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Issue No.1 June/July 1977 60p ($2 .00) 2nd Reprint August 1979 The Science Fiction and Fantasy Games Magazine THE MONSTERMARK METAMORPHOSIS ALPHA COMPETITIVE D&D Issue * Monster Mali nit in D&D * Review and suc actions * An Introduction g Y Jg

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Page 1: White Dwarf

Issue No.1 June/July 1977

60p ($2.00)

2nd Reprint August 1979

The Science Fiction andFantasy Games Magazine

THE MONSTERMARK

METAMORPHOSIS ALPHA

COMPETITIVE D&DIssue

* Monster Mali nit

in D&D * Review and suc actions

*An Introductiong Y

Jg

Page 2: White Dwarf

EVIL, MEAN, ANDROTTEN.

A fantasy game for the bad guys? Yea, verily. Monsters! Monsters! is the new fantasyrole-playing game from Metagaming Concepts . No more good-guy heroes . In Monsters!Monsters!, you become a monster character - come up from the dungeons - stalk intotown - and wreak havoc . The eviller you are, the more experience points you'll earn . . .

52-page rules bookWritten by Ken St .AndreIllustrated by Liz Danforth4 Maps for initial adventureClear, complete rule system

f4 .95 (post free) from GAMES CENTRE16 Hanway Street London W .1 . 01-636-8278

Trade Enquiries WelcomeJ

Thane Tostl'gThe Ultimate fighting man

A newfantasy game from the Company that brought youOlympians, Heroes and Horrors.Send 15p for lists .Tostig fantasy rules available in June -

Minot's Miniature ArmouryP.O . Box 25BorehamwoodHerts WD6 3BP.(Tel : 01-953 4107)

U .S.A . & Canada :Barry Minot Miniatures Corp .P.O . Box 124Garden CityNew York 11530U .S.A .

70p inc. p&p.

CHRIS HARtEY

would like to wish WHITE DWARF a happy first issue and aprosperous future . . . .but since we have a little space left (sorry 'bout the pun)FOR ONLYYou can get

£2.251) Five issues of OVERKILL2) A free mailing service giving immediate news

of new SF and fantasy gameson the market probably beforeanyone else gets them .(e .g . we were selling GODSFIRE in Feb.)

3) A 5%t, discount on any order off themanufacturers retail price for GDW, FACT And FANTASY,METAGAMING, TSR, FANTASY GAMES UNLIMITEDand lots of others .THIS MONTH for example we've got:-OGRE a micro game by Metagaming selling for £1 .85STARSH I P by Fantasy Games a new game of space

contact for £3.75Not to mention a whole heap of other stuff. Why not senda SSAE to 11 WOODSIDE WAY, ALDRIDGE, WALSALL,WEST MIDLANDS.

Page 3: White Dwarf

010

CONTENTS page

0 ver the past two years the state of the art of wargaminghas seen dramatic change . Until then only tanks, FrenchHussars and Ancient Britons were to be seen roaming the

wargaming tables . But in 1974 two Americans by the names ofGary Gygax and Dave Arneson had just finished putting togethera set of rules that were to revolutionise the hobby. They hadinvented DUNGEONS & DRAGONS (D&D) .D&D was the first (and still is the best) commercially

produced game based on a Fantasy/Sword & Sorcery theme.This, together with the ingenious concept of 'role-playing',opened up new horizons in games playing . Firstly, the use ofmonsters and magic would introduce completely new combatsystems . Secondly, players would begin to identify with thecharacters they role-played to protect them at all costs . Beingso original it was obvious that D&D was going to havetremendous impact on the games world . And so it did .Today, there are over 50 games available based on Science

Fiction and Fantasy (SF/F) . There are also 10 companies makingSF/F ranges of minature figurines . There are literally thousandsof SF/F novels which offer a wealth of background information .It is a combination of these which has made SF/F gaming ahobby in its own right and it is in support of these games, withparticular reference to D&D, that this magazine has beenpublished .

It is hoped that WHITE DWARF will serve as a vehicle forarticles and comment on SF/F games. This is issue 1, we hopeyou like it .

METAMORPHOSIS ALPHA

5Suggestions for the new SF role-playingga me .

D&D SOCIETY

7News and enrolling procedure

THE MONSTERMARK SYSTEM

9A method for assessing monstermalignity by Don Turnbull

OPEN BOX

12SF/F games reviewed

COMPETITIVE D&D

14An introduction by Fred Hemmings

NO WAY OUT?

15D&D puzzles set by David Wells

D&D CAMPAIGNS

16Part I - Philosophy by Lewis Pulsipher

THE WARLORD

18Analysis of an undiscovered nuclearwargame.

TREASURE CHEST

20A miscelleny of D&D additions

Printed by : The Pentagon Printing Group, London

All subject matter in WHITE DWARF is copyright of the publishers Games Workshop . All rights on the entire contents of this publication arereserved and nothing may be reproduced in whole or part without prior consent of the publisher. Qc

Games Workshop 1977 .Display advertising rates and trade enquiries available on request.

Contributions :

The Editor will be pleased to consider any previously unpublished articles or artwork for inclusion in WHITE DWARF.

Subscriptions:

Remittances should be sent and made payable to WHITE DWARF, Games Workshop, 97 Uxbridge Road, London W12(Tel : 01-749 7049). WHITE DWARF is published bi-monthly and subscription rates are as follows:

UK EUROPE U.SJOTHERSurface £3.00 £4.00 £5.00Airmail -

£4.50 £6.00

1

Any enquiries regarding subscriptions or any other matters should be accompanied by a Stamped Addressed Envelope .

Editor: Ian Livingstone Artwork by : Christopher Baker, Chris Beaumont,Associate Editor : Steve Jackson Simon Rae, Glenn WalbridgeCover Illustration Published by : GamesWorkshop

by : Chris Beaumont

Page 4: White Dwarf

5

Page 5: White Dwarf

Life aboard a lost starship inhabited by mutated animals and plants awaits allplayers of the new Science Fiction role-playing game. . . . .

by Ian Livingstone

Have you ever met a 3 foot long electronically chargedworm or a two-headed human mutant called Joe-Jim?No? Well they and lots of others, are all to be found

in Metamorphosis Alpha, the latest role-playing game rulebookto come out of the TSR melting pot. It is very much relatedto its precessor, Dungeons & Dragons, in that the gamenecessitates one player becoming a referee and creating agame world whilst the other players role-play their ownpersonal characters in that world.

Whereas D&D is based on a fantasy world of heroes,magicians and monsters, Metamorphosis Alpha (MA) is set inthe 23rd Century and is a game of science-fiction adventures onboard a lost starship . Before explaining how the game is actuallyplayed I feel a little historical background information isrequired to set the scene.

Starship Warden was one of the hundreds of colonisationships of the 23rd Century built to help relieve the terribleoverpopulation problem existing on Old Terra (Earth) .These ships were of a tremendous size built to carry some1'/2 million colonists, livestock and flora and fauna of Earthto the hundreds of inhabitable worlds in far off galaxies .Starship Warden was elliptical in shape and an incredible50 miles in length, with a width of 25 miles and a height of8'h miles. It was divided into 17 decks of varying heightsrelated to function . For example, there were city, farming, rawmaterial, administration decks and many more . The ship took11 years to complete and finally left the Sol System in 2290 .

Unfortunately, for all on board, disaster hit the ship .Approximately one-third of the way to its destination, Wardenpassed through the fringe of a cloud of space radiation . It wasan unknown type of radiation and passed through all theship's defence mechanisms and screens. Every living thing onboard suffered as a result . Most of the colonists and muchof the livestock perished instantly. The few humans whoremained alive became solely concerned with day-to-daysurvival matters. The flora and fauna too were affected .Strange mutations appeared that were to become a threat tothose on board. Life regressed to a state of savagery, andconcern for the ship and its original mission was soon lost .The Warden's systems were maintained in a minimumoperative state by its main computer together with a fewoperational robots. Time went by and later generationswere found to suffer physical and mental mutations. Thelivestock also suffered mutations with some animals gainingthe intelligence to communicate, walk and hunt like man; thusalso posing a threat to the humans on board. The shiptravelled on past its destination and it is at this stage that thescenario for the game is set.

Before play can actually commence it is necessary for oneplayer to volunteer to act as Starship Master (SM) . He hasthe long and daunting task of creating, i .e . drawing up onsheets of hex paper, an entire Starship and its contents - all17 levels of it! The example deck below is one which isshown in MA as a guide for SMs.

From the letter key shown, hex H, for example, is thelocation of a human settlement of 36 females and ten males,plus 16 children . The females are amazon types who do all thefighting and hunting for the tribe. A poison is used (intensitylevel 18) for the tips of hunting arrows. The tribe may at first

befriend strangers, but at an opportune time will subdue themif possible and enslave them . One of the existing slaves is amale who knows where a command colour band is buriedclose to the village, and he knows how to operate any type ofrobot.

However, as one hex = two miles, each hex will require adetailed breakdown and it is, therefore, unlikely that morethan one deck will be needed until after a number ofcampaign games have been played .The rules go a long way to alleviate the task of the SM .Ship's devices, units and equipment are listed and explainedat length as are the non-player mutated animals, insects andplants which lie in wait for any unprepared wanderers.

Player characters can be one of three types: human,mutated humanoid or mutated creature. All three types havethe following abilities : radiation resistance, mental resistance,dexterity, constitution and strength . Humans also have aleadership potential ability whilst the other two types havephysical and mental mutations of beneficial use, e.g . wings orradiated eyes . However, they will also suffer at least onedefect in either/or both mutational categories, e.g. haemophiliaor fear of humans . Each type is assumed to possess the normalmaterials common to his tribe (clothes, weapons, armour, etc.)plus any other items the SM sees fit to donate at the start .

Once the starship has been mapped out and the playershave selected their respective characters, the game may begin .It is assumed that because of the radiation and subsequentdisorder and degeneration all knowledge of the Starship andits contents has been lost . The object of the game is for playersto explore the Starship in search of food and technologicaldevices whilst there is an overall goal to gain completeknowledge and control of the Starship . There are hundredsof items on board of differing complexity which can be foundby players - from disruptorpistols and portable energy lampsto security robots. Intelligence of the finder cross-indexedwith the nature of the item determines whether or not the

EXAMPLE OF SHIP'S LEVEL II

1 HEX = 2 MILES

ALL LETTERS MARKENCOUNTER SITUATIONS

SWAMP AREAS

TREES

RIVER

RADIATED AREAS

LARGE LAKES

MAIN SHIPS ELEVATOR

INCLINED PLANE

MOUNTAINS

HILL

continued on page 65

Page 6: White Dwarf

continued from page 5

item can be properley employed .It is obviously in the interests of both theSM and the

players that the decks are full of interesting objects andsituations . The rules themselves offer a great deal of informationbut it is always preferable to be as original as possible . To thisend, I suggest that the following SF novels should be read :Orphans of the Sky by Robert Heinlein (Panther, 40p)Non-Stop by Brian Aldiss (Pan, 60p)Captive Universe by Harry Harrison (Berkley, $1 .25)Orphans of the Sky and Non-Stop are somewhat morerelevant than Captive Universe but all three are worth a read .It is probable that after having read the first two, JamesWard, the inventor of MA, got the idea for the game althoughno credit is given as such . Briefly, without spoiling thereading of the books, I'll summarise them and suggest ideasthat can be incorporated into the game .

Orphans of the Sky centres around the struggle between twoopposing factions aboard a 22nd Century colonisationStarship bound for Proxima Centauri . En route disaster struckin the form of a mutiny and destruction of parts of theStarship . Defective screens allowed radiation to penetrate andleft subsequent generations without knowledge of the missionand, even worse, left some with gross physical mutations.These people were known as the 'Muties' and they lived in theupper deck sections of the starship where gravity was almostzero . However, the Muties had certain knowledge of thestarship including the fact there had once been a mission and'Ship' was not the whole universe . They were led by aformidable two-headed character called Joe-Jim who alwayshad long arguments with himself before making a decision!He led the raids on the physically normal people of thelower levels who were a highly superstitious and religious lot,believing 'Ship' to be immobile and nothing to exist outside it .The hero of the story is a young man called Hugh Hoyland andit is his desire for knowledge that leads him to the upper levelsto encounter Joe-Jim and his Muties . A friendship is formedand from that the secrets of 'Ship' are slowly unveiled and thesad truth learned. Useful adaptations that can be incorporatedinto MA are:(i)

The use of varying degrees of gravitation and its effecton movement and combat . For example, during combat, aGravitational Effects Chart related to the number of levelsabove or below 'home' deck (deck of origin) should beconsulted to add a factor to the number required on theHit or Miss Chart in MA to register a hit .

