White Dwarf: Issue #23

"An Introduction to Dungeons & Dragons" by Lewis Pulsipher is the first part of what is described as a series "written for those who have little or no experience of playing" the game. Much like "The Beginner's Guide to Role Playing Games" from the pages of Imagine, I can't help but question the purpose of articles like this. Would anyone utterly unfamiliar with D&D ever buy or read a copy of White Dwarf in order to become better informed about the hobby? Perhaps it was intended to be given to neophytes to read by someone hoping to expand his circle of players?
The first part reads almost like a history – and prehistory! – of Dungeons & Dragons itself, with Pulsipher relating the fact that Dave Arneson had described the activities of his original Blackmoor campaign to him in 1972, long before he had any real understanding of just what was aborning in Minnesota. That Pulsipher highlights the contributions of Arneson is fairly remarkable to my mind, seeing as his was a name that wasn't much spoken in 1981, at least in the circles in which I moved. Pulsipher also states that "D&D is not a pastime for crackpots." He supports this claim by explaining that "one of the designers is in his early 40's, a minister and former insurance executive." Is he referring to Gary Gygax here? Gary would have been 43 at the time of this issue and he did work as an insurance underwriter, but minister? Did I miss something about Gygax's life?
Next up is a lengthy interview with Marc Miller of Game Designers' Workshop. It's a superb interview filled with lots of insights into Traveller – so superb, in fact, that I'll be devoting an entire post to it later this week. "Fiend Factory" continues after the model established a couple of issues back by a series of related monsters and then a scenario that makes use of them. In this case, the monsters are the Flymen by Daniel Collerton, a collection of humanoid houseflies, which I have to admit strikes me as faintly ridiculous. The accompanying adventure, "The Hive of the Hrrr'l," is better than it has any right to be, given the silliness of the monsters. It presents a large, twisting hive of Flymen whose internal conditions are at times quite alien and disorienting to non-insects.
"Open Box" reviews four products, starting with GW's own game, Warlock (8 out of 10). I've always felt somewhat uncomfortable with a publisher reviewing its own releases, but this review seems even-handed and fair. Cults of Prax for Chaosium's RuneQuest and receives a much deserved 10 out of 10, while TSR's Deities & Demigods achieves only 8 out of 10, which I think is generous. The final review of the issue is Leviathan for Traveller (9 out of 10).
"The Elementalist" by Stephen Bland is a new class – a variant magic-user – for use with D&D. As its name suggests, the class specializes in elemental knowledge and magic, including more than two dozen new spells. Not having had the opportunity to use the class in play, I can't speak to how well it stacks up against other classes. Based on reading it, I like it what Bland is attempting to do with it and think it might be a good addition to certain kinds of campaigns. "A Spellcaster's Guide to Arcane Power" by Bill Milne is a proposal for a power point magic system for AD&D. Again, I've not had the chance to use it, but it looks much like one would expect. The only thing about it that caught my eye is that Milne indicates that he modeled it on AD&D's psionics system, something I don't believe anyone has admitted to doing before.
"Khazad-Class Seeker Starship" by Roger E. Moore is a new small craft for use with Ttraveller, described in brief detail, along with a set of deckplans. "Non-Magic Items" describes four unusual but non-magical items for the referee to introduce into his D&D campaign. That sounds more exciting than it is, since three of the four items are simply exotic weapons (and the fourth "item," an odd plant, is there mostly for its damage-dealing capacity). That's too bad, because I'm generally of the mind that most D&D campaigns include too many magical items, even as I recognize the need for providing memorable rewards for the player characters. A collection of truly odd but non-magical items that aren't just weapons would go some way toward alleviating this concern of mine.
Issue #23 is a solid one. I particularly like the increasing presence of Traveller coverage in White Dwarf's pages, as well as its willingness to do things differently than magazines like Dragon. I'm keen to see what the next issue will bring.
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