Why do you
Who? Games Workshop, who else? Here to prove that they were far too famous to print micro computer, book a n d f i l m
am I, all eager t o use m y new-found need a n y s o r t o f identification. P a u l reviews? Surely these topics are covered
publicity outlet to launch a massive ballot Mason was appearing as 'Fergus O'Con- by other magazines. I would also prefer to
stuffing campaign for the Games Day '83 nor' and Mike Lewis, without his X-Men see t h e e n d o f fiction i n IMAGINE
Awards, and what do they do? They bring T-shirt, read 'Me? Mike Lewis? How dare magazine; okay, perhaps i t i s inspir-
the closing date for votes forward, so that your. Ian Marsh's badge warned every- ational, but it takes up room which could
it will be past by the time you read this. one, ' I f you are Trevor Mendham, g o be filled b y articles o f a more direct
Bah! Mind you, I was a bit puzzled as to away', while Alex Zbyslaw claimed to be nature.
why they needed two months to sort out Paul Mason which is just as well as no- I'm i n favour of a l o t m o r e articles on
the results. Then I noticed that Charles one can pronounce his real name. Matt the AD&DTM game, but don't just listen to
Vasey was in charge of the count. M y Williams was reported to have bought a me, w h y not have a questionnaire asking
theory w a s that perhaps Charles was round o f drinks but most experts dis- people what sort of game balance they'd
having difficulty with his 'hand calculator' missed t h i s as a heat-induced hallucin- like to see?
and might have to use his toes as well, but ation.
a GW spokesman said that it would take Maybe we will, although experience tells
two months to lure him out of the pub. The G a m e s W o r k s h o p c h a p p i e s w e r e me that the response is not always worth
being extremely helpful, especially Ivan the effort. Would readers be interested?
I've had a couple of rather disappointing Livinghell w h o w a s persuaded t o p a r t Should we print a questionnaire to find
letters recently, from members of fanzine with a f r e e copy o f W h i t e D w a r f 4 1 t o out?
editorial teams who were quitting their replace the one that they forgot to send
current projects and starting up on their me. Ivan also tried hard to prove to me Nick Payne, Nottingham:I found i t
own because fellow editors couldn't be that people do get paid for writing for WD, strange that Dave Pringle's 'Book Review'
bothered to get the zine out on time. Lack but the only contributors that he could should criticise Sharra's Exile for having
of reliability is probably the major problem find w e r e G W employees a n d every 'little t o d o w i t h s c i e n c e f i c t i o n ' w h i l e
with FRP fanzines, and while some have single one, when asked if he had been praising Moorcock's T h e R e t r e a t F r o m
very real difficulties with printers, there is paid for his last contribution, said 'no'. I Liberty, w h i c h , as he says, is a political
no excuse for just not bothering. Fanzines picked up a copy of the Avalon Hill version pamphlet.
can be long-lived and regular, as Dragon- of Kingmaker on the GW stand which It occurred to me that it might be useful
lords, Wyrms Claw and any number of quite pleased me, as everywhere else I'd for Dave to write an article aimed at those
postal games zines bear witness. Let's tried told me that Philmar weren't allow- readers n e w to SF & Fantasy. Everyone
have a b i t more responsibility, please ing i t to be imported any more. B u t this has h e a r d o f A s i m o v a n d To l k i e n , b u t
folks. time Ivan had the last laugh for, w h e n I what about Fritz Leiber, Piers A n t h o n y,
got home, I discovered that it didn't have Jack Vance, R o g e r Zelzany a n d a l l t h e
One. of the more interesting things about any rules in it A s he said, 'We'll sell you other great writers?
having a fiancée who is a teacher is that anything'. Ye a h , p r o b a b l y ' d o w n t h e
every summer you get treated to tales of river'. James Manktelow, Bramley, Surrey:
all the strange things that people have You should think seriously about your
written in their exams. My favourite this The m a i n e v e n t o f t h e d a y, h o w e v e r reviews of such events as Sol Ill, which
year comes from Paul Davison who was (excluding t h e W i l l i a m s r o u n d w h i c h i s are really too far removed from the hobby
writing about h i s favourite hobby. ' I n patently unbelievable), w a s w h e n a c e to be relevant. Yo u r reviews o f SF &
order to play D&D' he says, 'I need a slide reporter P e t e Ta m l y n , r e v e a l e d t o a Fantasy books are just close enough to be
rule....' Hmm, I think I'll stick to writing my shocked c i r c l e o f f a n z i n e e d i t o r s t h a t of interest; though your computer section
own rules, t h e s e commercial games Marc Gascoigne was currently employed is a waste of space. Articles written in an
sound a bit too complicated. in t h e fantasy section a t Games Centre. RPG magazine cannot hope to cover the
Messrs L e w i s and M a r s h w e r e suitably field in enough depth to be useful.
And s o t o Dragonmeet whereat t h e aghast at the nature of the news though I enjoyed 'The Philosopher's Stone' in
assembled multitudes of FRPers, declin- not a t t h e m e a n s o f its arrival. A s M i k e issue 4, which was worth E l alone. I
ing the twin attractions of a Test Match said, 'I didn't know he'd left Dragonlords found issue 5's emphasis on Celts and
and the British Grand Prix, descended until he announced it in Acolyte'. druids very good; I derived a l o t o f
upon t h e unsuspecting c i t y o f West- inspiration from them. The concentration
minster, an area of London fortunately And finally for this issue, Ye Tavern is of four pieces on a subject allowed it to be
well u s e d t o t h e presence o f loud- moving. Only about half a mile down the covered in tremendous depth.
mouthed lunatics. Central Hall is owned road, but at least this time the house is
by Methodists and hence has no bar — mine. A l l gossip, f a n m a i l a n d letter Lee Owers, Chairman Sol III '83, Luton:
which, on such a sweltering day, was bombs should henceforth be directed to: I would like to thank you for the witty and
near disastrous. E v e n t h e f u r - c l a d 2 Poplar Road, The Coppice, Aylesbury. informative convention report w h i c h
Treasure Trap types were seen to doff Next month's column will come live from appeared in your August issue.
their armour at times! the shores of Loch Ness where Kat and I Being an SF/Trek enthusiast of long
are spending our honeymoon and will standing, and a keen RP gamer of some
Fortunately the nearby Westminster Arms include the inside story of the 'Zine Poll four years, I heartily agree that inside
provided a suitable haven for the rapidly results. Order your copy now. most Sicfans there lies a potential gamer.
dehydrating fanzine hacks who, as usual, Illks Pete Tamlyn It was for this reason that at Sol ill we set
38 IMAGINE magazine, October 1983
letters....letters..ietters....letters..Jetters•Aetters....letters....letters....letters....letters....letters....letters....letters_ietters....letters....letters....letters., .letters....letters....letters....letters....letters letters....letters