GRAVITATIONAL EFFECTS CHART

COMBAT DECK1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

1 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +82 0 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +73 +1

0 0 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +74+1 +1 0 0 0+1 +1 +2+2+3+3+4+4+5+5+6+65 +2 +1 +1

0 0 0 +1 +1 +2 +2+3 +3 +4 +4 +5 +5 +66 +2 +2 +1 +1 0 0 0 +1 +1 +2 +2 +3 +3 +4+4 +5 +5

0

7 +3 +2 +2 +1 +1

0 0 0 +1 +1 +2 +2 +3 +3 +4 +4+5F

8 +3 +3 +2 +2 +1 +1 0 0 0 +1 +1 +2 +2 +3 +3 +4 +49 +4 +3 +3 +2 +2 +1 +1 0 0 0+1 +1 +2 +2 +3 +3+410 +4+4 +3 +3 +2 +2 +1 +1 0 0 0 +1 +1 +2 +2 +3 +3

R 11 +5+4+4+3+3+2+2+1 +1 0 0 0+1 +1 +2+2+31

12 +5 +5 +4 +4+3 +3 +2 +2 +2 +1

0 0 0 +1 +1 +2 +2G 13 +5+5 +5 +4 +4 +3 +3 +2 +2 +1 +1

0 0 0 +1 +1 +214 +6 +6 +5 +5 +5 +4 +3 +3 +2 +2 +1 +1

0 0 0 +1 +1N 15 +7 +6 +6 +5 +5 +4+4 +3 +3 +2 +2+1 +1

0 0 0 +116 +7 +7 +6 +6 +5 +5 +4 +4 +3 +3 +2 +2 +1 +1

0 0 017 +8+7 +7 +6 +6 +5 +5 +4 +4 +3 +3 +2 +2 +1 +1 0 0

DECK

To use the chart, cross-index the attacker's deck of originwith the level of deck on which combat is taking place,

assuming the defender's 'home' to be that combat deck . If,however, the defender is also from another level, the followingadjustment must be made :

First locate the deck on which combat is taking place. Cross-index both the attacker's and the defender's deck of originand whoever has the higher factor must add on the differencebetween the two. Thus, if a man whose place of origin isdeck 14 is fighting a man of deck 4 on deck 11, the man fromdeck 4 would have to add +2 to his Hit orMiss roll .(ii)

The introduction of strange superstitions and religionson various levels could add an interesting aspect to thegame . For example, people on a certain level might take allwritten words as gospel and not be able to differentiatebetween fact and fiction . One tribe on that level mightregard, taking matters to extremes, an old sports journal astheir 'Bible' and might worship Manchester City (or their23rd Century equivalent) imitating the soccer fans of Earth,believing it to be an important religious festival . Intrudersfrom other levels might be punished if they tried tointerfere etc.

(iii)

The introduction of class structures and, perhaps, anagricultural barter economy.

(iv)

The introduction of Law and Order, varying vastlybetween decks with a death penalty for murder by a raiderfrom another level of "making the Trip". In other words,being place in the "Converter", the starship's main fuel andpower source which has the function of transforming anyobject into energy .

Non-Stop is also concerned with the struggle of a mutantpeople, on board a colonisation starship, whose forefatherswere struck by disaster . This time it was in the form of adisease, The-Nine DayAgue, which affected not only humansbut livestock and plant life too. The hero's name is RoyComplain and it is he who, together with some strange allies,unravels the mysteries of the starship.

Useful adaptations for MA are:(i)

Arace of intelligent and highly organised rats whichinhabits the ventilation shafts and air ducts of the starship,thus making them very difficult to reach and exterminate .They are fierce fighters and can drop from the many grillsalong the passageways and in rooms onto their unsuspectingprey . They also have the ability to communicate and enslaveother more docile animals. For example, in Non-Stop, theyheld captive a telepathic rabbit which they forced to drainthe mind of human captives in order to gain information.The rats' characteristics are as follows:Mutation name :

RaggotNumber appearing :

10-20Armour class :

8Movement :

10 yards per melee turnHit die :

1(ii)

The prolific growth of a multi-purpose plant, the Ponicfor use by those on board. Edible sap; constructionalmaterial and weapons from the stalks ; medicine from theleaves ; food, buttons and counters from the seeds etc. Theyare attracted by light and will quickly grow over little-usedpathways .

(iii)

Diseases could be incorporated into the game with onlycertain types affecting humans or specific mutants. Forexample the Ague, if survived, would cause physiologicalmodification ; new proteins in the Survivor's body wouldincrease his metabolic rate to such an extent that hewould move four times as fast as normal but his lifeexpectancy would be brought down to 20 years.

Captive Universe is, as you might now have guessed, concernedwith the exploits of two very different peoples aboard acolonisation starship . There are the Aztecs, a highly religiousand superstitious agricultural society living in an enclosedvalley who believe themselves to be suffering for the evil deedsof their forefathers . There are also the Watchers who areeffectively the crew members . Both the Aztecs and theWatchers have lost their powers of reasoning and it is uponthe hero . Chimal, to unite the two peoples and put the

6

Page 7: White Dwarf

starship on course .Although not as relevant or as useful as the other two

books, the following points could be incorporated into thegame :(i)

Priests could be the masters of a certain deck holdingtheir tribes in permanent religious fear . Ritual humansacrifices to various gods should be carried out quitefrequently .

(ii)

Mechanical gods in the form of grotesque robotsprogrammed to be attracted by body heat and todecapitate anybody in range could be used on superstitioustribes to keep them off the streets at night to enable othersto carry out safe raids.

(iii)

Aship's security system that will automatically flash awarning light if any vital equipment or life support systemis incorrectly used and will trigger a laser gun to kill thetamperer if he persists .There are obviously a lot more points to be extracted from

the books but not shown in this article . This is for two reasons. .Firstly, to leave sufficient information which will not begenerally known and secondly, this article would have filledthe entire magazine!

Back to the rules themselves and criticisms . There are notmany but just enough to irritate . The initial task of designingthe starship and its contents is lengthy - unless your playerswant to play for the next four years solid, I suggest a smallerstarship (same number of decks) . Unlike D&D where there is adefinite objective to acquire experience points and thus risein personal status, the objective in MA is mere survival and Iassume status is correlated to type of weapon possessed, theinitial allocation thereof which is also a bit vague in the rules .Some of the human mutants are not feasible . To have a 4"high human mutant of equal intelligence to a 6' high human isjust not possible and should not, therefore, be allowed .Personally, I do not like the names given to,the animalmutations - bearoid, grabber, stabber etc. all sound a bitunimaginative.

Nevertheless, MA has the makings of,an excellent gamedespite my minor gripes . It has a lot of original ideas and will,no doubt become popular in its own right - even for thepeople who purchase it initially with the intention of using itas another D&D scenario .

As a final postscript, if anybody has already createdadditional tables, rules, equipment, mutated animals orplants that they feel might be of use to other players,please send them to the Editor .

D& D SOCIETYNEWS

On 12th February 1977 at Games Day //, a formal D&DSociety was formed with the intention of bringing togetherplayers who were without co-players (the only opponentin D&D is the GM!) . The inaugural meeting of the Societytook place at D&D-Day on 12th March and memberselected to the Committee were :

Hartley Patterson

-

ChairmanNick Slope

-

SecretaryClive Wardley

-

Treasurer

It was decided that the Society's basic aim would be tooffer low-cost services in order to :

(i)

bring players in contact with one another(ii)

clarify basic D&D rulebook problem areas(iii)

co-ordinate weekend D&D conventionsWhether or not your name and address appeared on the

D&D Society mailing list published in Owl & Weasel, pleasesend 25p (stamps, POs or cheques) to Clive Wardley, 93Mortlake Road, Kew, Richmond, Surrey TW9 4AA toofficially join the D&D Society.

For this enrolment fee, you receive:(i)

official membership(ii)

current list of names and addresses of membersNO

D&D clarification sheet(iv)

product guide(v)

details of the Society newsletter (published quarterly)(vi)

inclusion on the D&D Society mailing list

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Components includeE5 .95 (post free)

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Page 8: White Dwarf

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If you are interestedin anyform of Fantasyin Literature,Films,Artetc . (which includessuch as Heroic Fantasy,Supernatural Horror,Swords &Sorcery, etc.)then the B.F.S . is foryou.Services include a

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Page 9: White Dwarf

The Monstermark System

n Owl& Weasel 22 I introduced a monster rating system,and this article develops on that introduction, so those

'veterans of the O&W article can probably skip the first bit .I will tell you where to come back . Those sluggards who did notsubscribe to O&W, however (why not??) will need a briefreview .

I was trying to provide a systematic method of assessing amonster's relative malignity, so that new monsters (fromStrategic Review, Dungeoneer etc. - and I wonder how manyof you use EPT monsters in non-EPT dungeons?) could beassigned with reasonable accuracy to levels . As it happens,revised monster level tables are not the only product of thesystem, particularly in its newer refined form . Many havecriticised the Greyhawk experience points table, for instance,and this method provides a basis for quite accurate reappraisal .The method gives dungeonmasters better guidance thanpreviously available on the thorny question of how manywandering monsters should appear against a party of aparticular size and strength . Also - is a 4 dice +2 Su Monsterabout as nasty as a 4-dice Giant Snake? This method clothesthe bare bones of intuition.

The 'D' FactorIn the previous O&W article I defined two factors for each

monster. The first, which I now call D (Defence), is a measureof a monster's vulnerability :-

D = The average number of melee rounds it takes a firstlevel fighter to kill the monster with a 1-8 sword,allowing no bonuses

Out of the confusion of varying monster statistics comes a newsystem for assessing a monster's relative nastiness

The Monster's average hitsProbable hits received per round

Monster's average hits4% x probability of hitting

by Don Turnbull

Monster's average hits x 409 (AC+2)

where AC is the monster'sarmour class .

In case you didn't read (in OW the bit about the average rollfrom a particular die, the average roll of an 8-sided die is (8+11/2 = 4'/2 ; that of a 6-sided die is (6+1)/2 = 3'/2 etc. So a beastwith 4 8-sided dice has an average of 4x4'/2 = 18 hits .Similarly a beast delivering a 1-10 bite will inflict (10+1)/2= 5'/2 hits per bite on average, and a character with 4 4-sideddice will have an average of 10 hits. (Incidentally, do youknow the probability of rolling that all-characteristics-above-15character you have hidden away?) .

The 'A' FactorThe other factor which I call A (Aggressiveness) enumerates

the risk you take in attacking a particular monster, i .e . thenumber of hits it hands out during the time it takes you to kill it :-

A = the average number of hits a monster would hand outto a character of AC2 during the number of meleerounds denoted by D.

D times the probability of the monster hitting anAC2 defender each round times the average numberof hits it delivers if successful .

I will come back to the methods of calculation, in illustrativeform, later, but first must note that there are, of course,

problems with both factors. A first level fighter, used as thecriterion for D, can't hit some monsters at all without magicweapons; in this case Dx is calculated and displayed, wherex is the lowest level of fighter capable of delivering damage . Anormal sword cannot damage certain monsters no matter howstrong or high level the fighter, so (D) - or even (Dx) -indicates what the value of D would be were normal weaponseffective against the monster (and the final assessment of themonster's malignity would have to incorporate some sort ofbonus) .

Equally, A can't be calculated for certain monsters such asWights which don't hand out hits but instead drain levels(which could be fatal or merely serious, depending on theinitial level of the victim) . In my view there is no way ofassessing a realistic comparative value of A in thesecircumstances .

Another unrealistic element which creeps into both factorsis their assumption of one-on-one combat - the possibility ofmany-to-many melee has to be ignored since the computationssoon get far too complex and long-winded . I had to picture aline of first level fighters attacking a monster successively - inother words each would wait for his predecessor to keel overbefore going into action ; this is possible in games involvingAndy Davidson, but is far from normal practice .

