White Dwarf: Issue #24

Issue #24 of White Dwarf (April/May 1981) features a cover by Dave Pether, an artist whose name I don't recognize. Ian Livingston's opening editorial touches on the growing popularity of roleplaying as a hobby, noting that "Last year TSR sold 500,000 sets of D&D." Whether that figure is strictly accurate or not, it's nevertheless a useful reminder of just how successful Dungeons & Dragons was, despite being, in Livingstone's words, "an esoteric hobby." He later suggests that the success of RPGs has led to an overall improvement in their quality, not just in their physical appearance, but also in their designs, as "no manufacturer can afford to have a turkey in his range." Opinions vary, of course, but I'm not sure this was truly the case in early 1981, but it's undeniably the case that RPGs had, by this point, come a long way from "three badly written rulebooks in a little box."

Lewis Pulsipher continues "An Introduction to Dungeons & Dragons" with a second installment dedicated to "Dungeon Mastering styles." He identifies four such styles, which he labels "simulation," "wargame," "absurd," and "novel." Simulation, as you might expect, is concerned with "reflect[ing] reality as much as possible." Pulsipher associates this style with games like Chivalry & Sorcery and then boldly asserts that simulationists "have no place in D&D." The wargame style is "how D&D is designed to be played" and prioritizes character survival and enrichment as the the game's primary goals. The absurdist style "condones unbelievable occurrences" and "arbitrary" outcomes. This style, I suspect, is that of the "funhouse dungeon." In Pulsipher's view, "the average game tends to fall between wargame and absurd game." The final style is "an oral novel in which the players are participating characters." The article teases out the strengths and weaknesses (in Pulsipher's opinion, of course) of each style and their consequences for a campaign. While I can't say I agree with all of its perspective, it is a genuinely interesting article that, if nothing else, gives the reader a glimpse into how some viewed D&D and its play at the time.

"Backdrop of Stars" by Andy Slack is a Traveller article focused on building a campaign setting. Slack goes over the pros and cons of using GDW's Third Imperium versus "rolling your own" and then looks at the various decisions the referee must make in the latter case. It's a solid, "meat and potatoes" article of the sort that I used to enjoy when I was young and inexperienced. Meanwhile, "Open Box" reviews three games I've never played and a Traveller adventure. Said adventure is Twilight's Peak, which I recently included as one of my Top 10 Traveller adventures (it scores 10 out of 10 here). The games reviewed are Eon's Quirks (9 out of 10), Yaquinto's Shooting Stars (8 out of 10), and Games Workshop's own Valley of the Four Winds (9 out of 10). I mentioned before that I'm not a fan of magazines running reviews of their own publisher's products, but it was standard practice once upon a time (and perhaps still is). 

"Detectives" by Marcus L. Rowland is a character class for use with AD&D. The detective is like a cross between a thief and ranger, with a small selection of detection spells. It's an intriguing idea for inclusion in certain types of campaigns, but I don't see it as having wide utility. "The Lair of Maldred the Mighty" by Mark Byng is a lengthy AD&D adventure for a party of high-level characters led by a cleric or paladin. The scenario concerns an expedition to the secret lair of an evil wizard the past, who once ruled a kingdom in thrall to devils. There's perhaps the core of a good idea here, but it's so densely written and buried under unnecessary detail that it's hard to say for sure. 

"Laser Sword and Foil" is a very short Traveller article by Bob McWilliams in which he touches upon the adventure possibilities in starship malfunctions. McWilliams says he will expand upon these possibilities in a future article. "Alignment in Role-Playing Games" by O.C. Macdonald begins as an overview of the concept before inevitably noting that, outside of D&D, few games use this concept, which is just as well, because it "adds little to the game." What an unexpected conclusion … 

"Fiend Factory" presents a five silly monsters in honor of April Fool's Day. They range from the bonacon, based on genuine medieval legend, to the llort (a reverse troll, which degenerates) and the Dungeon Master. The last is fairly amusing, actually, and I'll post its full description in an upcoming post. "Special Rooms, Tricks & Traps" describes four examples of the kind of thing you might find in Grimtooth's Traps (complete with a diagram in one case). Not being an avid user of traps, it's difficult for me to judge these, but, on first glance, they seem decent enough. One is written by Roger E. Moore, which, as a longtime reader of Dragon, is fun to see.

All in all, this was a pretty good issue of White Dwarf – or at least one I enjoyed reading!

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Published on January 25, 2022 09:57
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