up the first Games Room to be seen at a A further function of the druids appears Realism vs Rules, Part Three....
British Star Trek Convention. It was very to h a v e b e e n t h a t o f divination. I n o n e
well received, and if we are successful in version o f t h e t a l e o f C u C h u l a i n n , Patrick Fama, Morden, Surrey: Playabil-
our b i d t o r u n a n o t h e r convention, w e Cathbad the druid predicts that Chulainn ity is of as great a concern as enjoyability.
shall certainly repeat the exercise. will w i n great fame at the cost of a short Rather than dismiss these requirements,
life, when told that the boy has chosen to realism enhances them, because believ-
A n d I certainly hope you get the chance, take arms on a certain significant day. ability aids consistent role-playing. I t all
Lee, s i n c e S o l I I I w a s a n a d m i r a b l e Finally, s o m e g o o d s o u r c e s o f Celtic stems f r o m t h e logic o f a g a m e w h i c h
convention w h i c h I enjoyed. Interesting, legend a r e presently available. M i c h a e l must be both internal and external. In the
though, i s n ' t it, t h a t a ' v e r y experienced Moorcock has a tendency to borrow from case of magic systems, such as those in
gamer' like J a m e s can't see the overlap Celtic m y t h o l o g y f o r background t o h i s the AD&D or Runequest games, external
between our hobby and an event such as fantasy novels — particularly in the later logic is simply not possible. T h u s magic
this, w h i l e L e e c l e a r l y can. T h e reason books in the C o r u m series — and Julian systems have to rely on their own internal
IMAGINE magazine covers these events May, in the M a n y Coloured Land series, logic to be playable.
is because t h i s i s n ' t j u s t an i n t r o v e r t e d presents an imaginative interpretation of Playing the D&D game w a s not enjoy-
little hobby, w i t h its o w n adherents, i t ' s the origins of the Celtic gods. Slightly less able for me because of the lack of external
part of something bigger. I ' m glad to say 'authentic' sources are also available in logic i n t h e combat system. R u n e q u e s t
that most of our correspondants find our paperback, in particular The H i s t o r y and may have been slower, but I could really
fiction, film, m i c r o and convention cover- Topography o f I r e l a n d b y G e r a l d o f identify with w h a t is happening.
age worthwhile. Wales, t r a n s l a t e d b y T h o m a s Kinsella, If you can suspend logic in a game, then
I owe Lee a small apology. In our article, and a Penguin Celtic Miscellany. presumably y o u w i l l e n j o y i t h o w e v e r
Kim a n d I i m p l i e d t h a t t h e G u e s t s o f lacking in realism it is. I need my g a m e s t °
Honour were rather invisible except dur- Meanwhile, back to the realism debate.... be as realistic and logical as they can be in
ing t h e i r p r o g r a m m e d appearances. I t areas that relate to the real world.
seems we just weren't looking in the right James M a n k t e l o w, (again): As I see it,
places. I ' v e got to confess, i t w a s never the problem of realism vs rules does not Why pick on combat? No FRPG t h a t / k n o w
difficult to find Bob Shaw.... j u s t find the exist. I f players d o n ' t l i k e a campaign, has presented a very realistic simulation
bar, a n d you've f o u n d the m a n ! they can find another. Some play an easy of eating. E a c h g a m e r m u s t decide j u s t
system, like Tunnels & Trolls, which does what t h e y w a n t f r o m a r o l e - p l a y i n g
Carl Sargeant, Cambridge: I wanted to not get in the w a y of role-playing, w h i l e system, a n d i f o n e p a r t i c u l a r s y s t e m
draw attention to the errors in issue 5. On others, t h e s o r t w h o p l a y C h i v a l r y & offers a m o r e i n t e r e s t i n g s i m u l a t i o n o f
pages 2 / 3 , t h e f l y i n g , i n v i s i b l e M U Sorcery, love rules for the sake of rules. your dream than another, t h e n o f course
should, of course, become visible as soon Nothing is incorrect, i t is all a m a t t e r of you must play it. B u t realism? What kind
as h e c a s t s h i s s h i e l d spell, n o t a f t e r. the balance a group prefers. of external logic can possibly cover all the
Then on page 7 — a seventh level druid subtleties o f real combat. A l l rules are a
could not cast 49 7d8 lightning bolts. He Paul B Mason, West Midlands: The most compromise in the end.
could actually cast up to 7 9d8 bolts, over important feature of rules is their 'obtru- For m o r e o n t h i s s u b j e c t , s e e P e t e
a period o f seven turns. A l l very u n - siveness', and this includes such things Tamlyn's article on p45.
fortunate.... as 'believability', w h i c h is the subjective A n d finally, h a v i n g h a d a t i p from one
assessment o f r e a l i s m . W h a t g a r n e r s reader t h a t involved raiding classrooms
P Hampson, Birmingham: I fear that in such as myself are after is a set of rules for o l d r o l l e r blackboards, I n o w f i n d
Chris Black's appraisal of druid characters that imposes no arbitrary restrictions on myself w i t h a n o t h e r t i p s t e r w h o c o u l d
(issue 5)t h e r e is a boo-boo in reference to play, a n d w h i c h e n a b l e s t h e G M t o cause even greater chaos.
magic user spells. consistently produce results which 'seem'
'Now I ' v e u s e d u p m y m a g i c m i s s i l e correct or realistic. H McDougall, Wigan: W h e n I found a
spell, w h a t d o I d o f o r t h e r e s t o f t h e I found Kim's editorial in # 5 interesting need to create large melees, the problem
adventure?' Really! The first level magic and w e l l a r g u e d u n t i l I c a m e t o t h e arose as t o h o w to i d e n t i f y t h e v a r i o u s
user i s g i v e n f o u r s p e l l s i n A d v a n c e d . closing paragraph. The comments there sub-fights w i t h i n t h e g e n e r a l c o m b a t .
Perhaps, i n h i s e n t h u s i a s m h e reverted only propagate the notion that RPGs are Figures c o u l d n o t b e i d e n t i f i e d c l o s e l y
back to the Basic rules. games played for competition. enough. S o , I u s e b i n g o n u m b e r s . I
bought a c h i l d ' s l o t t o s e t , w h i c h h a d
Perhaps, in his wisdom, he realised that a Nice one, Paul. A n editorial concentrating plastic discs with numbers on.
first l e v e l magic u s e r m a y be able to jot upon t h e scarcity o f w o m e n i n gaming, I then tell the party w h a t assails them,
down f o u r s p e l l s o n t h e b a c k o f a n and you pick that up. S u c h dedication to by description or name, and w h i c h n u m -
envelope, b u t c a n o n l y r e m e m b e r one. the hobby.... K i m w i l l probably take u p bers are ' o n ' w h i c h party member. O n a
Score one to our side. karate again for when you finally meet. sheet o f paper I organise t h e h i t points
and o t h e r data f o r ticking o ff , a n d t h e
Robert Scott, Belfast: The Celtic Special Steve Norledge, W. Wi c k h a m , Kent: I cross r e l a t i o n l a t e r w i t h t h e p i a y e r ' s
was v e r y enjoyable, a n d I t h o u g h t t h a t don't think most male garners consciously record creates the basis for the awarding
your readers might be interested in some exclude f e m a l e s f r o m g a m i n g ; I t h i n k of experience points. I f e e l t h i s control
further i n f o r m a t i o n . T h e 1 2 t h c e n t u r y most a s s u m e t h a t t h e y w i l l n o t b e frees me from the wrangling that genuine
Leabhar Gabhala Eireann (the Book of interested and therefore don't even bother mistakes can cause, and leaves me free to
Invasions) mentions one occasion when a to i n t r o d u c e t h e m t o games. T h i s i s a handle the incidents that make this such
Druid s h o w s q u i t e a w e s o m e p o w e r . shame, as women would add significantly an enjoyable game.
Before one o f the great battles between to gaming — as s h o w n by the excellent
mythical p e o p l e s f o r t h e m a s t e r y o f article ' L o r e , L a y & L e g e n d ' b y Carole Can you imagine it? Instead of some T V
Ireland, o n e side sends a curse against Morris. How does Ms Daniel propose that personality calling out the numbers at the
the other, causing blood to rain on t h e i r we get more females into the hobby? local Mecca, ' H ' w a n t s Bingo players to
camp. T h i s d e m o r a l i s i n g p h e n o m e n o n kill things f o r t h a t a l l i m p o r t a n t House.
lasts for three days and nights, until the Try telling women about RPGs instead of 'Right t h e n , o f f w e g o , a n d i t ' s L e g s
Druid o f t h e a ff l i c t e d s i d e c a n r a i s e a assuming t h e y w o n ' t b e interested, o f Eleven!' 'Great - I hit it wiv me mace!'
power that dispels the curse. course. Anybody have any other ideas? Letters edited by Paul Cockburn
IMAGINE magazine, October 1983 39
..fanzinesi—fanzines..Janzinesiiiilanzines fanzinesiiiilanzines....fanzines fanzines....lanzinesiii.fanzines....fanzines anzines....fanzines....lanzines fanzines....fanzines....fanzines fanzines. • _fanzines,.

Fanzines A

Cot Et Thrt4st VECTORi2P


A
Another Cook through our monthly collect-
ion o f assorted publications from the
amateur end ofthe hobby. Other editors
should note that the only thing stopping
their zinc being similarly aposedis the
fact that they never send us a copy.