The MonstermarkBearing these restrictions in mind, however, it seems that the

method is not without value and in this article (Come back, therest of you!) it is developed further to introduce theMonstermark which I will call M (for obvious reasons) . Forquite a lot of monsters M is the same as A, but for those withpoison, paralising powers, magical defence and attackmechanisms etc . M attempts to support A as a modified value.For those monsters without an A factor, M has to be assessed(and these values are open to considerable challenge and debate)One thing which must be tackled early is the monster

attack modes I have devised. I have no doubt other DMs useother modes, and I claim no original thinking in developingthe modes; it struck me quite early, however, that a beastwould have one helluva job attacking an opponent with thehorn on top of its head at the same time as biting him (orsomeone else) as Greyhawk has it in some cases, so I thoughta monster's melee mode had better be regularised . For brevityhere I will adopt a standard notation for each monster:

N :

p 1 n1 : p2 n2 : p 3 n 3 . . . . . . :

S

Nrefers to the number of attacks the monster makes permelee round (usually one) . I have ignored for simplicity thepossibility of attacks on two different victims in the sameround, of which some monsters are capable .p1p2 etc. refer to the probability of a particular mode ofattack (biting, clawing etc. - the actual mode isn't specifiedbut you can find it in the rules) ;whilen l n2 etc. represent the average number of hits handed outby that mode of attack if it is successful .S refers to special powers and may be one or more of anumber of things - Po for poison, Pa for paralisation, Ma formagical defence and/or attack methods, Pe for petrifaction,L for level drain, S for strength point drain, and if anything elsecrops up I will define it then .A few examples might help to clear up a lot of things at this

stage. Let us calculate D, Aand the melee notation for threedifferent beasts .

continued on page 10

9

Page 10: White Dwarf

The Monstermark Systemcontinued from page 9

2 .

3.

10

A Bugbear has 3 dice +1, AC5, one attack per round, 2-8damage if successful . It has no special powers .

A Manticore has 6 dice +1, AC4 and attacks once per round ;60% of the time it attacks with two 1-3 claws (average 2each) and a 1-8 bite (average 4 1/2), the other 40% it uses six1-6 iron spikes . It does nothing special (isn't that lotenough?) .

D= 29 X 460

= about 21 .5

A=Dx 8

1±3 [6 1±8J14

1+6(

xx2 +

x

+x-1+6 l20 10 2

1o 2 10 2= about 145

Melee notation is :

1 : 60% 81/2 ; 40% 21 : -

A Giant Snake has 4 dice and AC4; it attacks twice perround - one bite (1-6 plus poison) and one constriction(2-8), we will assume on the same victim . The poisonapart, it has no special powers .

D= 1 9X 46 =13.3

A=Dx2

( 126 + 2281=51

Melee notation is :

2 : 100% 3 1/2 : 100% 5 : Po

I hope this helps illustrate the method of calculation as well asthe notation . Applying these methods to some simplehuman-type monsters :

HitMonster

AC

Dim

Meleenotation

Level

DA=M

Kobold

7

1

1 : 100% 2 1/2 : -

Greyhawk

2.2

1.1

It is immediately obvious, even considering only these simplecases, that there is more to this business than hit dice, andanyone who uses that criterion alone to assess the risks ofattacking deserves to die a cruel and hard death . Rightly anexperience point system based only on hit dice should bequestioned (though in fairness to Greyhawk that system doesnot rely on hit dice alone) . An 8-dice Giant is child's playcompared with an 8-dice Ent - I'd be more careful which treesyou rest under (or whatever it is you do under trees) in future-a 6-dice Minotaur is in reality quite docile, while Su Monstersand Manticore are far more fearsome than one might havethought . Greyhawk's monster level table is, to say the least ofit, questionable even on this limited evidence .

Special PowersMoving on to more complex matters, it will sooner or later

(so it might as well be now) be necessary to enumerate the'bonus' to be assigned to the 'special power' section of themelee notation - in other words to define the relationshipbetween A and M when they are not equal . All this is verysubjective and I would be surprised not to meet with differentviews, but the following bonus relationships seem to giveresults which instinctively 'feel' right :

Pa = paralisation

M= 2APe =

petrifaction

M = 21/2APo= poison

M= 2AMa= magic attack/

defence methods

M= 1 1/2A - 3A depending onS = Strength point drain

M =1 1/2A

extentL = Level drain

M = 21/2AR = regeneration potentialM = 11/2AH = strong hug(Owl Bear) M = 11/2A

In Ma I have included those cases in which normal weapons arenot effective ; I think this, on its own, only warrants a 50%bonus since it is rare to have a character without at least a +1sword, and many DMs will let you purchase them at the localmarket before the trip .

Using these relationships, we can now look at some monsterswith simple special powers, leaving the tough and unusualcustomers until later . In the odd case of a monster with twoor more special powers, the A-M bonus is increasedaccordingly .

Note : Sm for the Lurker is 'smother' which in the circumstanceswarrants a M = 21%A relationship, I think .

Again, clear evidence to show that all in the Greyhawkgarden is not lovely . What on earth is the Shadow doing in thefourth monster level? And witness the wide variation in theothers - even if my A - M relationships are at times suspect(and they are at least arguable) the wide variation exists in Aalone . Confirmation I think that this method puts us on theright track (although there is the possibility that it puts usconsistently on the wrong track . . . . I'm not sure how toprove which is which!)

The Undead and other 'Specials'At any rate, let us confidently advance to complete the

set . So far we have missed the Undead, the Giant Insects, theLycanthropes, the 'wanderers' and the Fire-Breathers, plusa few very tricky customers, plus any others I have missed,plus EPT monsters and new monsters from any other source .In the Undead category we meet for the first time monsterswho have no A factor, and the values of M are, therefore, theproduct of D and instinct . The precise value of M is not ofcourse as important as its order of magnitude .

For a Mummy we will need Di = Disease which qualifies forM = 1 %A. In the case of the Mummy, we must also bear inmind that the monster is very vulnerable to fire so thecalculation below applies to a fire-proof Mummy (there areother examples of this elsewhere but none perhaps so obvious asas this one) . A normal Mummy would have a much smaller M;how much smaller is a subjective matter. But let me not stressto much the inadequacies of the system . . . .

OrcGoblinGnoll/HobgoblinOgreHill GiantStoneGiant

665544

11%1%

4+189

1 : 100% 3 1/2 : -1 : 100% 2% : -1 :100%4% :-1 : 100% 5 1/2.-1 : 100% 9 : -1 : 100% 10% : -

2 .53.754 .312.126.730

2 .22 .34 .829 .9

120189

For comparison, some simple non-humanoids:stirge 7 1 1 : 100% 2 : - 1 2 .2 2Wildcat 8 21 : 100% 10% : - - 4 6 .3Lizard Man

unarmed 5 2+1 1 : 40% 4 : 60% 4% : - - 6.3 8 .2armed 5 2+1 1 :100%4% :- - 6.3 8 .6

Bugbear 5 3+1 1 : 100% 5 : - 2 9.2 18 .4Centaur 5 4 1 : 50% 3 1/2: 50% 415: - - 11 .4 29 .6Su Monster 6 4+2 1 : 100% 12 1/2: - - 11 .1 62 .5Minotaur 6 6 1 : 50% 5 : 20% 2 : 30% 4% : - 5 15 57 .4Manticore 4 6+1 1 : 60% 8% : 40% 21 : - 5 21 .5 145Griffon 3 7 1 : 40% 5 : 60% 9 : - - 28 103 .6Ent 2 8 2 : 100% 10% : 100% 10 1/2: - - 40 420Invisible Stalker 3 8 1 : 100% 10 : - 5 32 160

Monster AC -HitDim Melee notation

GreyhawkLevel D A M

Shadow - 7 2+2 1 : 100% 2 1/2 : SMe 4 5.4 4.1 8.2Harpy 7 3 1 : 40% 4 : 60% 3 1/2: Me 3 6.7 14.8 22.2Blink Dog . 54 1 : 100% 3% : Me 4 15.6 24.5 36.8Gargoyle 5 4 1 : 40% 6% : 60% 7% : Me 4 (11 .4) (26.2) 39.3Medusa 8 4 2 : 100% 4% : 100% 2% : Pe - 8 22.4 56Cockatrice 6 5 1 : 100% 3% : Pe 5 12.5 19.7 49 .20w1 Bear 5 5 1 : 40% 11 1/2 : 60% 7 : H 4 28.6 113.1 169 .7Phase Spider 6 5 1 : 100% 3% : PoMa 4 12.5 19.7 59 .1Ogre Magi 4 5+2 1 : 100% 6'h : RMa 5 18.1 53.1 106.2.placer Beast 4 6 2 : 100% 5 : 100% 5 : Me 4 30 135 202 .5Intellect Devourer 4 6 1 : 100% 10 : Me - (90) (405) 1215Basilisk 4 6+1 1 : 100% 5% : Pe 6 20.7 51 .3 128.4Lammasu 6 6+2 1 : 100% 7 : Me 5 16.1 56.4 84.6Troll 4 6+3 1 : 100%9 1/2: R 5 22.2 105.6 158.4Wyvern 3 7 1 : 67% 3% : 33% 9 : Po 5 28 74.7 149.4Gorgon 2 8 1 : 100% 7 : Pe - 40 140 350Umber Hulk 2 B 1 : 100% 19 : Me 5 40 360 540Couatl 5 9 2 : 100% 2 : 100% 5 : MaPo - 25.7 108 216Lurker 6 10 1 : 100% 3% : Sm - 25 52.5 131 .3

D 40= 141/2 X = about 9.2

A =Dx2+8 x0.4=about 18.4

Melee notation is : 1 :100% 5 :

Page 11: White Dwarf

A remarkably self-consistent set of results for the Undeadwhich may help us later in drawing up new monster leveltables. These calculations also show how important it is torecruit a high-level Cleric to the party - anything worse than aGhoul is rather too tough for a small cleric-less party.Nowadays some nasty-minded DMs (this one included) are aptto put high-level anti-Clerics with their Undead to challengeand oppose any turning away ; this is a dirty trick, of course,but the resulting anti-cleric-v-cleric mental combat may makethe psionic rules worth while (I have found no other reason) .

So onto the Giant Insects, some of which are simple, othersless so . I had better explain that my melee notation for theGiant Scorpion, which looks a bit odd, is the result of myruling that this beauty attacks with two pincers (1-10) eachon the same opponent and if either or both pincers hit, thevictim also suffers a sting attack (1-4 plus poison) whichautomatically hits if both pincers have hit but which has thenormal probability of hitting if only one pincer has hit . Sinceit is a 3-dice beast, it requires a roll of 13 or more to hit whichmeans a hit probability of 8/20 . Therefore the probability ofboth pincers missing is (12/20) 2 which is 36%, and this is theonly time the sting attack is not attempted . So the sting willattack 64% of the time, 16% automatic hit, 48% normalprobability of a hit . This makes the calculation for that beastrather complex and it may be worth displaying as an example:

DAverage hits x 40

=

13'/2 x 40 = 7,1/29 (AC+2)

9

x 8

A=71/2 X4

1

1+10 l 1+4

12

1+10

2 1+425 2 2

25 2 5 2

=7 1/2 25= 39

(Incidentally, this prompts me to ask anyone who disagreeswith my arithmetic to let me know in what respect we differ .I can't hope to have carried out all these calculations withouterror) .

We need to intorduce De = Deafness and Ad = Acid for theBombardier Beetle, together warranting M = 3A. Also note theGiant Wasp's virulent poison requires M = 3A at least and theGiant Tick as disease-bearer needs M = 21/2A.

The Lycanthropes are, for a change, relatively easy . Nonecan be hit by normal weapons but that apart there is nocomplication . Di in this case is lycanthropy which alonewould require M = 1 1/2A, so M is at least 2A in all cases toreflect lycanthropy and invulnerability to normal weapons.

Again a useful and consistent set of results which belies theGreyhawk tables . Lycanthropes seem to me a much-ignoredfeature of dungeons - I am sure more could be made of theirpeculiarities and the behaviour their 'mission' would lead themto exhibit. Methinks the Editor would welcome an article onthis subject from someone who has done some in-depth study.

Only a few of the 'wandering' monsters lend themselvesto the analysis . Some (Yellow Mould, Green Slime, Grey Oozefor instance) are really traps rather than true monsters and thereis no difficulty in killing or avoiding them once their presencehas been detected The Rust Moster is a damned nuisance butcan't harm a person at all unless there is something verypeculiar about his insides . Generally, these types of'wanderer' can be spread throughout all levels of a dungeon .This leaves us with a few 'true' wanderers, none of whichpresent any calculation difficulty .

One obvious question arises here - why is the Ochre Jellyranked on Greyhawk level 3? Its only special property is thatweapon hits cause it to multiply - and who, moderatelyfamiliar with dungeon lore, is daft enough to go hitting OchreJellies with swords?

Next time we will tackle the fire - breathers and round upthe remaining nasties plus any others which have so farescaped the net. In the meantime, if you want to practice themethod of analysis, work out M for (a) a 5-headed Hydra and(b) a 9+2 dice Shedu. The answers will be given nextweek (but no prizes!) .

