White Dwarf: Issue #21

Issue #21 of White Dwarf (October/November 1980) begins with an editorial by Ian Livingstone in which he opines about magic systems in fantasy roleplaying games. "Not wishing to sit on the fence," Livingstone stakes the claim that D&D's Vancian system is "now a little outdated." He then lauds "the power point system of RuneQuest" as being "more logical." While I have no problem with Livingstone's preference for RQ's system over that of D&D, I find his claim that the latter's system is "outdated" odd. What does that term even mean in this context? The suggestion that RuneQuest's system is "more logical" is equally odd, especially given that Livingstone notes earlier in his own editorial that "there is no real way of testing the fallibility of each system." He's right about that, which is why all we have are personal preferences.

"Lore of the Land" by Andrew Finch is a collection of four new D&D character classes based on characters from the Thomas Covenant novels of Stephen R. Donaldson. Three of these classes are spellcasters, while the fourth one is the bloodguard, which are broadly similar to monks. "Merchants" by Roger E. Moore describes one more D&D character class, the merchant of the title. In Moore's version, merchants are similar to thieves and bards, in that they possess a variety of percentile-based skills focused on personal interactions. The class is clearly very specialized but I can certainly see its appeal.

"Open Box" presents three longer reviews, the first of which is for GDW's Azhanti High Lightning (garnering a score of 8 out of 10). Also reviewed are a pair of micro-games from Task Force Games, Intruder (6 out of 10) and Valkenburg Castle (8 out of 10). I never saw the two games reviewed here, but micro-games were quite trendy in the hobby for a time, with some of them, such as Ogre, proving quite successful and influential. "Survival!" by Bob McWilliams is an example of such a mini-game, whose complete rules and game map are included in this issue/ The game is solitaire, with the player taking the role of Jardine, the sole survivor of a starship whose lifeboat crash landed on the world of Coryphire. The world is uninhabited, but there is an Imperial Scout Service Aid Station located on it. By braving Coryphire's wildlife and environment, he might be able to reach the station alive. 

"Treasure Chest" presents fifteen new D&D spells submitted by a variety of authors, including such notables as Roger E. Moore and Mark Galeotti. "Fiend Factory" does something very interesting. Instead of simply presenting seven new D&D monsters, they're all contextualized within a wilderness area known as "One-Eye Canyon." It's quite clever in my opinion and made me much more interested in the new monsters than I have been in previous installments of "Fiend Factory." 

Bob McWilliams pens another "Starbase" column, this time presenting a short scenario – more of a situation really – involving a wilderness trek during a winter storm. It's fascinating to me how many early Traveller adventures take place in the wilderness or battles against the elements. It's definitely not what I imagine most people think of when they hear the words "science fiction adventure in the far future." The issue ends with "Tomb of the Maharaja" by S. Hartley. It's a short adventure set in an ostensibly Indian-themed dungeon, but that felt to me more like something out of ancient Egypt, complete with a mummy at the end. 

Issue #21 felt like a slight step backwards for White Dwarf, especially after a string of truly excellent issues. That's the nature of submission-driven magazines, I suppose, so I can't judge the issue too harshly, even if its content wasn't quite as appealing to me as that in its immediate predecessors.

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Published on December 28, 2021 09:19
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