(15
-
c\
izRs &MC- NPT,5 55 PENCE _ O n
ISSUE IS Cal Journal Ot The BSFA

Chimaera 1 0 2 marks the end of an era. and a c r i c k e t game. T h e r e i s n o b e t t e r news a n d r e v i e w s . W M k e e p s m i c r o -


Clive Booth has decided to call it a day and starting point for someone w h o wants to garners i n f o r m e d o f w o r t h w h i l e g a m e s
has transferred his games to B o o j a m , a look into postal gaming. on a w i d e v a r i e t y o f m a c h i n e s . W N
new zine to be r u n by Richard Morris, 1 maintains a s i m i l a r s e r v i c e f o r b o a r d
Highland Vi l l e , L i g h t c l i ff e , Halifax, Another first viewing: The Journal of the wargames. M i k e Costello ( w h o w r i t e s
W Yorks, H X 5 B A C . E v e r y o n e h e r e a t Senseless Carnage Society is a new our own Imagination Machine) 1 7
IMAGINETm m a g a z i n e a n d TSR U K L t d F/SF gaming zine from Simon Hartley, 5 Langbank Ave, Rise Park, Notts NG5 5BU
wish Clive all the best for the future. Burgh Heath Road, Epsom, Surrey. It is to is the contact.
appear f o u r t i m e s a y e a r a n d promises
And w h a t d o w e g e t i n i t s place? O i n k scenarios, n e w monsters and other RPG S E WA R S 1 3 from Chris Baylis (12 The
18(2. T h i s o f f e r i n g c a m e f r o m D a v e paraphernalia. Fryth, B a s i l d o n , E s s e x ) m a k e s a l i t t l e
Messenger, 3 T h e L e a s o w, A l d r i d g e , mention of the hostile reception this zine
Walsall, W M i d l a n d s W S 9 OEF, w h o Greatest Hits 1 0 9 justified its existence gets f r o m o t h e r editors. C h r i s u s u a l l y
declared himself independent from Pole- with another thrilling letters section (15 doesn't join in. In fact, SEWARS, aided by
axed P a t r i a r c h s . D a v e s u p p l i e d t h e m pages!) including a t r u l y incisive missive Chris's undoubted energy, is a successful
with a brief note, which w a s designed to from some journalist chappie who works RPG zine, at least in terms of sales, so it
show h o w tough he is for a 1 6 year old. for I ' M A GENII. P e t e a n d I m i g h t n o t must be pleasing somebody! The A D & D
I'm afraid the zine gets like that too. agree on sex 'n' violence in professional game gets lots of input here.
magazines, but he gets my vote on h o w to
C u t & T h r u s t 1 5 is our first glimpse of a run a lettercol. Rock, politics, philosophy Dragonlords 1 7 couldn't show a greater
good En Garde zine by Derek Wilson (321 and I M A G I N E m a g a z i n e — t h e f u l l contrast. T h e A D & D g a m e i s n o t t h i s
Headley Road East, Wo o d l e y, Reading, spectrum of human endeavour.... zine's favourite, and i t is prepared t o be
Berks R G 5 4SE) and G l y n Roberts. T h e hostile about anything. Good art, lots of
coverage o f t h e latest goings-on i n t h i s ....except for football. A s t r a d y n e 61 f i l l s features (including o n e o n To r t u r e t h a t
game is superb. Recommended. the gap there, w i t h cricketboss as well. I we rejected....) and if you understand all
know some zine editors hate it when I go of it, drop Mike Lewis (Avalon, Grams Rd,
John Dodds (Moberley Towers, Burlington on a b o u t h o w a z i n e l o o k s (instead o f Walmer, Deal, Kent CT14 7PU) a line and
Street, M a n c h e s t e r 1 5 ) a n d B a r t H u b y concentrating s o l e l y o n t h e g a m e s o r he'll try harder next time.
were responsible for Perspiring D r e a m s content), b u t this zine manages to s h o w
3 3 84 3 4 . Good support f o r United a n d that care has been taken in the present- So much stuff arrived from the B S FA that
Diplomacy players and just E l f o r three ation. Ian Lee, 4 9 Fleet Ave, Upminster, a l i s t w o u l d f i l l u p t h i s space. S u b -
issues. The letters pages are spicing up Essex R M 1 4 1PZ, w i e l d s a f i n e t u b e o f scriptions (17 pa) f r o m Sally B r o w n , 1 8
too. A n o t h e r enjoyable read. cow gum. Gordon Te r r a c e , B l a n t y r e , L a n a r k s h i r e
G72 9 N A . T h e y d i d n ' t l i k e I M A G I N E
Richard Walkerdine (144 Stoughton Rd, The cover of N M R 41 from our own Brian magazine's art in M a t r i x 48, but then its
Guildford, Surrey GU2 6PG) seems to be Creese (256 Canbury Park Rd, Kingston- cover w a s t h e w o r s t garbage I've seen.
one of those who surrounds himself with upon-Thames, Surrey KT2 6LG) endeared They h a v e a l o t t o o ff e r, b u t t h i s i s n ' t
less-than-keen admirers. M a d Policy 86 this issue t o our typesetting genius, M s worth the postage.
has a healthy debate in the letter column Daniel. He isn't flavour of the month with
about the Zine Poll; Richard suffers from some of his colleagues, either, for signing Walamalaysia Gazette 3 3 keeps i t s
the b r a n d o f h o b b y d i c t a t o r. S t i l l , h i s up w i t h us. Letters, chat and Diplomacy Diplomacy players up to date, b u t offers
Diplomacy games get good coverage. — and the Rusty Bolt awards. little e l s e . Yo u c a n g e t i t f r o m D a v e
Thorby, 200 Lavender Hill, Enfield, Middx
Psychopath 8 , w i t h E l Nabisco and E n Yet a n o t h e r n e w a r r i v a l i s C o r r o s i v e EN2 8NJ.
Garde, is available from M i k e Dean, Rm C o m i x Un-Ltd 1 from Marc Lamming, 75
37, Culduthel Hospital, Inverness. I notice Briars L a n e , H a t f i e l d , H e r t s . T h i s i s a Lastly, A c o l y t e 49. More of the best from
that his entire El Nabisco gang has been mixture o f c o m i c s t r i p s a n d f a n t a s y Pete Tamlyn (new address 2 Poplar Road,
wiped o u t . T h i s , p r e s u m a b l y, w a s t o gaming f o r 5 0 p , a n d w i l l a p p e a r e v e r y The Coppice, Aylesbury). Everyone h e r e
convince us of the impartiality of his GM. four weeks. I t ' s n o t a bad e ff o r t either, hopes he and Kat are over the shock•of the
though very 'young' in style. Good luck to Wedding o f the Year, a n d t h a t issue 5 0
In H o p s c o t c h 3 3 A l a n Parr (6 Longfield Marc and his mates. turns out even better than usual!
Gardens, Tr i n g , H e r t s H P 2 3 4 D N ) h a s
added still more games to his impressive Wargame News 7 and The War Machine
list — 221B Baker St, O u t for the Count 2 0 m a i n t a i n e d t h e i r h i g h standards o f Paul C o c k b u r n
40
IMAGINE magazine, October 1983
clubs....clubs ...clubs. clubs c l u b s . . clubs clubs....clubs....clubs.. events.. events....events .events events. events...events... events....events events events.. _events .events. events....
714

Clubs Events
Clive B a i l e y a n d J o e D e v e r o f G a m e s The 3 5 t h British Easter Science Fiction
Workshop are starting u p a n e w games Convention (Seacon ' 8 4 ) will take place
club which is to meet in the Conway Hall, 20th-23rd A p r i l 1 9 8 4 a t t h e Metropole :en
Red L i o n S q u a r e , L o n d o n W C 2 , o n a t Hotel, Brighton, a n d promises t o be t h e
least two Saturdays in each month, from biggest SF con t h i s decade. 1 5 0 0 - 2 0 0 0
10am to 5pm. Dates to hand are October people a r e e x p e c t e d ! G u e s t s a r e t o
8th a n d 1 5 t h , a n d N o v e m b e r 1 2 t h a n d III
include, Philip Jose Farmer, Christopher
19th. There will be an A D & D game mini- Priest, B r i a n A l d i s s , B o b S h a w, J o h n
tournament, f a n t a s y a n d S F t a b l e t o p Brunner, Harry Harrison, Frederick Pohl
battles, a R u n e q u e s t Ta v e r n Tu s s l e , a and Pierre Barbet. Book before November
Traveller game and m u c h more. Details 30th and the price is just £7. More details
from J o e a t L o n d o n G a m e s C l u b , c / o will f o l l o w in t h i s space, b u t m e a n t i m e
2 7 / 2 9 Sunbeam Road, LONDON N W 1 0 you c a n c o n t a c t P a u l i n e M o r g a n , 3 2 1
6JP. Sarehole Road, H a l l G r e e n , B I R M I N G -
HAM, B28 OAL for details. on t h e w e e k e n d o f 5 t h - 6 t h N o v e m b e r.
In O x f o r d s h i r e t h e y ' v e g o t a n e v e n Details of all these events appeared last
greater attraction. Steve Chicken, o f the Fantasycon VIII is expecting Gene Wolfe issue.
Carteron Wa r g a m e s Club, tells m e t h e y to attend the Imperial Hotel, Birmingham,
play all RPGs and wargames every Sun- over 1 4 t h - 1 6 t h October, a s p a r t o f t h e If you have the stamina, you could spend
day, f r o m 2 p m o n w a r d s i n t h e B r i z e Ve n t u r e Into Science Fiction promotion the w e e k e n d 1 1 th-13th N o v e m b e r a t
Norton Community Centre, Carteron, near of 2 0 SF books including Wo l f e ' s latest, M i d c o n ' 8 3 , b a c k i n t h e Royal A n g u s
Witney. I understand that there is parking Citadel o f t h e A u t a r c h w h i c h i s t o be Hotel, Birmingham. Thists the host event
space available f o r those w h o arrive b y released then. for t h e N a t i o n a l D i p l o m a c y C h a m p i o n -
plane a t a n e a r b y a i r s t r i p ( m i n d t h e ship, a n d details can b e obtained f r o m
Phantoms). Steve, on Carteron 8 4 3 7 2 9 , Just t o c o n f i r m w h a t w e h o p e w a s Chris Tr i n g h a m , 2 0 4 B e u l a h H i l l ,
can confirm i f I got this last bit right. evident l a s t i s s u e , D r a g c o n h a s b e e n LONDON SE19 3UX.
cancelled. W e apologise f o r o u r r a t h e r
Finally, details of a club for players of the crude warning last issue, but we did find Lastly, t h e l a n d o f o u r f a t h e r s h o s t s
AD&D game in Hockley, Essex. It meets out rather late. C y m r u c o n III in Cardiff, November 26th-
on M o n d a y a n d Tu e s d a y n i g h t s , f r o m 27th November. Guest of Honour is John
7pm t o 1 0 p m , a t t h e H o c k l e y Yo u t h Games D a y ' 8 3 , N o r t h e r n M i l i t a i r e , Brunner. I t w i l l c o s t E 8 t o attend, a n d
Centre. Membership is free. Contact Rick Tameside S c i e n c e F i c t i o n M o d e l l i n g details can be obtained from The Bower,
Auger, 11 Foxfield Close, Hockley. Society's s h o w and N o v a c o n 1 3 are all High Street, Llanwit Major, S Glamorgan.
_next Issue....next I s s u e . . . . n e x t Issue.. n e x t issue