Monster ACHitDice Melee notation

GreyhawkLevel D A M

Giant Fire Beetle 4 1-1 1 : 100% 13 1/2: - 4 2.6 7 7Giant Bombardier

Beetle 4 1 1 : 100% 61% : DeAd 4 3.3 5.4 16 .2Giant Spider 7 2 1 : 100% 2 : Po 3 4.4 2.7 5.4GiantToad 6 2 1 : 100% 5 1/2 : Po 2 5 8.25 16 .5Giant Leech 8 2 1 : 100% 7 : LPo - 4 8.4 25 .2GiantTick 4 3 1 : 100% 2 1/2 : Di - 10 10 25GiantWasp 5 3 1 : 100% 4 1/2 : Po - 8.6 15.4 46.2GiantScorpion 6 3 2 : 2 x 100% 51/2 : 64%2% : Po 4 7.5 39 78Giant Snake 4 4 2 : 100% 3% : 100% 5 : Po 3 13.3 51 102Giant Boring Beetle 3 5 1 : 100% 10 1/2 : - 4 20 94.5 94.5Giant Slug 8 12 1 : 100% 6% : Ad 5 24 109.2 218.4

Monster ACHitDice Melee notation

GreyhawkLevel D A M

Skeleton 7 1 1 : 100% 3% : - 1 2.2 .9 .9Zombie 7 1 1 :100% 4 1/2: - 2 2.2 2 2Ghoul 6 2 1 : 60% 4 : 40%2% : Pa 2 5 3.3 6.6Wight 5 3 1 :- :LMa 3 (8 .6) - 70Wraith 3 4 1 : 100% 3% : LMa 4 (16) (25.2) 75.6Mummy 3 5+1 1 : 100% 6Y. : DiMa 5 (41 .8) 022.2) 244.4Spectre 2 6 1 : 100%4'% : LLMa 5 (30) 160.75) 243Vampire 2 8 1 : 100% 5% : LLMa 6 (40) (110) 440

Monster ACHitDice Melee notation

GreyhawkLevel D A M

Wererat(rat form) 7 3 1 : 100% 2 : MaDi 3 (6.7) (5.3) 10.6(human form) 7 3 1 : 100% 4 1/2:MaDi 3 (6.7) (12) 24

Werewolf 5 4 1 :100%5 :MaDi 4 (11 .4) (22.9) 45.8Wereboar 4 4+1 1 : 100% 7 : MaDi 4 (14.1) (44.3) 88.6Wer 3 5 1 : 100% 10% : MaDi 4 (20) (94.5) 189Were

:tigerboar 2 6 1 : 100% 9 : MaDi H 4 (30) (162) 405

Monster ACHitDice Melee notation

GreyhawkLevel D M

Carrion Crawler 3 3+1 1 : - : 8xPa 2 12 .9 - 120Gelatinous Cube 8 4 1 : 100% 5 : Pa 1 8 18 36Ochre Jelly 8 5 1 : 100% 7 : - 3 10 31 .5 31 .5Black Pudding 6 10 1 : 100% 13% : - - 25 202.5 202.5

Page 12: White Dwarf

OPEN 80X

OPEN BOX examines Science Fiction and Fantasy games andrulebooks currently in the shops. The reviews have been written byeither independent authorities or members of the White Dwarf TestPanel.

Ratings on a 1-10 scale are given by the Test Panel and thoseimmediately below are shown for comparison purposes :

Complexity, skill and originality are self-explanatory. Atmospheremeans the feel of realism combined with excitement level. Presentationconsiders production quality, design and clarity of rules. Overall is atotal analysis of the game itself, regardless of its presentation .

SORCERERSPI - £6.25

Sorcerer is SPI's first Fantastic simulation game . In thisgame of magical conflict you get 400 counters printed on bothsides, a 22" by 34" mapsheet, a 16 page booklet with the rulesof play, player notes and nine scenarios which cover situationsfor 1 - 6 players.

The mapsheet depicts part of an imaginary world in aweakly magical universe, which is at the intersection of sixstrongly magical universes . Each type of magic is representedby a colour and each colour is more powerful than the next ina circular, non-transitive, order. That is to try to say that redis more powerful than purple which is more powerful thanblue etc. to orange which is more powerful than red. Thereare some non-magical areas in this world and it is there thatthe human cities are sited .

The mapsheet is gridded with large 1" hexes which areeither one of the six colours of magic, white (a combinationof all six colours) or grey (non-magical). The counters comein the same six colours, although the shades are brighter thanthose on the map which was printed in pastel shades toprevent players becoming 'dazzle happy' . Also on the mapsheetare 2 copies of the Combat Results Table, and the Colour (orrather Color) Value Chart which gives the value of each colourof magic in each hex colour . Combat occurs between unitsin the same hex and the combat differential of two magicalunits depends upon the colour of the hex they are in and thecolours of the units. Ability to handle these relationships isessential for success in Sorcerer .

Sorcerer was designed by Redmond Simonsen, responsiblefor the physical systems design of most SPI games, whose

12

previous game design was Starforce - SPI's game ofinterstellar conflict . Both games posit, as they say, an imaginarysituation with play that doesn't feature the fronts ofconventional warfare, but rather centres around various focalpoints - the Stargates in Starforce and the cities and fortressesin Sorcerer . Redmond has since designed Dixie, the game inStrategy and Tactics 54, another hypothetical situation butthis time an earthbound one .

The sequence of play in Sorcerer is first player moves,all players attack, second player moves, all players attack,and so on . Players should always attack if it is possible to doso because the attacker never suffers any losses . Defenders'combat losses are expressed as a certain number of steps lost .If a unit looses one step it is inverted to display the depletedvalue printed on the back . Another step lost and the unit isdestroyed. Forces can also be pinned as a result of combat.

Sorcerer is a 'combined arms' game - the various unittypes have different capabilities and it is important to combinethem correctly. The main unit types are :-Sorcerers which serve as 'leaders, organizers and recruiters' .Sorcerers can conjure (create) magical units, undeplete andunpin units (including themselves), create the all-devouringvortexes (vortices? SPI say vortexes), fling magic bolts,teleport themselves and human infantry across the board,change the colour of hexes and, in the optional rules, clonethemselves and create cloaks of invisibility . Sorcerers have thepower in one, two or three colours of magic. They are vital tosuccess in the game . They are strong in power but weak indefence . A lone Sorcerer carelessly left in the wrong colourhex will be depleted by a magic bolt and destroyed in the nextcombat phase.Human Infantry are also often vital for success as they givecontrol of the human cities. Their strength is constant, i .e .unaffected by the colour of their hex. When lost they cannotbe replaced .Magical Units are trolls, demonic infantry, air dragons andenchanted fortresses . Fortresses are allocated and positionedat the start of a scenario . Sorcerers can conjure up as many ofthe other units as they can afford . The trolls are strong inattack but weak in movement - sometimes they cannotleave a hex without the help of a Sorcerer . Air dragons arethe opposite, large movement factor, weak combat factor, withdemonic infantry a balance of the two.

SPI rate the game with a complexity level of 6 .5 (on their1 to 9 scale) . However, Sorcerer will be more complicatedinitially to the average gamer than, say, a Napoleonic gamewith the same complexity level, because he would already befamiliar with the logic of the conflict and half the rules beforehe stared . However, again, there is a rationale to Sorcerer . Oncethis is understood, and familiarity with the Colour ValueChart gained, the mechanics of the game are easily handled andplay flows freely . There are two solitaire scenarios in Sorcererwhich serve to help the new player become familiar with thesethings .

Also in the game are four 2 player and three 3 playerscenarios. One of the latter can expanded to 4, 5 or 6 playersalthough I suspect it may be unbalanced with 4 or 5 players.The number of players in any scenario can be increased byhaving an additional player control Shir, the Black Sorcerer,who seeks to create confusion and disunity among thecolour Sorcerers . Shir wins by stopping the others winningor by destroying the winner just after he's won. In which casehe hasn't won . . . if you see what I mean . Shir's mostpowerful feature is his ability to act as an intelligent vortex .

SPI recommend The Rivalry of Balt and Dnai as the first2 player scenario but I prefer the Uprising of the City Stateswith its more "visual" victory conditions . Like most of theSorcerer scenarios it presents the players with a fine decisionas to what to do for the best . The Sorcerers' ability to teleportacross the board to and from hexes of their colour(s) meansthat the foci of action can change suddenly . Players mustalways be wary of the bolt from the blue (sometimes literally) .Asolid "front line" does not protect your "rear" in Sorcerer,so when you go on the offensive don't neglect your homebase(s).

Diplomacy D&DComplexity 5 Player 3 Referee 10Skill 10 10Atmosphere 7 10Originality 10 10Presentation 7 5OVERALL 10 10

Page 13: White Dwarf

Like most tactical games, Sorcerer can be expanded by theplayers. Brief notes on discovering new spells and creating newscenarios are given in the rules booklet. The scope is there, it'sup to you.

Sorcerer is an enjoyable game. A fun game without beinga facile game . Colourful in looks and language . Sorcerer willbe more attractive to gamers who are more interested inwargames as games rather than as historical simulations . Afterall, as SPI say, "Any resemblance of characters in thissimulation to persons living or unliving is purely magical' .

RATINGSComplexity : 8Skill: 7Atmosphere : 6Originality : 7Presentation : 5OVERALL: 7

STARSHIP TROOPERS

Avalon Hill - £7.95

Rob Thomasson

The appearance of Starship Troopers has been ratherobscured by the number of Fantasy and SF games nowavailable on the market . However, as the first foray into thisfield by Avalon Hill it deserves attention.

The game is based on the book of the same name byRobert Heinlein which won the Hugo award for best SF novelin 1959 . I must admit that in my eyes Heinlein can do verylittle wrong but having seen good SF stories butchered by thefilm industry I approached this game with great suspicion. Iwas very pleasantly surprised to find that the game is anextremely accurate representation of situations contained inthe book .

The game deals with various battles fought by the 'MobileInfantry' during the course of an interstellar war. Theseinfantry troopers are dropped onto planetary surfaces byorbiting starships to attack specific targets. Their 'dropcapsules' are designed to fragment into many radar reflectingpieces so that together with radar jamming they may land ona planetary surface without being picked off by missiles . Eachtrooper is equiped with a suit of 'powered armor' includinga jet pack . These suits give each man high_ protection,mobility and the firepower of a present day platoon.

The game contains seven scenarios depicting the troopers inaction against two opposing races ; the Skinnies and the Bugs .The battles are set in the correct 'historical' order from thebook but also form a programmed learning sequence so thatyou can play the first game scenario, a commando raid on aSkinny city, as soon as you can set the board up and read thefirst two pages of the rule book . Each subsequent gameintroduces a few extra rules and pieces of equipment butalways in a manageable quantity so that you are not delugedwith pages of facts, figures and combat tables as with manycurrent SF games.

Most of the more advanced games are concerned with raidsor invasions of the 'Bug' planets. The Bugs live in tunnelcomplexes under the surface of the planet forming a sort ofhive community. At the centre of each hive is the communityQueen as well as the intelligent 'Brain' cast which telepathicallycontrols the mindless warrior and worker bugs. The Terranplayer usually has few problems landing and setting up histroops but then his troubles really start . Although he isgenerally superior in firepower and mobility he does not knowthe layout of the Bug tunnel complexes, so that the Bugsmay break through to the surface and mount an attack on anypart of the board. Furthermore, the Terran player cannot tellthe difference between the harmless workers and the warriorswithout landing a trooper on the same hex, thus making himmore vulnerable to attack . To find the ideal Bug player I

suggest you select the most bloodthirsty wargamer you knowas the Bug Brains have no compunction about firing on theirown units or exploding nuclear mines under them in order tokill the enemy!

As the scenarios progress, following the course of thebook, the Terran player developes equipment to enable him to'sense' the layout of the Bug tunnels and to attack them withnerve gas or with engineer units armed with nuclear demolitions .To balance this, his victory conditions are made more difficult,requiring him to send troopers down into the tunnel network,where the Bugs have the advantage in combat, to captureBrains and Queens or to release prisoners .

There is plenty of action in all the scenarios since it is almostimpossible to evolve a static defensive strategy . Avalon Hilldeserve the highest praise for their very imaginative use ofvictory points . For instance, these are used to penalise theelite Terran forces if they allow troops to be captured or ifthey kill innocent civilians during battles on the Skinnyplanets. In many scenarios the raiding force must boarda 'retrieval boat' and return to their orbiting spacecraft beforethe end of the game . This means that they must hit the enemyhard before this and they must keep their units moving so thatthe enemy cannot guess where they will rendezvous to bepicked up and mount a strong counter attack . One scenarioeven begins after a force has suffered a devestating defeat andthe Terran player must evacuate his troops from the surfaceas best he can. Asituation which is perhaps more realisticthan any in the more conventional wargames .

