White Dwarf: Issue #4

Issue #4 of White Dwarf (December 1977/January 1978) features a cover by the incomparable John Blanche, who would later go on to become of the signature artists of Warhammer, in both its miniatures battles and RPG versions. Its opening editorial, by Ian Livingstone, bemoans the state of the British gaming industry, pointing out that, as of the time of publication, there was only one UK wargames company and none devoted to RPGs. I find this interesting, in light of the fact that Games Workshop would eventually become one of the juggernauts of the hobby and, while it no longer publishes its own RPGs, GW nevertheless remains a force to be reckoned with even in the 21st century.

"Alice in Dungeonland" by Don Turnbull is truly fascinating article in which the author describes eleven "features" of the "Alice level" of "the Greenlands Dungeon," which I can only assume was the "tent pole dungeon" of his home campaign. Equally fascinating is that, unlike Gary Gygax's Dungeonland, which directly translates people and places from Lewis Carroll's famous book into AD&D, the features of the "Alice level" are (mostly) inspired by things described in the Alice stories rather than directly imported. 

Lewis Pulsipher continues his series on "D&D Campaigns," this time discussing "some practical aspects of constructing dungeons and setting up a campaign." He notes that, more so than other articles in this series, it's intended for neophytes and "may not be of much use to veteran referees." Pulsipher is indeed correct in this assessment, as his advice, while completely sound, includes the sorts of things that most of us have reader dozens of times in many places. In fairness, some of this advice might have been genuinely new in 1977 (and, of course, it's always new to those who've never before served as a referee). 

The article entitled "Hyboria" is written by Tony Bath and provides an overview of his famed Hyboria miniatures wargames campaign. Though short, it's a terrific article for anyone interested in the process that led Bath to create his campaign setting. In some ways, it's better than Pulsipher's preceding article, even though it's far less detailed. I was also struck by his conclusions.

What are the lessons of Hyboria? Well, firstly, what you get out of a game is in relation to the amount of effort you put into it. Secondly, a well constructed fantasy soon takes on its own life, and from that point needs only minimal guidance. Finally, if you want to test the limits of your imagination and still keep the whole thing within a logical framework, there is no better medium than creating a fantasy world. Besides, it's fun!

I doubt anyone could disagree with anything he says here.

"Open Box" reviews Nomad Gods by Chaosium, Star Empires and Dungeon! by TSR, and Melee from Metagaming. Of the four games reviewed, Melee – the first part of The Fantasy Trip – is the one that receives the harshest criticism, mostly on the grounds that "there are no really original ideas in this game." The reviewer, Martin Easterbrook, seems to have felt that "anyone who has already adapted rules" would have no need of Melee, which is probably a fair point. It's a reminder, I suppose, that, in 1977, kit bashing of one degree or another was widely assumed; playing a game straight out of the box with no modifications was perhaps unusual, let alone the expectation that would could do so, hence reviews like this.

Don Turnbull returns with "Monsters Mild and Malign," where he talks about the process of creating new and unusual monsters with which to challenge players. He offers three of his own, in addition to citing examples he likes from other sources. More interesting to me was his principle of MERIT – "make empty rooms interesting too." According to this principle, the referee should set up

an array of magical effects, interesting traps, intriguing though valueless pieces of furniture, curious artifacts, new magical items or whatever strikes your fancy and which will present something of a challenge to intruders.

The question of empty rooms and the "best" way to present them remains a much debated matter. I confess that I continue to struggle with it myself, having come to no firm conclusions about it. It's a topic that's been on mind lately as I dive into the design of the main Vaults beneath the city of Inba-Iro in my upcoming sha-Arthan setting. I'll likely have more to say on this matter once I've begun play.

Brian Asbury presents a Barbarian character class that bears many similarities to the one that Gary Gygax would one day include in Unearthed Arcana, as well as many differences. This version of the barbarian is much less physically robust, having only six-sided hit dice (though it does appear to have been written for OD&D rather than AD&D), but, in exchange, it gets a variety of wilderness-related abilities, as well as fearlessness, ferocity, and the ability to catch missiles. I'm not sure I'd ever use the class myself, but I can't deny that it has a distinct flavor that differentiates it from fighting men or rangers. Meanwhile, Andy Holt's "The Loremaster of Avallon" presents an absurdly complex system for dealing with parried and unparried blows that I simply glossed over. I appreciate the value of detail in many areas, but combat is not one that matters much time, hence my preference for keeping it simple. Consequently, articles like this do nothing for me.

"Competitive D&D" by Fred Hemmings continues with the details of several more rooms from his competition dungeon, this time from its fifth level. Several of them are cleverly done and I was glad Hemmings shared them. However, I feel as if they'd have made more sense if they'd been given more overall context, even if it had made the article longer. Still, I remain fascinated by the kinds of dungeons referees designed in the early days of the hobby; articles like this give me a little more insight into the matter.

All in all, issue #4 was a good read. I particularly enjoyed the content that was clearly derived from play and spoke to the though referees put into the design of their dungeons and campaign settings. I hope that we'll continue to see this sort of thing in future issues, perhaps in lengthier and more detailed forms.

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Published on August 10, 2021 08:30
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