Next issue

w'NisTOR •4eS•
POSTAL GAME
* The long-awaited Cantrips: Crasimofrs World is a fantasy game of exploration and adventure. As a player you assume the
0-level spells for role of chieftain in a band of brave adventurers set on gaining knowledge and power. You must
create a party of nine fellow travellers, from three character classes (fighter, mage and priest) to
apprentice magic-users assist your chieftain.
by Gary Gygax. Your party will set out from a small town, knowing nothing about the world apart from a few rumours. As
you travel you will learn more about the land and its secrets, encountering other parties, races and
* The Sorceror's Apprentice; creatures. There are tokens detailing magic items, spells, creatures, gods, money and many more things
that you will discover later in the game.
life before experience points.
'KJC Games has been running Crasimofrs Wo r l d for over a year now,
* Green Shadows, and the effort the gamesmaster puts into each turn never ceases to amaze
me. Most players find themselves offered a different scenario each turn, or
s i n i s t e r f iction b y A l a n B u r t Akers. find that a new twist has happened to an existing adventure.'
as reviewed in
plus

our f i l m p a g e , C h a i n M a i l , l e t t e r s ,
fanzines, PAN, Stirge Corner and N° 37
a complete, intermediate level I f you wish to enrol in Crasimof I's world send a £5 cheque/P.O. payable to K.J.C.
scenario: Games. For this you will receive a rulebook, set up material, and the first four rounds.
Future rounds are £1.25 each. Copies of the White Dwarf review are available free of
charge from K.J.C. Games.
G U A R D I A N OF
Send to.. K..1 C. Games, 5 Vicarage Avenue, Cleveleys, LANCASHIRE FY5 2BD.
THE KEY TO TIME
IMAGINE magazine, October 1983 41
•• • • • • : • :•• • * * *

EONS & DRAGONS® Basic Rules


which Set 1
could usefully be borrowed from
the AD&D game is that which states that
the Basic game through playing it and to a character on zero hit points is not dead
It i s t e m p t i n g f o r t h e do so solo. The rules are learned step by but unconscious. First level characters
manufacturer o f a highly step rather than all at once, making the are reduced to zero all too easily and
successful product to keep on initial playing of the game so much more
beginning players can lose interest in a
bringing o u t n e w 'improved' congenial. Anyone who has progressed
game which kills o ff their laboriously
versions to generate extra sales. through the PM will have experienced created characters in short order.
It happens a l l t h e t i m e w i t h two solo adventures and some To w n
cameras, hi-fi and the like. Let's business. They w i l l have learnt about It is possible that such refinements will
face it, i f Henry Ford had n o t character classes, combat, alignment, come i n t h e o t h e r s e t s w h i c h w i l l
followed such a course, we would weapons, equipment etc. eventually make up the DUNGEONS &
all still be driving round in model DRAGONS game. Following on from the
Ts — and black ones at that. It is Basic is the Expert which takes characters
predictable that some will seek to to 14th level. After that will come the
impute such commercially minded Companion (15th t o 2 5 t h levels) a n d
motives t o TSR t o explain t h e finally the Masters which will go to 36th
release of another revision of Basic level.
Rules.
For the moment, however, there is just
However, even a cursory glance will the Basic Set and it must be said that
dispel such unworthy thoughts. The there are one or two minor mistakes in
game system is essentially unalter- the rules which are annoying since the
ed, so owners of the old version can fact that they escaped attention i s a t
relax — t h e i r s e t i s n o t m a d e variance w i t h the very thoughti ul and
redundant. What is different is the professional presentation o f the rules.
presentation of the rules. At long last, These errors are little niggles such as
Next they c a n t r y their hand a t t h e mistakes in the index; instructions to turn
the producers of a role-playing game
Dungeon Masters Rulebook, if they fancy
have really thought about what it is a page when in fact one merely proceeds
running a game with others as players. In to the next paragraph; small (but import-
like t o be a n e w player, someone
this volume they w i l l f i n d details o n ant) differences in the Combat Sequence
without the first idea of what an RPG
monsters, treasure, creating dungeons, as given in the PM (page 36) and the DMR
is like or, still less, how to play one.
the procedures used in running games
One of the commonest remarks I have (page 3); and confusion over how much
heard from first time purchasers o f
and a complete introductory scenario can be done i n a round (the Combat r:
which has a little outdoor adventuring Round Checklist suggests a character can
these games is 'Yes, I've read the rules
followed by the exploration of a castle. move a n d shoot i n t h e s a m e round
and more less understand them b u t There is no separate module in this set,
how on earth do you actually start a whereas on page 5 of the DMR the DM is
unlike its predecessor, but the adventure instructed to tell players that they cannot
game?' This fundamental but hitherto provided in the book is more than ade-
largely ignored problem has at last been shoot because they have moved).
addressed and resolved i n t h e latest quate to start a new party in and it is
intended to be expanded by the DM. My None of these little irritants should hide
version of the D&De game.
play-testers were a group of very exper- the fact that this edition of the Basic Rules
into more detail, l e t u s ienced role players and even they found is a major improvement. A s an intro-
Before going t h the search of the castle entertaining. duction t o role-playing i t i s head and
quickly examine e set's components. It
is in a similarly sized box to the previous shoulders above any other system.
T heamj o r differences between thei new
edition, but the cover art, along with the
illustrations throughout t h e rules, i s
vastly improved (not before time). Inside B a s i c and prey' d i t i o n s are alln the
the box, there is a set of the dreadful TSR e x p l a n a t o r y material, and they are wit - h e r e for thos
dice and two booklets: a 63-Page 'Players o u t exception improvements. The actual T h e r e is also plenty e woo
test adventures, took m e back t o the
i: Manual' and a 50-page 'Dungeon Masters g a m e system is hardly changed at all so if h a v e gone on to greater things such as
Rulebook' (in both cases the apostrophe y o not u did
like not like ther old rules
these. e a(as opposed
d i And v agn c e dtheo rules
r Runequest.
and then Irunning
found play-
tha',
is mysteriously omitted). t o the way they were presented) you will