One major feature of the appeal of Starship Troopers is thateach Trooper marker represents one man, giving much moreinvolvement with the fate of your units. Someone describedone of their games to me as follows - "He stepped out of theaircar, a hole opened up in front of him and dozens of bugspoured out" - this shows a degree of 'identification' morenormally associated with role-playing games. Unexpectedsituations can arise at any time - for example, in theevacuation scenario you manage to get almost all your menaboard the first of the two rescue boats when one of thestragglers is hit by a beam and is unable to make it to the boatbefore blast off. Do you abandon him or do you detach arescue force to carry him to the second boat? Perhaps inanother scenario the Bug player destroys you retrieval boatwith a nuclear mine. Your troops are doomed but they are theelite of Earth's fighting forces ; can they also destroy the Bugsin a suicide assault?

The amount of work that has gone into this game isimpressive . Several times as I was reading through the'programmed learning' style instructions I thought" Ah butthey haven't allowed for . . . ." only to turn the page to thenext scenario and finding that there were indeed rules dealingwith whatever I'd thought of .

All in all this is probably the best SF game currently on themarket because it has the well worked out background ofHeinlein's novel and because it is an extrapolation of currentmilitary technology, allowing Avalon Hill to use theirexperience in game design . I hope this is not the last SF gamethat we shall see from them . The novel Starship Troopers iscurrently out of print but does give hints on the best tacticsfor each scenario . A related book is Joe Haldeman's ForeverWar which shares much of the technological background.

My only complaint is why, after producing such a good game,did AH put such a hideous illustration on the box lid?Something seemingly from a failed attempt to make FlashGordon in colour - surely a guarantee to put most prospectiveplayers off the game .

RATI NGSComplexity : 9Skill : 8Atmosphere : 9Originality : 9Presentation : 7OVERALL: 9

Martin Easterbrook

13

Page 14: White Dwarf

14

Pre-rolled characters, objectives, time limits and a points scoring system are all required for . . . .

Compet 'it 'ive D&Dby Fred Hemmings

The title, Competitive D&D, is really a contradiction initself, since it implies the existence of a non-competitiveversion - a strange game indeed! However, there is a

great difference between a normal dungeon or wildernessexpedition and one run as a competition, providing the latter isdone properly . A true competition cannot be run in aneveryday dungeon since the variables between parties wouldmake the result more to do with luck than skill . Theimmediate solution would seem to be a small dungeon whichnewly rolled characters could explore. But then anotherproblem presents itself - one of the players could roll an18+3+4 strong fighter thus giving his party an immediateadvantage over all others .

That happened when a small competition was being held ina dungeon known as 'The Fabled Garden of Merlin' andcreated by Merle Davenport. No competition dungeon can beregarded as being typical (that after all is the whole point),but this particular one can be used to draw a few guidelines .

Eight people were involved in the competition, split intotwo groups of four. Each threw a new character and, with theaid of a Dungeonmaster (DM), the two parties entered itsmazy depths, or at least tried. I say tried because the mainproblem with this dungeon was that apart from the gardenitself (and its surrounding woods), nothing appeared to existexcept for a door that could not be opened - but I amgetting ahead of myself .

The DM told the parties that points would be awarded forthe levels reached by the survivors (an encouraging openingline), lesser ones for treasure gained and monsters killed, onefor each magic item found and more should such an itembe identified . Top points award would go to a party whodiscovered something belonging to Merlin and succeeded inbringing it out, whilst no points at all would be gained unlessthe dungeon was left before the end of one hour . The latterrule was not included in the rules of the dungeon but seems areasonable one and now is always used as the basic method ofjudging success when I run a competition.

Returning to the dungeon itself, both parties had to walkalong a narrow path through woods until they came to a doorwith a gem embedded on both sides of it and flanked oneither side by a chest and a large urn. Deciding to deal withthese on the way out, our party tried to open the door andeventually succeeded in pressing the gems in the correct wayto do this . Fortunately we did not attempt to do it in oneof two other possible ways, either of which would almostcertainly killed whoever was involved . The door opened .Beyond was the Garden of Merlin .

Entering, we found oursleves in an octagonal areacontaining a roughly diamond-shaped pool of water at eachpoint over which, set on ten foot high platforms, were smallbraziers . The eight platforms all intersected in the middle ofthe lake at which point there was a twenty foot tall statue ofMerlin, wearing a scarab necklace and a gold belt (bothturned out to be potentially deadly since only one characterclass could use them safely) . To the left and right side of thewater there were arcs of three trees, whilst at the far sidestood a small building which had a door around most of whichwas an arch of twelve gems and some unreadable writing (itturned out to be written in Lammasu!). The door wouldneither open nor break. After a while we discovered thatthings happened when the lowest tree branches were pulled,but only at the cost of my fighter being temporarily put tosleep by one tree and another character being killed by a

constricting net. Finally, the door was removed. The difficultyof this operation can best be illustratedsimply by saying that at tile end oftheir hour the other party had notsucceeded in finding the combination,despite the fact that the party weremostly experienced dungeoneers. Thethree remaining members of the partyI was with pressed forward, negotiateda vertical shaft (avoiding two ratherobvious traps), discovered, with theaid of a bag of flour, an invisible,talking, cowardly Mummy (yes, thegenuine leprous touch version),skulking at the bottom, avoidinghim and finally reached the first level!Having taken more time than we

would have wished with the preceeding actions the partyhurried on into the next room, which appeared to be empty,only for the two in front to fall through the floor which wasmade of starched paper. Both landed in a cauldron of coolbubbling water and one, who's head went beneath thesurface, was made dumb for the rest of the expedition . Thethird member carefully made his way down. Another fewminutes had been wasted, but at least the second level hadbeen reached.

Onward! Onward! The party hurried to the door at theother end of the room and, scarcely pausing to listen, flung itopen . The three Ogres in the room were surprised ; our partyhorrified! We couldn't afford to retreat, time was against us .

"Sleep," snarled the fortunately still vocal magician, whilstthe fighter and thief prepared to rush forward and melee theremaining two. However, all three were amazed to hear thetriple crash of the monsters collapsing to the ground . Lowdice Ogres? The party looked at one another; this was certainlya strange place, they thought, before rushing in and slittingtheir throats.

Opening the next door, each 300GPs richer, the party wasconfronted by steps going down, so roping themselvestogether they hurried, as fast as they dared, towards the thirdlevel.

Another door at the bottom and the party found themselvesin a room . The side walls were lined with glass cases containingrelics, some of which might be magical and all of which lookedto be valuable . There appeared to be no other way out. Couldthis be the dungeon's nadir? Surely not. There appeared to benothing here representing either Merlin or his works. The threesearched for secret passages and found the back wall to behollow but apparently without entrance . Fifteen minutesremained. Realising this the fighter drew forth a mace and,telling the others to stand back, began a series of smashingblows under which the false wall rapidly crumbled to revealanother vertical shaft.

"Let's do this room on the way back," he said, preparingto descend, only to find a peculiar gravity condition whichpermitted one to walk down the wall .

At the bottom of the shaft was the fourth level, a room, achest and a plaque on the floor. Since there was no immediatedanger apparent the others joined him. The chest wascarefully ransacked, its traps being avoided, and next came theplaque . By an amazing stroke of good fortune, this waswritten in Shedu, a language our magician understood . It read'in front of you lies the wisdom of the ages .' It was quicklydiscovered that the plaque could be pushed into the floor andthe party was confronted by 18 black, wand-like sticks, equallydivided between three cubby holes with a notice in lawful

Page 15: White Dwarf

reading'Up and down, in and out' . The party was puzzledbut unwilling at this stage to take many risks. This mustsurely be something to do with Merlin - they would take itwith them. With eight minutes remaining the fighter andthief began wrapping the sticks up in separate bundles, beingcareful not to touch any of them, whilst the magician ran offdown a corridor opening at the other end of the room to seewhere it led. After a moment he came hurring back andreported that, after a short distance it became slime coatedand began to slope upward . Clearly this problem could not betackled in the time remaining so the party began its retreat .

Up the shaft and into the museum room . The door wasopened for a quick retreat . Aiming at the most valuablelooking case the fighter's mace swung . . . . and bounced,swung . . . . and bounced again. The thief came up to attempthis skill on the locks whilst the fighter moved to the door .This was a wise precaution as it turned out, for, as the thiefinserted his lock pick, the room's guardian (a littleprematurely according to the specification), that terrible anddeady monster, a Ghost, began to materialise. The thief fled, thedoor was slammed and the party rushed headlong up thestairs . Fortunately there was no pursuit.

The trip back to the garden was uneventful except for thedungeon once more proving its deadliness . A second memberof the party was lost when, on placing the statue's necklacearound his own throat, he too became stone. Carefullyremoving this from our dead colleage we wrapped it up, didthe same with the gold belt and moved on.

The clock said four minutes to go as we left the garden totackle the urns and chests . Employing extreme precautionswe succeeded in obtaining most of the valuables theycontained without further damage or loss, and, with a minuteto spare left the grove with our loot.

There were both good things and bad about dungeon andexpedition . At the time I enjoyed the dungeon, which wascertainly a mental challenge, but looking back on it, havingread the full specification I was less happy, It was too small,this being proved by the fact that four first level characterscould reach the bottom (yes, we had got there), and returnwithin an hour - a total of only 12 rooms, 14 if you includethe garden and the surrounding woods. Also the number oftraps was totally disproportionate, there being 23 of them,most of which must be regarded as being deadly (I am amazedthat we survived) . Many of the useful messages were written inobscure languages and the treasure to be obtained verylimited (though this tends to be necessary in a competition-type environment) .

One thing I would like to credit our DM with was theprovision of 'magic knapsacks' . These wonderous items, bothuseful and standardized without being overpowerful, containone of each item appearing on the D&D equipment listalthough their weight is negligible . However, once an item hasbeen taken out it can never be put back nor can any new itembe put into one. On the other hand he required that eachcharacter be a newly rolled one although various detailswithin the specification made it absolutely clear that it wasdesigned for a much more powerful party. However, as itwas the same for both parties as a contest it remainedlegitimate . Very restrictive was our lack of numbers ; with onlyfour first level characters it was impossible, until right at theend, to take any but the most vital of risks. Also, althoughthe ability to sleep three Ogres may well have saved our lives,this, after an invisible, cowardly, talking Mummy, made uswonder what other twisted monsters might exist . Fortunatelywe did not attempt to experiment with the Ghost, it wasexactly as in the D&D rules!

There were far more lessons to be drawn from thisexpedition than the simple one of not leaving the abilities ofthe characters entering to chance . Thus when, with the aid ofChris Bursey, I came to build my own competition dungeonfor use at D&D-Day on 12th March 1977, Merlin's Gardenand more recent experiences were strong influence on thedesign, objectives and points allocation .

Points allocation and the use of pre-rolled charactersbe described in White Dwarf 2.

NO WAY OUT?Solutions on page 22Puzzles expert, DAVID WELLS, turns his talents to D&D with aregular column of puzzles, riddles and cryptograms based on D&Dadventures

'

Tweedledum and TweedledeeOneof the perils of the Looking Glass Forest is the presence

of Tweedledum and Tweedledee . They are totally unreliable,apart from the well-known fact that Tweedledee always andonly lies immediately after Tweedledum has lied . It is afteracting on their information that many dungeon expeditionshave met with doom.

This time Tweedledum and Tweedledee were sitting at afork in the road, arguing as usual, when a party arrived andasked them which road they should take to reach the bridgeover the Singing Waters .

The conversation went like this :Tweedledum : If some of the statements we make are true,

you should turn RIGHT.Tweedledee :

I say you should turn LEFT .Tweedledum : However, if and only if we always tell the

truth, you should go back the way you came .Tweedledee :

No, they shouldn't! They should turn LEFT!Tweedledum : Nonsense! They should only go left if there

is a Z in the month .Tweedledee :

Two plus two equals four, so there, bonehead!At this remark, Tweedledum started to punch Tweedledee,

who smashed him back, and it was obvious that the dungeoneerswould get no more sense, or nonsense, out of them . In whichdirection should they have gone?

The HirelingHirelings can be very unhelpful at the best of times.

