White Dwarf: Issue #57

Ian Livingstone's editorial uses Games Workshop's release of its Judge Dredd and Doctor Who games as an opportunity to ponder the matter of licensed RPGs. He wonders why there are now so many games based on pre-existing characters and settings when Dungeons & Dragons, a generic and open-ended game without a direct media antecedent, remains the best-selling RPG. The matter of roleplaying games based on media properties is something I've thought a lot about over the years and re-reading Livingstone's brief comments on the matter have brought them to mind again. I may need to write a post about it in the coming days, if only to attempt to organize my own inchoate thoughts on the subject.
"Mind over Matter" by Todd E. Sundsted tackles the ins and outs of psionics in AD&D and other fantasy RPGs. By and large, the article's intended as advice to the referee and, on that level, is fine if uninspired. Dave Langford's "Critical Mass" is the usual collection of snarky reviews mixed with occasional praise, with the latter being heaped on Frederik Pohl's Heechee Rendezvous and Gordon Dickson's Lord Dorsai. Langford also takes the opportunity to tie his reviews into roleplaying games, when he uses the "Neanderthal ethics" of E.E. Smith's Subspace Encounter as a springboard for discussing the "moral bias" of adventure scenarios. He doesn't dwell on the topic at any length, however. His intent seems merely to have been to get referees (and players) to consider the matter rather than simply ignore it.
"Open Box" starts with a quartet of (mostly negative) reviews of Mayfair Role Aids releases: Elves (3 out of 10), Dwarves (3 out of 10), Dark Folk (3 out of 10), and Wizards (6 out of 10). While there's no question that most Role Aids books weren't very good, I can't help but feel the reviewer, Robert Dale, is being unduly harsh here. Much more positively reviewed is The Traveller Adventure, which receives a well-deserved 9 out of 10. Powers & Perils, a game whose mere existence continues to baffle me, is given a very generous 8 out of 10, largely, it seems, on the basis of how much of its contents might be adapted to other fantasy RPGs. Finally, James Bond 007 is given a mediocre 6 out of 10.
"Sky Rig" by Paul Ormston is a Traveller scenario with a classic set-up: the characters are tasked to investigate why contact was lost with an orbital refinery in a gas giant. It's a fun little adventure in an unusual locale and I made good use of it in my youth. "For the Blood is the Life" by Dave Morris offers up an alternative to the traditional Gloranthan vampire in the form of the vampyr (and demi-vampyr). Morris's complaint is that, mechanically, there's no good reason for Gloranthan vampires to drain blood, which he considers an important part of the lore of the creature, hence the alternative version he offers, whose continued existence depends on blood.
The second article in the "Night's Dark Agents" series by Chris Elliott and Richard Edwards provides game mechanics for better integrating ninjas AD&D, RuneQuest, and, believe it or not, Bushido. Once again, I note how quintessentially 1980s it is to have an article like this in a gaming magazine. "The Life of a Retired Wizard" by Lewis Pulsipher is a consideration of what magic-users, whatever their level, might do with themselves after they stop adventuring. Though short, it's a thoughtful article whose intent seems to be to encourage referees to give some thought to the question of how magic works and is used in his setting.
Part 2 of "The Sunfire's Heart" AD&D adventure by Peter Emery is as good as the first part. The scenario has some excellent maps and challenging encounters, as well as some delightfully old school elements, such as riddles that provide clues to the adventurers. This month's "Thrud the Barbarian" introduces readers to Eric of Bonémaloné and his demon sword Stoatbringer, while "Gobbledigook" and "The Travellers" continue to chug along somewhat less memorably. "The Staurni" by Andy Slack presents a version of the aliens from Poul Anderson's The Star Fox for use with Traveller.
"Majipoor Monsters" by Graham Drysdale details seven monsters for D&D drawn from the works of Robert Silverberg. Having never read Lord Valentine's Castle and its follow-ups, I can't really speak to the fidelity of these write-ups. "Racy Bases" by Gary Chalk and Joe Dever looks at how to improve the bases of miniature figures. I found the article oddly compelling, even though I've never been much of a miniatures user (let alone painter). "Words of Wisdom" by Kiel Stephens concludes the issue with some thoughts on a handful of new and unusual ways to make use of D&D spells, such as using levitate as an attack against an unwilling target or magic mouth as an alarm.
There's a lot to like about this issue of White Dwarf – or so I thought when I first read it all those decades ago. Even now, I think both "Sky Rig" and "The Sunfire's Heart" are well done and could easily imagine making use of them in a fantasy or science fiction RPG I were refereeing. That's more than I can say about many issues of this or any other gaming magazine I've owned over the years.
James Maliszewski's Blog
- James Maliszewski's profile
- 3 followers