The Players Manual i s clearly headed e x c i t e m e n Bt aahst s of thoseo


cte a r l y days of
READ THIS BOOK FIRST! Little room for E v e r y o n e has their favourite moans about t h e gameyin a the mid '70s. It seems pe ga
one-off dungeon ty mtoeme
doubt there so, obediently, one opens it t h e D&D game, most of which seem to be i c ir a l leo s e rc to theo spirit, of thE
up and finds a page or so of standard a g a i n s t the combat system. I can accePt o r i g i n a l g a m e t h a n i s t h e r a m c
introductory chat about RPGs. This i s t h e system, W it a l l its lack of realism, u n w i e l d n d sometimes pompou A c
hardly different from the previous edition. b e c a u s e I think it is right for the game. v a n c e d . Form m e n d Basic t o anyor
What comes next is, however. Instead of H o w e v e r , I w o u h a v e liked t o s e e I wouldd veteran alike.
plunging into the complexities of Char- p r o v i s i o n for modifiers to the To Hit score, • n n e r an like Gary' — naturE
acter Generation, a solo adventure i s b a s e d o n t h e effectiveness o f each
provided that the reader can take part in w e a p o n type against different armour. O n e thing I found rather strange. On pa
immediately, without any preparation. T h i s i s not terribly complicated and i t 5 2 of the PM it says 'Your * Dcharacter
o u g Cov, rr
Within five minutes of opening the box, c o u l d have been included as an option. It h a v e'or —aCandanormal name. Candace?
... Normal? :
the player is actually playing. This is an w o u l d certainly have made the choice of c e '
excellent idea and sets the tone for w e a p o n s by the player more interesting t h e y joking?
the rest of the Players Manual. a n different weapons
d exciting. Rulesto do
a r varying amounts
e provided f o r T h e new Basic Set is available from
This book is designed to o fhitting effectiveness
damage, so w h y i s their particular g o o d hobby and game shops or
allow a person to learn n o t included? A rule f r o m TSR, and costs f8,95.
•:••.:••••••:•:•:•r•r•:•:
42
IMAGINE magazine, October 1 9 8 3

T I TA N
e m a i n limitation o f fantasy board- This is a wargame, and t h e aim o f each the terrain types o n t h e
mes, i n m y experience, h a s a l w a y s player i s t h e e l i m i n a t i o n o f t h e others, main board. Terrain effects
en t h e l a c k o f a n y s e n s e o f t h e although the points system does make it are important, doubly so since
ltastic. T h e m a p b o a r d c o n s i s t s o f a possible for the last survivor not to be the some c r e a t u r e s c a n i g n o r e o r
-est, a f e w hills, a sea, and a city, w i t h winner. T h e ' a r m i e s ' a r e collections o f draw greater benefit f r o m d i ff e r e n t
.ented n a m e s a n d w h o l l y e x p e c t e d mythical and natural beings, from Ogres terrain types. B a t t l e s a r e q u i t e s h o r t , ,

'acts upon movement and combat; the and C e n t a u r s , t h r o u g h G o r g o n s a n d with the stronger Legion rarely overcome
-ole e x e r c i s e i s j u s t a w a r g a m e i n Warbears, t o H y d r a s a n d Colossii. A s the combat system is designed to speec
'erent c l o t h i n g . A v a l o n H i l l ' s o w n each legion, individualised by a separate play along, not to simulate a Wyvern an(
cent release D r a g o n h u n t , reviewed in marker and with its components conceal- a Giant actually in conflict.
5 , s u ff e r e d f r o m t h i s f a u l t a n d t h e r e ed, moves about the board, it may recruit
-3 ye been plenty of others. new creatures, limited by the terrain type, So, i n t h e end, y o u h a v e a n abstracte(
to increase numbers and quality. Legions wargame, attractively packaged, in w h i c t
an, o n t h e o t h e r h a n d , m a k e s a may be split, and more creatures recruit- the pieces do represent something, j u s t
isiderable e ff o r t t o b e different. T h e ed. The balance between having lots o f as i n c h e s s , b u t w h e r e t h i s h a s n (
apboard shows 96 triangles of varying smaller legions with individually smaller, importance t o t h e playing o f t h e g a m e
rain types, about w h i c h t h e forces o f but collectively greater chances of recruit- just to its feel. A n d Titan has a very goo(
•players patrol. Movement i s v e r y ing, a n d having f e w e r, stronger legions feel to it indeed. It is the best boardgame
ted; m o s t spaces a l l o w a v a r i e t y o f with greater power in combat needs to be have come across for a while,
.!es only if they are t h e starting point carefully weighed.
a move. It is as if the force begins the MU Paul C o c k b u r t
.nd able t o perceive all t h e exits from Combat occurs when two legions occupy
•area, b u t a s t h e y travel through the same terrain. In the end, only one may Titan, a b o x e d f a n t a s y w a r g a m e ,
_-ther areas, their perceptions are Jim it- continue to do so; a player may bargain or Masterboard, Battlelands, 621 chits, 4cif
Certain spaces o ffer o n l y one r o u t e surrender to reduce the points gain to the and rulebook, is published in the USA b y
m the beginning of the move. This neat opposition, but one legion m u s t be elim- Avalon Hill. Av a i l a b l e a t a l l good hobby
3traction is easy to get the hang of, and inated. If battle is fought, play transfers to shops, details can also be obtained Iron
‘./icles a challenge for players attempt- one o f t h e Battlelands, e l e v e n s m a l l , Avalon Hill, 6 5 0 High Road, N. Finchley,
to hunt down an onnonent. hexed areas. e a c h renresentinn o n P o f I nninnN N12 It coRtc Eli qc

ASCiAlili MINIATURES ..•••••

nen A s g a r d b e g a n p r o d u c i n g f i g u r e s and equipped sword-fodder that we have


ey w e r e n o t h i n g special — adequate been presented w i t h i n t h e past: t h e s e
ght h a v e b e e n a b e t t e r t e r m . T h e i r orcs are individualists. So far, I have
oducts were, for the most part, cleanly not b e e n a b l e t o s p o t t w o o f t h e s e
ist and well designed, but the sculpting figures t h a t are dressed i n t h e s a m e
nded t o l e t t h i n g s d o w n a bit . T h e y way. T h e y s e e m t o h a v e b e e n g i v e n
eren't b a d f i g u r e s o r u n o r i g i n a l ( I whatever a r m o u r and e q u i p m e n t w a s
ink t h a t it w a s Asgard w h o first p u t left over after everybody else had had a
:.ackpacks a n d o t h e r a p p r o p r i a t e choice! T h i s , i f a n y t h i n g , o n l y m a k e s
3-quipment o n a d v e n t u r e r f i g u r e s ) , them s e e m m o r e r e a l i s t i c . W i t h t h e
ey just lacked, for w a n t of a better addition o f a c o u p l e o f feathers, t h e s e
rm, 'Oomph'. figures w o u l d look like a cross between
North A m e r i c a n Plains Indians a n d t h e
lings h a v e c h a n g e d a t A s g a r d remnants of the Golden Horde.
1.1iniatures. The latest samples that
e have received definitely show a
•••
Included in the samples was one that let
.3 st improvement in quality in all the rest down a bit, a lancer on a wolf. In
eas of production. any other group of castings it would have
been good, but in this company it was not
new f i g u r e s a r e a l l orcs, a as good as it could have been.
all p a r t o f a n e w r a n g e .
the n e w figures a r e These figures are not easy to paint. They
3:tractively designed, w e l l cry out for a comprehensive paint job that
3:ulpted, and very cleanly cast, will bring out all the detail that has been
Es you w o u l d expect with pre- lavished upon them. There they stand, all
:-oduction samples; but if the snarls a n d w a r p a i n t . W h e n d o w e g e t
:-oduction m o d e l s c a n b e some good guys of the same standard?
apt as clean as this, Asgard are
Ito a winner. The level of detail achieved 0 0 Mike B r u n t o n
remarkable, a n d rivals t h a t f o u n d o n befanged,
:31 Partha castings. snarling, squint-eyed and their knuckles
dragging on the ground, they are not crea- This range w i l l eventually consist of 4C
detail reproduction has been used to tures y o u w o u l d w a n t t o m e e t d o w n a different f i g u r e s r a n g i n g i n p r i c e
od e ff e c t . A l l t h e f i g u r e s s h o w t h a t well-lit alley, let alone a dark one. from 3 0 p t o 8 0 p . I f i t i s n o t
nsiderable t h o u g h t and, m o s t import- available a t y o u r l o c a l h o b b y co-
•,iy, i m a g i n a t i o n , h a s g o n e i n t o t h e The care and attention t o detail applies
shop, contact A s g a r d at 3 6 , ( 4 g
Sign. A l l t h e orcs a r e tho r oughly dis- equally to the way that they are dressed. High Pavement, Notting- ' t , • „ -,
-= putable i n a p p e a r a n c e : b o w - l e g g e d , Gone are the ranks of identically dressed ham NG1 1MN.

