White Dwarf: Issue #14

Part 2 of Andy Slack's excellent "Expanding Universe" article for Traveller appears here. This time, Slack offers rules additions for starships, computers, and all manner of weaponry, including nuclear ones. Like Part 1, this is excellent, full of both good ideas and good sense. There's a reason why Slack was – and is, in my book anyway – one of the stand-out writers for White Dwarf in its early years. "The Fiend Factory" offers up five more monsters for D&D. Interestingly, none of them seems to be among those chosen for inclusion in the Fiend Folio.
"Open Box" provides three reviews. The first tackles two supplements for GDW's Traveller: Mercenary and 1001 Characters. The reviewer, Don Turnbull, thinks quite highly of the former and less of the latter. I find it fascinating that Turnbull notes that there are some who find perhaps the most inspired part of the Traveller rules – character generation – to be tedious and it's for these misguided souls that 1001 Characters would be most appealing. Turnbull also reviews two Judges Guild products, Dragon Crown and Of Skulls and Scrapfaggot Green. He considers Of Skulls the better of the two, but nevertheless criticizes the quality, both of content and production, of JG's releases when compared to those of TSR. Jim Donohoe gives Chaosium's Balastor's Barracks a very middling review (5 out of 10). He never explains why he rated it thus, but I know from my own experience that it's a dull slog of a dungeon for RuneQuest that gives little indication of the glories that would later appear for that game line.
"Lair of the White Worm" by John Bethell is a "mini-scenario" for RQ. Set in the ruins of a Dragonewt colony that reputedly sheltered a young wyrm, the locale is a two level affair, consisting of 24 chambers. It's not bad for what it is, though it certainly lacks the attention to world building that would come to characterize most Gloranthan materials (both fan-made and published by Chaosium). "Treasure Chest" presents two elaborate traps after the fashion of Grimtooth's Traps and a series of connected rooms filled with tricks and traps called "The Bath-House of the Pharaoh." These are quite clever and remind me that I need to do a better job of creating compelling traps for use in my fantasy games.
The issue ends with a lengthy interview with none other than Gary Gygax himself. The interview contains enough fascinating material that I'm going to save its contents for a second post I'll make later today. Suffice it to say that, as is so often the case, Gygax gives a good interview, the exact content of which depends greatly on when he was interviewed and by whom. In this case, I get the impression that Gygax must have felt well at ease and so was a great deal more frank about several topics than I would have expected. That said, he nevertheless pushes the "AD&D is a completely different game from OD&D" line that he has elsewhere, no doubt in an effort to shore up TSR's legal defense against Dave Arneson's lawsuits. Still, it's a good interview, as you'll see.
Published on October 26, 2021 07:40
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