Despite the gift of 10 GPs, a dungeon party had only managedto extract some unitelligible sounds from a Little Old Manthey had encountered outside a room they wished to enter.Nevertheless, it appeared that the elf hireling seemed tounderstand what was being said . However, he was only willingto translate three of the four statements the Little Old Manmade as the party had been previously foolhardy whichresulted in the death of his friend, Fifo .

The party, therefore, had to fall back on their own wits totranslate the remaining statement.

Can you identify the translations of each statement, andtranslate the fourth?The Statements :

serut araton

tima nem sene tekalo "sen rato kornem rato serut

The translations, not in any particular order:dangerous animal will attack youtake yourselves away

rthe treasure cannot be taken

The Orcs' Den"So there I was", continued Mordus the Magician, "stranded

in the Orcs' den with only three hits left and Orcs on either sideof me . I knew where the rest of the party were, but l had topass at least three Orcs to reach them, and although I coulddo so in three different ways, each seemed as risky as theother. See, here is the lay-out of their den, the Orcs aremarked by dots . Unfortunately, I'd used up my sleep spelland . . . . . ."

While Mordus talked on, his listeners were working outexactly whereabouts in the den he had been trapped.What was his exactlocation, andwhere were therest of theparty?

15

Page 16: White Dwarf

Part 1 : Philosophy

Is D&Da talking-book or a serious wargame? Both schools of thought are analysed to discover which is best suited for . . . .

D&D Campaignsby Lewis Pulsipher

D ungeons and Dragons is probably the most populargame in the USAproduced in the past five years. Asmore sets reach Britain it is approaching a similar level

of popularity . D&D campaigns are very rare here, however,because most referees are insufficiently experienced to set oneup . This series ought to help those who have some refereeingexperience but are unfamiliar with campaigns, but is aimedat players who want to start refereeing on the right footing.It is based on wide reading and experience with D&Dcampaigns in the United States . Of course, there are manyways to play D&D. I must of necessity concentrate on myway . Readers who are entirely unfamiliar with D&D arestrongly advised to first read Games Workshop's D&Dintroductory pamphlet . That introduction will helpimmensely, but the following is written for someone who hasat least played the game or read the rules .

Some abbreviations are commonly used when discussingDungeons and Dragons (D&D) . Rather than say 'six-sideddie', 'D6' can be used, and so on for each type . Characterclass and level may be abbreviated as 4F (fourth level fighter),6MU (sixth level magic-user), and so on . 'Monsters' means allnon-players, including men . 'Creatures' usually means anyliving thing. In the following I will often refer to characterlevels by 'low', 'middle', and 'high' . These terms meanrespectively about first to third level, fourth to sixth, andseventh to ninth. In a long campaign characters higher thanninth may be developed, but this should not be common .

This series is divided into three sections, Philosophy,Mechanics, and Rules Recommendations. The first concernshow the referee wants to characterise his game, what stylehe intends to adopt ; something referees seldom think aboutbut ought to . The second concerns the actual mechanics ofsetting up a campaign and running a game, going beyond thevague brief suggestions in the rules. The third sectionconcerns rule clarifications and some recommendedinterpretations of ambiguous rules, with explanations of theirimpact on a campaign . For reasons of space I have omitteda multitude of minor subjects .

D&D StylesD&D players can be divided into two groups, those who

want to play the game as a game and those who want toplay it as a fantasy novel, i .e . direct escapism throughabandonment of oneself to the flow of play as opposed tothe gamer's indirect escapism - the clearcut competitionand mental exercise any good game offers . There are twosubdivisions in each division . The game-players may emphasiseplayer skill in players-vs-monsters (and sometimes vs otherplayers) or they may prefer players-vs-puzzles (riddles, traps,mazes, etc.) to monster slaying . Of course no D&D campaignis purely one or the other. The escapists can be dividedinto those who prefer to be told a story by the referee, ineffect, with themselves as protagonist, and those who likea silly, totally unbelievable game . In either case, there aretwo ways this can be accomplished . One is by innumerabledice rolls and situations which call for chance, especiallymagical decks of cards, buttons, levers, and so on - lottery

16

D&D. The other is by manipulation of the situation by thereferee, however he sees fit . In California, for example, thisleads to referees who make up more than half of whathappens, what is encountered and so on, as the gameprogresses rather than doing it beforehand . In either case theplayer is a passive receptor, with little control over whathappens.

There is nothing inherently wrong with the silly/escapistmethod, but it is a strange way for game players to act,and many White Dwarf readers are presumably game playersas well as SF fans . Gary Gygax has made it clear that D&Dis a wargame, though the majority of players do not use itas such . I personally consider the silly/escapist style to beboth boring and inferior for any campaign, though all rightoccasionally for a weird evening. I hope to expalin myreasons in this series . I also prefer monster fighting topuzzle solving, and won't say much about the latter . Theprinciples are the same, just the opponents are changed.

I prefer to use the printed game rules whenever possible .The fewer changes made in the rules directly affectingplayers, the less the referee needs to explain to new players.In the innumerable ambiguous cases, I interpret rules so asto promote player skill and restrain high-level MUs, eventhough I prefer to be a magic-user .

Although enough D&D material has been published inmagazines and supplements to fill several books,'a refereeshould try to be self-consistent in what rules and monstershe uses . In other words, just because TSR has publishedreams of rules for gods in their last supplement doesn't meanyou must or should use any of them . In most cases it willbe more consistent to use one's own ideas of what thegods are like . Again, just because the psionics rules are theredoesn't mean one must use them . They are confusing andrequire a complete overhaul of a world in order to add thepsionic monsters which make the psionic character'slife dangerous, compensating for its advantages . If youcannot or will not make the necessary changes, you shouldn'tuse the psionic rules . Or, if you think psionics smell ofscience fiction rather than fantasy, you are under noobligation to use them . Think about what you want, don'tsimply throw into the game any new D&D rules or monstersyou can lay hands on. There is also no reason to retain oldrules, such as monster tables, which can be improved withoutputting players new to your campaign at much disadvantage .

This idea of self-consistency or integration must bepursued further. One of the most destructive notions I'veencountered in D&D is the belief that 'anything goes'. Thisis fine for a pick-up or silly-fun game, but contributes anair of unreality and recklessness which can be fatal to acampaign, and which in any case is offensive to many players.Inevitably, an 'anything goes' campaign tends to be one inwhich player skill counts for little, for two reasons . First,players have no foundation to base decsions on ; neverknowing what to expect, they cannot plan a rational response .Second, the 'anything goes' game tends to be dominatedby dice rolls or referee manipulation . A great deal usuallydepends on the saving throws of characters . For example, oneof the favourite ploys of the 'anything goes' referee is todevise panels of buttons or decks of cards similar to a Deckof Many Things, often involving more far-reaching changes.Players push buttons or pick cards and great things occur.Players seldom do much to earn the rewards or penalties -the cards are easy to find, and the dice determine results .

Page 17: White Dwarf

One may protest that the skillful player can avoid pickingfrom the card deck, or fooling with the lever or button, andso on . Unfortunately, the structure of this kind of game issuch that, if a player (not a character) wants to get ahead,he must take his chances. The reasoning is simple . A playercan always roll new characters . In a luck-dominated game,even if half the time a player's character is seriouslyharmed, the rest of the time he benefits to the same degreeor more . Consequently, the player who chooses not to takethe ridiculous risks may die less of ten, but his characters willoften be mediocre compared to those whodared and were lucky.The player who trusts to fate will lose many characters, buthis other characters will prosper. In other words, the 'lawof averages' works against the cautious player . The key isthat the character run by the player does not have to actrationally because it has no separate existence . In manycases, only an insane person would accept the risks involvedin cards, buttons, and levers. It's too much like RussianRoulette . But the player isn't the one who may die or bemaimed ; in fact, if his character is crippled, he can easily gethim killed and start a new one. Thus this form of the gameforces players to depend on luck and at the same timecontributes an air of unreality to the entire proceeding .Even fantastic fiction, despite the name, possesses an internalself-consistency, and the characters in fantasy fiction usuallyact as rational, though brave, people . In Dungeons andDragons, if the campaign is not designed correctly it becomesunbelievable, for a D&D player may, along with the fictionreader, say 'I don't believe men would do this'. Each refereemust ask himself as he sets up his campaign what rules anditems would seem believable if he read about them in afantasy novel .

Even in a fantasy game, moderation and self-discipline arevirtues necessary to top refereeing . While campaigns may berun on other bases, I believe that a skill-game campaign islikely to satisfy people more in the long run. Some peopleprefer luck and passivity, but they are seldom game players.If you feel a need to get drunk and/or stoned, however, trylottery D&D the similarities are surprising .

Referees must not forget that the fun a person has isrelative to what he expects. One group of science fictionfans I know of is accustomed to beginning characters atthird or fourth level, parties of eighth to twelfth level andhigher, innumerable magic items, and super-monsters whichmake dragons look like child's play . In a less powerful gamethese people will often be bored, for obvious reasons. On theother hand, players accustomed to a more subdued campaignmight be delighted or terrified by the rewards and dangers ofthe situation which would bore the supergamers. A personaccustomed to painstakingly working his way up from firstlevel over a long period will feel great power when he canfinally cast a fireball ; one who begins at third or fourthlevel and works up rapidly will need to reach ninth or tenth

level to get the same thrill, if he ever can. From the referee'sstandpoint the subdued group is much more manageable .Players stay at lower levels longer, giving the referee moretime to become accustomed to rules and typical spells . Forthe same reason the referee will not need to devise situationswhich will give superparties difficulty, a very tryirig jobat best .

I must point out before I continue that skill andexperience are not synonymous. I have known people whoplayed D&D for months but could never do well on theirown . Others have shown remarkable aptitude in their firstgame, within the limitations of their knowledge of the rules.D&D is a simulation of life, a life we believe could existthough it does not. This real-life element permits even theinexperienced to play the game well through applicationof intelligence and alertness.

THE KEEPER OF THE FLAME by Taupi

Godsfire is two games in one . In the Basic version, it's abattle game, as space fleets and ground forces fight forcontrol of fifteen planets . A totally new system of move-ment makes true three-dimensionalmaneuvereasy .The Advanced game adds diplomacy, subversion, and

politics - and the chance of Armageddon . Before you canfight a war, you'll have to gain the support of internalpolitical and economic groups (by fair treatment, negotia-tion, bribery, or force). . . or face revolution.

METAGAMING CONCEPTS

A three-dimensionalwar game. . .Apolitical/economic simulation . . .Apossible future . . .

Componentsfor two to six players:Two giant (22" x 34") strategic mapsFifteen System SheetsSix National Government Sheets1,008 unit counters616 Gigabuck countersDetailed rule booklet (cover by Elrohir)Extra Data Sheets

£9.85(postfree)from

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17

Page 18: White Dwarf

Ten years is a long time for a classicgame to go unnoticed. It happend though to . . . .

THE WARLORDby Steve Jackson

' n 1969, I'd just discovered Diplomacy .I was a man possessed . Everyone of my friends andacquaintances had to put up with my incessant pestering :

"You must come round and play this new game from theStates . It takes 8 hours! You pass little notes around and haveconferences in different rooms! You fall out with yourfriends!" Most of my friends became instant converts, butone remained unimpressed . "Not bad," he commented, "butyou ought to try The Warlord ."

The Warlord, as I was soon to discover, was another wargame and, on first impressions, appeared simply to be "Risk"in a plain box . Picking up a bag of Lego bits, my friendexplained : "Now these are the nuclear missiles . . ." and wenton through the rules as we set up the board and started a game.

Three hours later I was spellbound . I controlled 3 expandingempires in Spain, Northwest Russia and the Balkans and had2 long-range nuclear missiles aimed at the foot of Italy . I wasbeing sorely beaten in the north, but stood a good chance ofjoining forces around the Mediterranean, which would allowme to overrun North Africa .

With five of us playing, the game lasted 4'/2 hours . As ithappened, I was crushed miserably towards the end . Butwhat a game! By 9.30 the next morning, I had already postedoff a cheque for my own copy . Diplomacy, admittedly, wasstill my No . 1, but The Warlord had leaped straight into mycharts at second place .

EmpiresThe Warlord is a game of empires . Each player starts with

a small number of expanding empires which spread anddissolve about the board as play progresses . Battles are resolvedusing a die, but in a totally original and highly entertainingway . Nuclear missiles are built and fired, leaving radioactivewastelands dotted around the board . The rules are clear andsimple, yet there is great scope for strategic planning andquick-talking diplomacy .