r . c
,sep SIZN • A , .),-
/ \ ,

14111111-: VE magazine, October 1983 43


Immediately noticeable is the splendidly each section fully clarified. The notes on Hit P o i n t s , t h u s d e t r a c t i n g f r o m t h e
vivid, colourful design of the box which is encounters a r e f a r m o r e concise, w i t h generally q u i c k a n d e f f i c i e n t r u l e s o f
both thought-provoking a n d graphically good a r t w o r k to enable the G M (Games combat f o u n d w i t h i n t h e p a g e s o f t h e
visual i n relation to the game contained Master) to keep his or her players clearly well-written booklets.
within. informed, a n d a l l c h a r t s , t a b l e s a n d
matrices are collected together for quick During p l a y, c h a r a c t e r s n e w l y c r e a t e d
The a c t u a l g a m e c o n t e n t s h a v e b e e n and easy reference, with thoughtful 'user depend quite heavily on finding and using
vastly improved f r o m t h e original 1 9 7 8 descriptions' next to each one. Once GMs many o f t h e 'artifacts', described q u i t e
version, w i t h brightly coloured m a p s — get used to referring to the tables in one fully in most cases. Originally one die roll
three instead o f j u s t one; m o r e i n f o r m - book, and then reading the full descript- decided w h e t h e r such a find w a s usable
ative Rules Booklets — two; and a playing ions i n t h e o t h e r, t h i s i d e a w o r k s f a r or broken, b u t n o w the player-character
system t h a t i s a l m o s t i m m e d i a t e l y better than having these necessary items has to discover for himself exactly w h a t
playable by experienced and n e w garners spread throughout one large rules book. he h a s f o u n d , a n d h o w i t w o r k s . T h i s
alike. gives f o r far better role-playing, m a k i n g
Movement and Combat, two bug-bears (if characters l i a b l e f o r t h e c o n d i t i o n o f
One of the most drawn-out and confusing you will excuse the phrase) of many role- found 'artifacts' after attempting t o dis-
areas of role-playing games is character playing games, are written in understand- cover the correct way to use them.
creation, w i t h i t s o m e t i m e s t a k i n g a n able and believable terms, but I found that
hour f o r n e w p l a y e r s t o h a v e t h e there w a s n ' t e n o u g h detail concerning A p l a n n e d scenario i s offered a s a n
beginnings of an understanding of w h a t unarmed c o m b a t o f a n y t y p e , a f a u l t introduction into the G A M M A WORLD@'
they are doing, w h y they are doing it, and common t o m o s t systems f o r g a m e s o f game, and it is advisable that new players
exactly w h a t t h e n u m e r o u s dice results this ilk. use i t a s i t covers m o s t aspects o f t h e
have conceived. Here TSR have certainly game's i n t e n t i o n s , g e t t i n g t o a l a r g e
done their homework, because the system Pure S t r a i n e d H u m a n s ( w h i c h a l w a y s town, s o r t i n g o u t t h e e v i l c r e a t u r e s
has been altered to allow the creation of conjures up the t h o u g h t of people being therein o r t h e r e a b o u t s , m e e t i n g a n d
all t y p e s o f interesting characters, w i t h put t h r o u g h a s i e v e o f g i g a n t i c p r o - negotiating different mutations, life forms
exciting q u a l i t i e s ( m u t a t i o n s ) i n t h e portions) which w e r e originally regarded and problems, and finally rescuing long-
quickest possible time. as t h e w e a k e s t o f t h e player-character lost c o m r a d e s f r o m m o r e o f t h e ' n e w
types, h a v e b e e n ' u p g r a d e d ' b y t h e worlds' c r e a t i o n s . T h e r e a r e a l s o 2 6
I could list a great number of progressive strengthening o f t h e i r Constitution, mapped areas available for the inventive
differences s i n c e t h e o r i g i n a l G a m m a Charisma, Intelligence and Hit Points — GM to expand upon, either during the first
World w a s first marketed, but that could an a t t e m p t b y t h e a u t h o r s t o g e t m o r e scenario, or for future campaigns.
only s e r v e t o m a k e y o u d i s c a r d y o u r players to be PSHs rather than mutants, I
earlier purchase for this 1 9 8 3 model — wonder? For a post nuclear holocaust role-playing
actually n o t a b a d i d e a — h o w e v e r I game, G A M M A WORLD@ game has just
believe t h a t c e r t a i n p o i n t s s h o u l d b e Hit Points, a term most players are by now about a l l t h e r i g h t i n g r e d i e n t s , i n t h e
raised both for and against this revision. familiar with as a means of explaining the correct proportions. I t i s a v e r y g o o d
amount o f l i f e l e f t i n a c h a r a c t e r, a r e introduction i n t o t h e f a n t a s y w o r l d o f
The maps are interesting to observe and recouped at a rate that doesn't correspond role-playing, and should seriously rival all
on strong paper, but unfortunately many to t h e speed, ferocity, possible damage other RPGs.
of the significant areas (eg Grover Village, and regularity of combat during any one
on the Area Map of Allegheny, and areas I adventure, a n d M o n s t e r / E n c o u n t e r H i t " 5 Chris Baylis
and L on the map of Pitz Burke) are very Dice are ridiculously numerous, causing
difficult t o locate f o r t h e f i r s t t i m e . T h e a large amount of time-wasting as the The n e w, revised GAMMA W O R L D
two R u l e s ( o n e m a r k e d a s R u l e s , t h e GM (who has rolled a random encounter) game is available from your local game
other a s A d v e n t u r e ) booklets c o v e r a l l throws dozens — literally in some cases and hobby shops, or from TSR at the Mill,
aspects of the game in strong detail w i t h — of dice to determine the encountered's and costs £8.50.
44 IMAGINE magazine, O c t o b e r 1 9 8 3
RULES? WHO NEEDS THEM?
Pete Twaytt attacks rufr-p (aging techniques in gaming

There h a v e b e e n d i f f e r e n t s t y l e s o f selection f r o m t h e r a n g e o f A d v a n c e d Now i t f o l l o w s f r o m t h e above that, a s


playing RPGs for almost as long as there material can still produce a good, culture- players w i l l be constrained through per-
have been RPGs to play. This is all very specific game, b u t in practice this tends ceiving the results of their actions rather
well a n d good; diversity i s h e a l t h y a n d not t o happen; people a r e discouraged than b y t h e a c t u a l r u l e s , t h e y w i l l n o t
one style should be as valid as any other. from messing w i t h the rules. really know what the rules are. They can
However, every once in a w h i l e someone guess a t w h a t t h e b u i l t - i n c o n s t r a i n t s
whose v i e w o f r o l e - p l a y i n g i s g r e a t l y A more serious problem is the somewhat might be, but the only possible reason for
different f r o m m y o w n says s o m e t h i n g heavy-handed m a n n e r i n w h i c h t h e wanting t o k n o w w h a t t h e probabilities
which I feel requires a reply lest a single AD&D g a m e t r i e s t o encourage r o l e - are i s so t h e y can w o r k o u t i n advance
view comes t o d o m i n a t e attitudes. O n e playing. Such mechanisms as character what actions are best for their characters
such pronouncement appeared in 3 of classes and a l i g n m e n t are often quoted rather than finding o u t by trial and error.
IMAGINEum m a g a z i n e , i n w h i c h N o e l as means by which players are persuaded That is not role-playing as I understand it.
Williams claimed that the AD&DTM game to develop well-defined, believable char-
promotes better role-playing because o f acters i n contrast t o t h e bland, u n i f o r m Now that does not mean to say it is not a
its comprehensive set of rules. I believe supermen t h a t can arise in, say, R u n e - valid approach to the game. A f a i r number
the p h i l o s o p h y t h a t s a y s t h e m o r e quest, w h e r e such mechanisms are ab- of people, o n b e i n g i n t r o d u c e d t o m y
thorough t h e rules, t h e better t h e r o l e - sent. This is all very well, but in doing so game, h a v e l e f t i n disgust because, f o r
playing, is wrong. This article presents an the rules impose m a n y artificial restrict- example, I would not tell them h o w many
alternative view. ions which can serve only to destroy the hit points an orc has ' W h e r e is the skill'
atmosphere of the game. A good maxim they w o u l d say, ' i f I c a n ' t w o r k o u t m y
Before I go any further I had better make for t h o s e designing role-playing g a m e s chances?' The m o r e obnoxious o f t h e m
clear what I mean by role-playing. Here I might w e l l b e " N e v e r s a y ' T h o u s h a l t tended to assume I was keeping the rules
concur happily w i t h Noel w h e n h e says not' " . A G M can g e t a w a y w i t h saying secret s o a s t o c o v e r u p a n y G M i n g
that role-playing means you feel less like 'you're unlikely to succeed' or 'well, you mistakes, which was not that far from the
you are playing a game and more like you can, but you might get thrown out of your truth, because I f i r m l y believe t h e G M ' s
are taking part in a fantasy novel. Well, G u i l d / Te m p l e i f you do'; b u t n o t h i n g i s ruling should be made bearing the game
perhaps novelis not quite the right word. I quite as certain to destroy the atmosphere situation in mind rather than by making a
more u s u a l l y describe i t as improvised, of a game as saying 'sorry, it's against the literal i n t e r p r e t a t i o n o f t h e r u l e b o o k .
free-form theatre. The GM, as scriptwriter rules'.
and director, provides the outline o f the
plot; and the players, as actors, add their What is wanted here is a covert approach.
own characters a n d t a k e i t f r o m there. Players need t o be encouraged t o role--
The sort of buzz-words I would look for to play by subtle means, n o t t o be pushed
identify someone who is really interested into it by rule restrictions. A good example
in role-playing a r e atmosphere a n d (for of the sort of thing I mean is provided by
people w h o h a v e r e a d a l l t h e r i g h t character classes. I gave up using t h e m
articles( suspension o f disbelief. years ago, a n d y e t players i n m y game
have n o t b e c o m e t h e s n e a k y, s p e l l -
My d i s a g r e e m e n t w i t h N o e l r e s t s o n casting f i g h t e r / c l e r i c s t h a t advocates of
three p o i n t s . T w o a r e s p e c i f i c t o t h e character classes say they must. Far from
AD&D g a m e , n a m e l y t h a t i t i s t o o it, t h e b u l k o f t h e m a r e s t i l l i n s t a n t l y
comprehensive a n d t h a t i t s r u l e s a r e recognisable a s t h e s a m e c h a r a c t e r
presented as overt attempts to force role- classes that I got out of the original D & D t
playing r a t h e r t h a n c o v e r t a t t e m p t s t o game books. W h y ? B e c a u s e I h a v e a
encourage i t . T h e t h i r d p o i n t i s m o r e class-based e x p e r i e n c e s y s t e m . T h e
general in that I believe large volumes of players have never seen it, but they soon
published rules actively encourage rule- find o u t that those w h o specialise in one
play as opposed to role-play. area progress well, whereas the Jack of
All Trades is usually master of none.
Let u s elaborate these points. I believe
that t h e A D & D g a m e i s t o o c o m p r e - More s p e c i a l i s t c h a r a c t e r c l a s s e s a r e
hensive. B y t h i s I m e a n t h a t s o m a n y produced by the nature of the world. A n
different cultures and mythologies have MU becomes an illusionist, n o t because
gone i n t o i t s v a s t m e l t i n g p o t t h a t a n y of the restraints of the class, but because,
campaign u s i n g t h e w h o l e s p e c t r u m o f having started out on that path, it is much
published material i s almost impossible easier to learn more of the same type of
to m a k e believable. T h e t a c t i c o f c o n - spell than to diversify. A cleric becomes a
tinually i n t r o d u c i n g n e w m o n s t e r s t o healer because that sort of miracle comes
keep players interested rather than doing far m o r e easily to a p r i e s t of the god of
imaginative things with w h a t you have is medicine t h a n t o those favoured by the
partly to blame for this and is symptomatic god o f w a r. Yo u m a y a r g u e t h a t t h i s
of G M s w h o are incapable of sustaining largely w i n d o w - d r e s s i n g , b u t t h a t i s
atmosphere. While attempting to produce exactly t h e p o i n t . T h e o b j e c t i s t h a t
a general s e t o f rules i s certainly a players should gravitate naturally into the
laudable objective, i t i s m y opinion t h a t various r o l e s b e c a u s e o f t h e w a y t h e
the game design should reflect a culture game system i s balanced, n o t because
in w h i c h the adventures are set. Careful they are told to do so.
IMAGINE magazine, October 1983
45
Rules Lawyers get short shrift from me, The A D & D game is going the same way, Whatever sort of game you are running,
and one of the most encouraging things I and i f anyone does not believe me t h e n be it a one-off scenario or a grand-scale
have seen in IMAGINETm magazine is the they s h o u l d g e t h o l d o f D R A G O N T campaign, the players will role-play better
way s o m a n y w r i t e r s h a v e c o m e o u t magazine 7 0 and r e a d K e n Rolston's if they are given a good idea of the sort of
against rules-minded play. article o n t o u r n a m e n t play. H i s r e c o m - world in which their characters live. That,
mendations i n c l u d e m e m o r i s i n g l a r g e to m y mind, i s f a r m o r e i m p o r t a n t t h a n
It must be said that there are some very sections of the rulebooks and working out any set of rules.
good reasons for having a standard set of how t o m a n i p u l a t e t h e G M t o y o u r
rules. It means, for example, that you can advantage. T h i s i s a l l v e r y w e l l f o r In conclusion, I ' d l i k e t o o u t l i n e b r i e f l y
go a n y w h e r e t o j o i n a g a m e a n d i m - Fantasy Rule Players, but it has nothing to what I think TSR can do to promote role-
mediately know what is required. You can do with the spirit of role-playing. playing among i t s customers. Obviously
have competitions. But the simple fact of there is no point in asking for the game to
the matter is that players will w a n t to do So there w e have it. In m y view, copious be re-written, for there are m a n y people
well, a n d w h i l e m o s t w i l l r e f r a i n f r o m published r u l e s , a n d e s p e c i a l l y r u l e s who like i t t h e w a y i t i s a n d b e g i n n e r s
open l o o p h o l e h u n t i n g a n d c h e a t i n g , designed t o f o r c e role-playing, a r e who w i l l need t h i n g s doing f o r them.
everyone is going to be tempted to browse actually detrimental t o t h e role-playing However, the points raised here could be
through the rulebook to see w h a t is best approach. Please note t h a t this is n o t a borne in mind in designing future games
for their characters, and therein are the purely philosophical a r g u m e n t . I h a v e (the STARFRONTIERSTm g a m e i s q u i t e
seeds of rule-play sown. been r u n n i n g RPGs for many years n o w encouraging in this respect) and there are
and in m y experience it is players of the other t h i n g s t h a t c a n b e d o n e w i t h o u t
A salutory lesson i s provided b y t h e AD&D game w h o are t h e m o s t rules- resorting to such drastic methods. I read
experience o f f i g u r e w a r g a m e r s i n t h i s minded people i n t h e hobby. I h a d also recently t h a t Lee G o l d i s w o r k i n g o n a
area. W h e n I f i r s t s t a r t e d w a r g a m i n g , better point out that I am not opposed to new game which w i l l comprise a central
writing your o w n rules was all the rage. complex r u l e s p e r se, o n l y those r u l e s core o f r u l e s a n d a s e r i e s o f ' c u l t u r e
Don F e a t h e r s t o n e ' s b o o k s a c t i v e l y e n - which i m p i n g e o n t h e players and t h u s packs' w i t h w h i c h t h e g a m e c a n b e
couraged it and it was felt to be 'part of the destroy the atmosphere of the game and tailored to a specific culture. There is no
hobby': But as things got more organised encourage rule-playing. It all comes down reason w h y the same could n o t be done
on a national scale, people started looking to w h a t I s a i d i n t h e title. W h o n e e d s for the AD&D game — indeed the WORLD
for a generally accepted set of rules, so rules? T h e G M ? S u r e ( t h o u g h I k n o w OF GREYHAWKTM g a z e t t e e r i s a v e r y
that c o m p e t i t i o n s c o u l d b e h e l d . T h e some G M s w h o c a n r u n g o o d g a m e s similar idea. M a g a z i n e articles a r e also
Society of A n c i e n t s w a s one of the best without rules), but the players? No way! very i m p o r t a n t i n c r e a t i n g i d e a s o f
organised national c l u b s and, thanks t o 'approved' s t y l e s o f p l a y. N e w p l a y e r s
them, t h e Wa r g a m e s Research G r o u p This begs one fairly obvious question. If coming into the hobby will tend to look to
Ancients r u l e s s o o n b e c a m e a w i d e l y the players do not know any rules, how do commercial rules to begin with, and they
accepted standard. What was the result? they k n o w h o w to play? Well, t h e r e are need to be shown that they don't have to
Garners a l l o v e r t h e c o u n t r y s t a r t e d bound to be a f e w things that you have to stick rigidly to them forever. If IMAGINE
quibbling about rule interpretations, and tell t h e m , s u c h a s w h a t t o d o w h e n magazine were to carry material on h o w
knowledge o f t h e r u l e s b e c a m e a s combat arises; b u t f o r t h e m o s t p a r t a to e n c o u r a g e r o l e - p l a y i n g r a t h e r t h a n
important a s g o o d g e n e r a l s h i p . S i n c e role-playing game is about playing out the printing n e w rules additions then I would
then t h e r e h a s been a reaction a g a i n s t life of a character in an imaginary world. be very pleased indeed.
this, but wargames magazines now often Thus all the player really needs to know is A k Pete Ta m l y n
contain l e t t e r s bemoaning t h e fact t h a t how to live. M o s t of us can manage that
the hobby is stagnating because nobody fairly w e l l , b u t t h e t a s k c a n b e m a d e What do you think? Why not write to the
writes their own rules any more. easier b y t h e provision o f background. letters page and let us know your opinion.