The board comes in four sections, each printed on heavycard . They depict an area including Europe, Central Russia,North Africa and half - or even quarter-board games arepossible if a shorter game is preferred . The board is broken upinto 320 regions of various types : Cities (yellow), Urban Areas(red), Rural Areas (green), Mountains (brown) and Wastelands(white) . All 25 Cities are represented on cards, which are dealtout evenly at the start of the game and a player's empiresoriginate from these Cities .

Players each have a large stack of plastic counters (whichrepresent their armies), and start by placing one on each of thecities they have been dealt . As in Risk, players are due acertain number of extra armies every turn, which they place onthe board in and around already-established empires . Thisresults in empires expanding rather like the wave ripples arounda stick in water . Expansion inevitably results in border clashes,and that's where we get into the game's most original aspect- combat resolution .

Battles - A Guessing GamePlayer A is due 5 extra armies in his French empire .

He would like to seal off the gateway through from Britain byousting player B's army in Brittany . He places one counter inBelgium, to continue his previous expansion programme, andplaces the other 4 in Normandy in preparation for his attack .He takes the die and hides it behind his hand, secretly choosing

18

a number between "one" and the number of armies he isattacking with (i .e ., "four") . His choice is placed face up onthe die . Player B then has to try to guess the number chosen .Neat, eh? And to help each player make his choice :If the defender guesses wrong, the chosen number of armiesare moved into the captured province, while the defender'spiece is taken hostage (removed from the board and held bythe attacker) .If the defender guesses right, the attacker loses the chosennumber of armies.

Thus the whole business of die-choosing is not simply amatter of selecting a number at random . If the attacker wantsa fair number of armies to end up in the conquered region, hewill choose a higher number -and the defender will realisethat. If not, he is more likely to choose a low number, so asnot to risk heavy losses . Again, the defender will realise.

This procedure of making war really is a fine touch ; simple,yet effective, and perfectly balanced .

Converting Hostages to MissilesBut remember those captured hostages? In his turn, a

player continues attacking and expanding his empires untilhe cannot, or has no desire to, do anything else . At his turn'send,, with suitable gloating chuckles, he returns his captives totheir owners, at the same time taking from the missile poolstages of nuclear missile, in equal numbers, in exchange . Thesestages snap together and up to a four-stage rocket may bebuilt . This is then placed on the board, in its owner's territory,and may be fired anytime during his next turn (thus giving allother players the chance to raid his missile site).

//i'~^unuuu_WV~mn

-

I"

NowNow missiles are nasty things . If a missile explodes withinone of your empires, you could quite easily be blown out ofexistence . When a Warlord gets to explode a missile, hebecomes a very powerful man and everyone seems suddenlyto come over with a very cocktail party-type politeness whenspeaking to him . A missile can be exploded anywhere withinits range, and its range (measured in regions) is the same asthe number of stages it has been built to . Thus, a three-stagercan be aimed up to three regions away from its base .

These missiles are nuclear and therefore explode withdevastating effects . The region which a missile lands onbecomes radioactive and a black radioactive marker is placedon that area . The regions surrounding the radioactive area aredevastated and all armies therein are removed . A missile blowsa great big hole in the board, for example, a missile exploded inthe Appenines is capable of wiping out the whole of Italy .

The resultant radioactive areas, which begin to appeararound the board like an outbreak of skin blemishes, remain

Page 19: White Dwarf

impassable for the rest of the game (unless a player reconstructs,which I won't go into here), but devastated areas may bere-colonised straight away, usually by the missile-firer . Inaddition, if another missile happens to lie in a devastated area,it chain-reacts and blows up on its spot . This may, in turn,chain-react another missile . There is no limit to the carnagepossible!

StrategyThere is plenty of scope for strategy in the game . Certain

areas, for example, are more easily defensible than others . Toattack a City, you cannot choose a "one" on the die . Whenattacking Mountains, a number higher than "three" may not bechosen, no matter how many armies are attacking . Whenattacking across sea, the defender is allowed two guesses atthe number chosen . Mountains and seas therefore formnatural defensive boundaries for empires . Also, it is importantto establish links, if possible, between two or more of aplayer's separate empires, as one large empire has manyadvantages over two smaller ones .

Diplomacy also forms an important part of the game . It ispossible, for example, to 'rig' battles : the defender purposfullychooses the wrong number so as to allow the attacker (hisally) to gain hostages and build missiles, to be used against amutual enemy . However, when this happens, the wholerigmarole of selecting on the die must be followed throughjust in case the defender decides to double-cross at the lastminute!History

The Warlord was invented by a University lecturer, MikeHayes, who has so far produced the game privately, on veryshort print runs (hence the high price) . Since its originalconception, the rules have been changed very little, althoughthe board had a face-lift a couple of years ago to include 7extra Cities . There are only two major rule changes,concerning the allocation of extra armies and captured missiles .Mike obviously had, his reasons for changing these rules but

personally, I prefer the originals . Extra armies may now beclaimed for every 4 Mountain areas and every 5 Wastelandswithin an empire (this will mean little to those who have notactually played the game), whereas the original rules allowedclaims only for City, Urban and Rural areas . To my mind,Mountains have their own defensive advantages and need notbe doubly-bonused by generating extra armies . Wastelands, astheir name suggests, ought to be generally useless.

All captured missiles used to be reduced to one-stagers oncapture in the first edition, while they are now reduced tozero-stagers . Point taken about wanting to reduce theeffectiveness of captured missiles, but perhaps this is overdoingit a bit?

Although short, the rules are very clear indeed . The onlypoint we have ever argued about (and here again, this will meanlittle to non-players), concerns the placing of missiles inempires linked within a particular turn . As the hostages weretaken before the empires were linked, must the missiles thusgained be placed within the original boundaries of the twoempires, or can they be added together to form a largermissile which can then be placed anywhere within the newempire? We favour the latter in this case .

No game is properly reviewed without a mention of itsbad points, and The Warlord has two : Firstly it is expensive,although there are over 1200 plastic counters, missiles,markers etc ., and secondly it takes a long time to play a full-board game . I once played a game which lasted a wholeweekend, from 10pm on Friday until 11 :30pm on Sunday,with only about 8 hours off for sleep and half-hour delays asour host made us all sandwiches and coffee! A shorter game iseasily playable if only a quarter or half of the board is used(a quarter-board game can usually be finished comfortablywithin 2-21/2 hours), but the full-board game with more than3 players can take anything from 4 hours upwards.

But all-in-all, The Warlord is one of the few greatundiscovered games in the country, and it isstill well up in my top ten of favourite games .

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Page 20: White Dwarf

TRea

20

TREASURE CHEST is open for contributions relating to D&Dadditional rules, character classes, magic systems, objects, tricks andtraps etc.

Helm of Visionby Steven Littlechild

This helm, which can be wornby fighters or clerics, resembles anordinary fighter's helm . However,it is gold plated, which alone givesit a value of 750 GPs and in combatit has an additional protectionbonus of 10%. The two eye slits arefitted with clear, diamond-like gemsand have the following properties :

(i) They act independantly asGems of Seeing .

(ii) They act together as double-range Gems of Seeing.

(iii) They give an infravision ability, range 60 feet .(iv) In direct sunlight they have the following additional

properties :(a)

Monsters of 4th level or below are confused as pera Confusion spell

(b)

All monsters combat at -15%(c)

Morale has a penalty of -10%(v) If removed from the helm they become merely low

value gems worth 10GPs each .NO They have the following effects, depending on the

alignment of the wearer :(a) Lawful - The wearer sees with 'time sight' . That is,

the wearer sees any polymorphed,invisible etc. man/monster in its trueshape and will not be aware of thepolymorphed shape.The wearer sees all illusions as illusions.The wearer sees through a disguise 90%of the time.

(b) Neutral-

The wearer sees illusions as illusions 50%of the time . The wearer sees through adisguise 50% of the time . The wearer willsee an evil intention towards him 'writtenall over the face' of the potential evildoer .

(c) Chaos-

The wearer sees illusions as realities .The wearer will never see through adisguise .The wearer will see a non-humanmonster 50% of the time as follows :(i)

Aweaker monster will appear to bestronger than himself.

(ii)

Astronger monster will appear tobe weaker .

NR(e (00(e T What's wrong with D&D. . . . and what I'm doing about it!by Andrew D. Holt

When D&D first became available in this country we triedit at City Games Club, and rapidly became addicted . At thistime the whole concept was so novel that we tended to ignorethe less satisfactory aspects of the game .

After some time, however, disenchantment with certainaspects set in - these being, in particular, the combat andmagic systems, and the "party" effect .

Then I heard some details about a role-playing game, runby Ed Smith, in which one of my friends was participating,and decided to use this information as the basis for a majorredesign of several aspects of D&D to increase its "realism"(plausibility) . I am very grateful to Ed for all his help bothdirectly and indirectly in my design .

The Combat SystemThe first problem about the D&D combat system is

which system? There are at least three different systems givenin D&D and its supplements but not one of them is explainedin a clear and unambiguous form.

Common to all these systems are certain failings : there is noopportunity for the exercise of player skill, and hitprobabilities depend only on the 'skill' of the attacker and thearmour of the defender - not on the defender's skill . Alsoarmour has the effect of reducing chances of being hit ratherthan reducing the effect of a hit (but increasing the likelihoodof being hit) .

The basic systems have the advantage of simplicity, but, ifthis is desired, a system of attack and defence factors with acombat results table (like most board wargames) would giveas good results with less complication . The main difficultywith making the system "more realistic" is the time a fightmay then take . In the case of my system, however, this is apositive advantage for it enables a more "individual" approachto the game as I mention below.

1 use a character's skill and effective speed - together witha couple of other factors - as parameters to a sort of cardgame where the attacker plays cards representing blows whichthe defender has to parry (with cards) before he, in his turn,attacks. If a blow is unparried then the strength of the blowis computed and considered versus the defence layers (armour,skin, flesh, bone, etc.) in the area hit - damage is taken onthese layers and the effect noted . Damage in special areas,(e .g . broken arm) has an appropriate effect, and if totalaccumulated damage exceeds a certain limit a monster willsurrender, run away, or even fall unconscious.

The Magic SystemThe standard D&D magic system is clearly patterned after

that in "The Dying Earth" stories by Jack Vance, where aspell takes careful study to impress on the mind, and thenafter use needs re-impressing before it can be used again. Instandard D&D this sort of system is essential to maintainplay-balance when high-level magic-users are around, but ithas problems of its own: players find it most "unrealistic" ;"detect" spells are rarely used (no sane MU would take"detect magic" rather than "sleep" or "charm person"without a very important reason!), and sensible low-levelMUs have very boring expeditions .

As I wanted to put some degree of player skill into themagic (as in the combat), my players must remember theirspells - to cast a spell they start by building up power, thenthey say the spell (usually putting down cards with theappropriate symbols on) . If they get the spell correct itworks (no saving throws!), if they make a mistake it fails, orbackfires . A simple spell would be, e.g . "Sun in Gemini, Darb"which is the light spell, a more complex one is "Not Libra ofTaurus over Cancer with Mars, Geronimo" a stun spell thatmost players have written on the back of their shields!

Characters usually carry their magic book around withthem, and refer to it before casting a difficult spell- if theyhave time!

Page 21: White Dwarf

The "Party" EffectA major cause of boredom amongst D&D players is the

practice of going round in parties of 6 or more . Generally oneor two players make all the decisions while the rest get boredand often disrupt the game with side conversations and so on .Unfortunately the party system is necessary for two mainreasons: the DMs difficulty of coping with several separategroups, and the improbability of a group of less than 6characters surviving a normal dungeon expedition .

The DM finds it difficult to handle several groups becausemost of the players, except those in the group to which he iscurrently talking, are idle, causing the same boredom/disruption effect as in large parties . If the waiting groups canbe given something to do this system works fairly well as theplayers can be more "individual" . Further, the DM doesnot have to adjust the guardians of each room to the numbersentering, as there will only be two to four in a group.

In my system when a group gets into a fight, I use some ofthe waiting players to play the monsters, and start working withwith another group. The nature of the combat system keepsthe fight going long enough for this approach to work, and theplayers enjoy being the monsters!

Final RemarksThe above sections consider the three main problems with

D&D - there are many other problems : the experience systemgives greater benefit for finding treasure than for winningfights, some monsters' properties differ widely from those infolklore and fiction, there is too much variability in thecharacteristics of a character, and soon .

There is also much to commend in D&D, the generalconcept is an inspiration ; and it has made the "role-playing"game, and the free Kriegspiel in general, respectable andpopular.