46 IMAGINE magazine, October 1983


THESEEMINGLYETERNA-iAl3y55':ALONG cHARWFORAUCHTER!
IAUW CITHTEHRELIS
EALOT
DER,OFT7E
AF 1-1R
EF
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ALLPekol,_T..O
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frlYLORDrANDHONOUR..
INAFITOF A NDVAL oUR...(and perhaps
LNCONTROLLED just a teeny-weeny' bit of
_WTIHAN SEtr OioRy!
'REGS ' EYES ALMOSTgivic5if
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HAVETOBEMADTOBE,
IDONTTHINK
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HAVEREACHED
5 7 11 E a i - !

IVOR"WAS
ELECTROCUTE
'FRUDH ' ADHIS
HEADLOPPED ER,YEAKALRIGHT
OFFBYABARD. _DONTRUBIT 'HIT
WHATAMIDOING 'SLYBLADEWAS
IMUSTBEMADCOMN I G ANDA..WELL? BEATSBECI-q-iNETIN
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TER
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DWARF_ LOOKALIKEP (I think)

IMAGINE magazine, October 1 9 8 3


SUPPOSE YOU'RE RIGHT.. I M N TAKE REG E LOVES"ADVENTURING REALLY-

HAVEFArrH
NIGHTSWIFTI
MY HEART IS pRou
(also mine armour
class is pretty good!)
GREAT, HALF
THEORC ARMY
ON ONE SIDE_
°AND AN ANCI
Rgl) -NOON"
ON THE OTHER.!

, MIND IF I JUST..
Rag- fti SmooW57
Iff161

METHINKS_
NO, WE CAN titiN PRETTY FAST TOO.(WHEN
THERE'S SOMEWHERE TO RUN!) NO HARD PERHAPS MINE
FEELINGS,BUT YOU ARE THE W i n n - END IS CONCEIV

i'' r -A'A n# ' \\\\ -AeLY NICrbf


0 .
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MIGHT EVEN WORK

IRONICALLY OVER
HIS O M SWORD.

48
ISSN 0 2 6 4 - 1 3 9 9
P r i n t e d b y T A V I S T O C K P R E S S ( B E D F O R D ) L T D . , M a n t o n L a n e , B e d f o r d M K 4 1 7 P G . Te l e p h o n e : ( 0 2 3 4 ) 5 8 5 1 7 .
F D I N G B U F FA L O
ADVENTURE GAMES by MAIL

FLYING BLF ' - C T S (T&T RANGE) MAIL SALE


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E2.50 Sets Undead E 2 . 2 0 Harpoon E 3 . 1 5
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E0.75
E0.75 •

G.M. ADN, E N U R E -
E1.95 •
_ E3.00
E3.50 SIEVE JACKSON GAMES
E0.50 Car Wars E3.95 Undead E3.95
Car Wars Exp kit 1 E2.50 Raid on Iran E3.95
T&T GAME AIDS Car Wars Exp kit 2 E2.50 Kung RI 2100 E3.95
- E3.75 Car Wars Screen E3.50 One Page Bulge E3.95
•- E3.75 • Autoduel Champ'ns E3.50 Killer E3.95
E5.95 • Truck Stop E3.95 The Ogre Book E3.50
E4.50 Sunday Drivers E3.95 Autoduel Quarterly E1.75
E1.95 Illuminati E4.35 Fire & Movement E1.75
Illuminati Exp 1 E4.35 The Space Gamer E1.75
MAGAZINE Illuminati Exp 2 E4.35 Game Design vol 1 E3.50
Battlesuit E3.95 The Fantasy Gamer E1.75
.7
E1.85 Ogre E3.95
(some back issues aNailable - Gev E3.95 CARDBOARD HERO plastic bases
please Hos for dela:as) Necromancer E3.95 Black or White E 2 . 5 0
OTHER F.B. PRODUCTS
- E7.50
E7.50 TIMELINE PRODUCTS CHAOSIUM
E5.50
The Morrow Project • E 6 . 9 5 Runequest, b o x e d E 8 . 9 5
Liberation at Riverton E 4 . 9 5 Runequest, rules E5.95
SOLO M.S.P.E. ADVENTURES Shield E 3 . 5 0 MIDKEMIA PRESS
Mercv- E5.50 The Black Tower E 3 . 9 5
CENTURION GAMES
Jade E3 95 Cities E 4 . 5 0
Silo 14 E 6 . 9 5 •
Alien Armada E 1 2 . 9 5 City of Carse E 5 . 5 0
Towns of Outlands E 4 . 5 0
ADVENTURE GAMES INC Tulan of the Isles E 3 . 9 5
Empire Petal Throne E 1 7 . 9 5 • • • • Junril E 5 . 5 0
Heart S'nken Lands E 7 . 9 5
THIEVES GUILD H E R O GAMES
P.B.M. RULES Thieves Guild I . . . . E7.95 . . . . C h a m p i o n s E 1 2 . 9 5 . Claw Law E 4 . 7 5
Thieves G'Id II E4.95 . Espionage E 1 0 . 9 5 .... Bxd Arms/Claw... E12.50 • •
Starweb Thieves G'Id III . . . . E4.95 . . . . C h a m p i o n s II E 6 . 9 5 .... Character Law E 7 . 9 5
Universe II E Thieves G'Id IV . . . . E3.95 • ... E n e m i e s E 4 . 5 0 .... Rolemaster E29.95
Galactic Conflict E0.50 Thieves G'Id V E 3 . 9 5 • E n e m i e s II E 4 . 5 0 ....
Terra II E 1 . 7 5 . Thieves &Id VI . . . . E3.95 . . . . I s l a n d Dr Dstroyr E3.95 . . . . TOLKIEN PRODUCTS
Conquest II Thieves G'Id VII.... E3.95 . . . . E s c a p e S'hold E 4 . 5 0 .... Middle Earth map E 3 . 9 5
Prince of Th'vs E 3 . 5 0 . . . . B o r d e r Crossing . . . E3.95 . . . . ME Guidebook E 6 . 9 5
City of Haven E 1 0 . 9 5 . D e a t h s t r o k e E 4 . 5 0 . Angmar E 7 . 9 5
Cpleat Tavern E 2 . 9 5 . P r i v a t e e r E 9 . 9 5 . Umbar E 7 . 9 5
Montie haul dgn .... E2.95 . . . . Ardor E 7 . 9 5
Haven ll E 8 . 5 0 . I R O N CROWN ENTERPRISES N. Mirkwood E7.95
Kenday Mines E 4 . 0 0 . A r m s Law E 7 . 9 5 . . . .
Pits of Caeldo • E 4 . 0 0 . S p e l l Law E 1 3 . 9 5 ....

Please make all payments (cheque/PO) to Flying Buffalo. Add 10% p&p to all orders and allow 14 days for delivery
Send your order now to: FLYING BUFFALO, PO Box 100, Bath Street, Walsall, W. Midlands
DUNGEONS & DRAGONS®
BASIC SET
The Original Fantasy Role Playing Game

"Your first step on the


road to Adventure!"
This is a game that helps you imagine. • Progammed adventures for easy learning and HOURS
of FUN
"As you whirl around, your sword ready, the huge red fire-
breathing dragon swoops TOWARDS you with a ROAR!" • The PLAYER'S GUIDE for beginning characters—
See? Your imagination woke up already. Now imagine: with simple and expert combat rules, magic spells, and
this game will probably be more FUN than any other role playing tips
game you've ever played! • The DUNGEON MASTER'S HANDBOOK—full of
The DUNGEONS & DRAGONS® game is a way for us to treasures, monsters, and dungeons
imagine together—like reading the same book or • All the Dice you need — Six different kinds included,
dreaming the same dream. But it's a book that YOU can with marker crayon
write, without putting a word on paper — just by playing
a D&D® game.
This New Popular Edition has been completely revised to TSR UK Limited
include ONE-PLAYER GAMES as well as group games The Mill Rathmore Road
for Players and Dungeon Masters.YOU can start playing Cambridge 034 l A D
RIGHT AWAY! Telephone Cambridge 0223 212517

DUNGEONS & DRAGONS is a registered trademark owned by TSR Hobbies, Inc.

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