When originally designing the D&D rules, it is unlikely thatMessrs. Gygax and Arneson imagined then the multitude ofcharacter classes that are now to be found in their game. It isalso extremely unlikely that the class described below willever gain "official" status. However, White Dwarf is alwayswilling to give space to the lighter side of D&D and hence theintroduction of a new character class:

The Pervertby Ian Waugh

The prime requisite for the Pervert is Charisma, which mustbe below 9. However, both Strength and Constitution mustexceed 12 . Alignment can be heterosexual, bisexual orhomosexual. Perverts are armour class 7 when wearing blackleather armour and using an unsheathed weapon, but suffer a50% chance of loss of sight per melee turn if weapon ishand held .

Suggested Artifact : Elven dirty mac.

Whatever turns you on . . . . Ed.

Poisonby Alan Youde

One of the least well defined aspects of D&D is, in myopinion, the effects of poison . I think most players and DMswould agree that it is unreasonable that a high level, highconstitution character who fails to make his saving throw canbe killed by the bite of a 1/2 Hit Die Spider! Poison can benasty, of course, but in real life I think its effects are far less

vicious than in the basic D&D rules.Don Turnbull has for some time used a system which I like

- if you do not make your saving throw you take damagebased on the monster's ordinary damage possibilities, andcarry on taking the same damage each melee round untileither your character dies or makes his saving throw.

I have recently seen Metamorphosis Alpha and think thatthe poison table in those rules, with a few adaptations, couldbe an improvement on Don's system . I therefore suggestthe following rules for poisons :When a character is poisoned, he must try to make his

saving throw . If he succeeds all is well ; if he fails he takes thedamage indicated by the table below during the melee roundin which the poisoning took place. If he survives he can tryto save in the next melee round, taking the same damage if hefails again, and so on until he makes his saving throw or dies .

STRENGTH OF POISON

'/z 1, 2 and 3 are the dice of damage taken. As the chartrelates poison strength to constitution, the die to be usedfor hits, i .e. 8-sided for fighters, 6-sided for clerics and 4-sidedfor magic users.D = automatic death* = no effect

E5 .75(post free)

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Y T H R IThey had underestimated i N ETHE YTHRI is based on Poul Anderson's Hugo Award-

nominated novel, The People of the Wind.

THE YTHRI is a game of invasion from space and planetarycombat for two to four players . It can turn any science fiction faninto a wargamer - and vice versa .

Includes : Rule booklet / 14 x 17" space map / 17 x IS" Avalonmap / 242 perforated counters / combat results tables

GAMES CENTRE16 Hanway StreetLondon W.I .01-636-8278

21

(=LEVEL OF MONSTER)1 2 3 4 5 6 7 8 91011 12131415+

18 . * ''/2 1 2 3 D17 * * * * . . . * * * 1/2 1 2 3 D D

C 16 * * . . * . . . . '/2 1 2 3 D D D0 15 . . * * . . . * '/2 1 2 3 D D D DN 14 * . . * . * * 1/2 1 2 3 D D D D DS 13 * * * * . . YZ 1 2 3 D D D D D DT 12 * . . . . '/2 1 2 3 D D D D D D DIll * 1 2 3 D D D D D D D DT 10 . * * '/z 1 2 3 D D D D D D D D DU 9 � , Yz 1 2 3 D D D 4 D D D D D DT 8 * '/z 1 2 3 D D D D D D D D D D DI 7 1/2 1 2 3 D D D D D D D D D D D DO 6 1 2 3 D D D D D D D D D D D D DN 5 2 3 D D D D D D D D D D D D D D

4 3 D D D D D D D D D D D D D D D3 D D D D D D D D D D D D D D D D

Level Title Experience Points Hit Dice(6-1 Peeping Top 0 1 sided)2 Voyeur 1200 23 Graffiti Artist 2400 34 Obscene Caller 4800 45 Flasher 9600 56 Streaker 20000 67 Groper 40000 78 Pornographer 60000 89 Rapist 90000 9

10 Pervert 125000 10

Page 22: White Dwarf

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All Classified Advertisements must be pre-paid. Copy and paymentshould be sent to WHITE DWARF, Games Workshop, 97 UxbridgeRoad, London W12 .

GAMES(of Liverpool)

A comprehensive selection of Fantasy, Science fiction andWar games plus everything else for the indoor gamesenthusiast.At the corner of Manchester Street and Victoria Street bythe Mersey Tunnel, Liverpool L1 6ER .Telephone :

051 236 2605Mail Order Enquiries Invited .

HELP!Clubs, contacts and events can be advertised once at no charge up to amaximum of 40 words. Further insertions at the rate of 5p per word .

D&D LondonThe London Renaissance Club invites D&D players to jointhem at the Ordnance Arms, York Road, Waterloo, LondonSE1 . Meetings held every 2nd Sunday of the monthcommencing at 11 .00 a.m .Contact : Michael Wasilewski (secretary)

D&D LondonAll grades of players wanted for a D&D campaign .Contact : Bob Marshall ; 17 Beaulieu Avenue, Sydenham,London SE26 (Tel : 01-659 5280) or Steve Littlechild(Tel : 01-778 9558)

The Monsterbank

The Monsterbank is a free service run by Dave Giffin andJamie Burgess which exchanges information between D&DGames Masters . You send us your new monsters, magicalitems, rules, etc. with a SAE and we send back similarmaterial from our lists which has been sent in by differentGames Masters and players .Our address is :The Monsterbank, 11 Hilicrest View, Beckenham, Kent .

LETTERS

II Ilul 1111 I IIIIIIIIIIII I :II I IIII I li-`s>,I14

Inlu

.111m ;,

!illlil-'~If-1lu

Readers' thoughts, suggestions, ideas, views, comments andcriticisms. Letters should be sent to the Editor, WHITE DWARF,Games Workshop, 97 Uxbridge Road, London W12 .

22

NO WAY OUT?SOLUTIONS:

Tweedledum and TweedledeeClearly, they do not both always tell the truth, but they dosometimes tell the truth, (last statement) . Therefore, using theknowledge that Tweedledee lies if and only if Tweedledumhas just lied, both the first two instructions, to turn RIGHTand LEFT, are wrong . So, the party should return the way itcame .

The HirelingThe translations given are of the 2nd, 3rd, and 1st statementsrespectively . The remaining statement translates as 'animaltake treasure' .

The Orcs' Den

CAPTION

Mordus

Each issue, White Dwarf will contain a cartoon which requires acaption to fill in the balloon . A prize of a £1 .00 Games Workshopvoucher will be awarded for the most apt/humorous caption .Entries should be sent to the Editor, WHITE DWARF, GamesWorkshop, 97 Uxbridge Road, London W12.

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In Searcn Or the Unknown . . . . . . . . . . . . . E2 .50Dungeon Module S1 : Tomb of Horrors, the official D&DTournament dungeon used at Origins 1 . Complete withover 30 illustrations for the D .M . to show players asthey encounter the various situations . . . . . . . . . . . . . E4.25

'D&D MISCELLANYGreyhawk (prig . D&D Supplement I) . . . . . . . . . . . . . . . E3.40Blackmoor (D&D Supplement II) . . . . . . . . . . . . . . . . . . . £3:40Eldritch Wizardry (D&D Supplement III) . . . . . . . . . . . . . £3.40Gods, Demi-Gods & Heroes (Supplement IV) . . . . . . . . E3.40Swords & Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £3.40Dungeon Geomorphs (Sets 1, 2, 3) . . . . . . . . . . . . . . ea. E1 .50 .Outdoor Geomorphs (Walled City) . . . . . . . . . . . . . . . . . £2.35Monster&Treasure Asst . (Sets 1, 2, 3) . . . . . . . . . . ea. £7 .50Polyhedral Dice Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £7 .50Percentage Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50P8-sided Dice iPair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SOPFirst Fantasy Campaign (D&D Scenario) . . . . . . . . . . . . f5.95Gencon XI Dungeons (2 complete Dungeon

Scenarios) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £2.35Wilderlands of High Fantasy (Scenario) . . . . . . . . . . . . . E6.25Wilderlands Blank Hex Sheets . . . . . . . . . . . . . . . . . . . . . £7 .95Fantastic Wilderlands Beyonde . Wilderlands ofHigh Fantasy extension . . . . . . . . . . . . . . . . . . . . . . . . .£5.95

Citadel of Fire (dungeon scenario) . . . . . . . . . . . . . . . . . . £1 .95The Thieves of Badabaskor (Scenario) . . . . . . . . . . . . . . £7 .95City State of the Invincible Overlord (Scenario) . . . . . . . £5.95Campaign Hexagon System (Wilderness Mapping) . . . £7 .85Judges Guild Journal . . . . . . . . . . . . . . . .

.. . . . . . . . . . . ..£7.25

Tegel Manor (Scenario) . . . . . . . . . . . . . . . . . . . . . . . . . . . E3.50Dungeon Tac Cards (Weapons& Move cards) . . . . . . . E2.75Character Chronicle Cards (Index cards) . . . . . . . . . . . . . £7 .56Judges Shield (Handy D&D Ref Tables) . . . . . . . . . . . . . £7 .50

ALSO IN STOCKKing Arthur's Knights (Quest Game) . . . . . . . . . . . . . . . . E6.95Lords of the Middle Seas (America vs . Atlantis) . . . . . . £6.95Space Marines (SF miniatures rules) . . . . . . . . . . . . . . . . £2.99Lords & Wizards (Epic Fantasy Boardgame) . . . . . . . . . £7.95Middle Earth Rules (Miniatures Rules) . . . . . . . . . . . . . . . f1 .05Sorcerer's Cave (Fantasy boardgame for all the family . E5 .00The Warlord Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . £8.95Cosmic Encounter (Unique, easy-to-play SF boardgame for 2-4 players. . . . . . . . . . . . . . . . . . . . . . . . . . . .£7 .25-

Metropolis (2 player SF board game) . . . . . . . . . . . . . . . £12.95Direct Conflict in Dimension Six 12 player SF wargame) . . E6.95Second Empire (2-4 player SF wargame) . . . . . . . . . . . . £9.95Source of the Nile (19th century exploration game) . . . . E7.95Elementary Watson (Role-playing detective board game) E6.95Spacefarer s Guide to the Planets, Sector One (100planets from SF novels& tables) . . . . . . . . . . . . . . . . . E3.95

Book of Shamans (New magic system) . . . . . . . . . . . . . . E3 .Superhero 44 (Role-playing) . . . . . . . . . . . . . . . . . . . . . . . E3.

Please mention WHITE DWARF when replying to advertisements 31

ALSO IN STOCK "One of the best non-roleplaying fantasy games nowavailable" - Games & Puzzles. Men, magic and monsters

Metamorphosis Alpha (SF Role-playing) . . . . . . . . . . . . E3.40battle in Greg Stafford's world of Dragon Pass . . . . . E6.95

Lankhmar (Fafhrd& Grey Mouser) . . . . . . . . . . . . . . . . . E6.95Star Probe (SF Exploration Game) . . . . . . . . . . . . . . . . . . E4.25 DUNGEON (TSR)Star Empires (Star Probe Sequel) . . . . . . . . . . . . . . . . . . E4.95 board in which adventure as1 Fantasy, family game playersEric (Game of Moorcock's Hero) . . . . . . . . . . . . . . . . . . . £7.95 ., Elves, Wizards and Warriors. . . . . . . . . . . . . . . . . . . . . f6.95NomadGods (WBRM Sequel) . . . . . . . . . . . . . . . . . . . . . £6 .95 1Archworld (Fantasy Miniatures Rules) . . . . . . . . . . . . . . E3 .75 RUNEQUEST (Chaosium)Citadel (Quest within Wizard's Tower) . . . . . . . . . . . . . . £2 .50

Page 24: White Dwarf

Illusion generation? Another unknown mutation? It is your "welcome" to GAMMA WORLD, sciencefantasy role playing in the grand tradition of DUNGEONS & DRAGONS® . GAMMA WORLD places youon a post-atomic earth . Can you survive in a world of radiation deserts? Berserk robo',-s and weirdmutants? As a human or human mutant or even intelligent animal you have a Strange inheritance andterrifying adventures ahead . . . GAMMA WORLD is a complete game for three or more adult players .The colorful game bore contains rules, a playing map of the devastated continent, and a set of fivapolyhedra dice .

TSR IS PROUD TO PRESENT THE ULTIMATE GAME OF SCIENCE FANTASY ROLE PLAYING ATBETTER HOBBY, GAME, BOOK, AND DEPARTMENT STORES EVERYWPERE.

GET YOUR COPY OF GAMMA WORLD TODAY!