White Dwarf: Issue #58

Issue #58 of White Dwarf (October 1984) has a terrific cover by Chris Achilleos, an artist whose work I've long appreciated. Ian Livingstone's editorial bemoans the fact that Chaosium has signed a deal with Avalon Hill to publish the next edition of RuneQuest, which will retail at a much higher price in the UK, owing to import costs. Those import costs will be necessary since Avalon Hill has terminated Games Workshop's license to produce a British edition of the game. Livingstone goes on to speculate that this move will undermine RQ's growth in the UK. Whether he was correct in his prediction, I can't say. All I know for sure is that, for several years in the 1980s, RuneQuest was more popular than Dungeons & Dragons in Britain, which baffled my younger self, who could scarcely conceive the possibility that D&D would ever play second fiddle to another fantasy RPG (or indeed any other game).
The issue proper begins with Stephen Dudley's "It's a Trap!," which looks at designing traps in AD&D and other fantasy games. Though short, it's a thoughtful look at the subject and includes an example to illustrate Dudley's main points. In short, he suggests that while traps need not be "realistic," they should nevertheless function according to an intelligible logic. Likewise, the referee should include a means of disarming them or, lacking that, a means to circumnavigate them, even if doing so presents different challenges. 

"Open Box" begins with a mediocre (5 out of 10) review of FGU's Lands of Adventure, a game I've long wanted to see but never have. If the review is any indication, I'm not missing much. More favorably reviewed is Middle-earth Role Playing. The game scores 9 out of 10 in its book form and 7 out of 10 in its boxed form, based on the fact that the boxed set is more expensive and doesn't offer enough any significant additional value. Bree and the Barrow Downs, on the other hand, only garners 6 out of 10, because it's more a sourcebook than an adventure and thus of much more limited utility. Q Manual for the James Bond 007 RPG receives a much deserved 9 out of 10. It's one of the few RPG equipment books I've ever felt deserving of real praise. Finally, there's Star Trek the Role Playing Game , another favorite of mine. The reviewer gives it 9 out of 10 and I'd be hard pressed to disagree.
Dave Langford's "Critical Mass" keeps chugging along, reviewing plenty of novels I've never heard of, let alone read, along with a few I have. Most notable this issue is his praise for Robert Holdstock's Mythago Wood and his dislike of Jack Chalker's Twilight at the Well of Souls. The third part of "Night's Dark Agents" by Chris Elliott and Richard Edwards is surprisingly good. Whereas the previous two installments were filled with the usual mid-80s gaming material about ninjas, this one focuses on the nitty gritty details of how ninjas operated in the field. The material on their preparations and the tactics employed is both interesting and useful, as is the material intended for referees in running ninja-based games. Not being as enamored of ninjas as many gamers, I was impressed that this article held my attention as much as it did.
"Beyond the Final Frontier" by Graeme Davis is not, as its title might suggest, an article about roleplaying in the Star Trek universe. Rather, it's an examination of the beliefs of various real world historical cultures about death and the afterlife in the context of continuing to play a character in a fantasy RPG after he has died. The article is sadly short, but Davis offers some useful ideas for how to handle this in a campaign. "Grow Your Own Planets" presents a computer program, based on then-current astrophysics, that generates star systems and the details of the planets therein. Given the date of its creation, the program is necessarily limited in its output, but I can imagine it would have been very appealing to referees of science fiction RPGs.
"Strikeback" by Marcus L. Rowland is an adventure for use with Champions or Golden Heroes. The scenario is a fun one involving time travel, the Bavarian Illuminati, Baron Frankenstein, Dracula, Sherlock Holmes, and more. It's a kind of League of Extraordinary Gentlemen romp before the fact and, speaking as someone who made use of the adventure at the time, I highly recommend it. "Chun the Unavoidable" by Oliver Johnson, meanwhile, is an adaptation of certain elements of Jack Vance's The Dying Earth for use as a low-level AD&D scenario. I really liked this in my youth, largely for its write-ups of archveults, deodands, and pelgranes, in additional to the eponymous Chun the Unavoidable. 
"For a Few Credits More" by Thomas Price looks at the subject of money in Traveller. This is a solid treatment and I appreciate the way Price considers the ways that technology, whether high or low, might impact currency. Naturally, as an article written in the pre-Internet age, some details look dated – or perhaps "quaint" is a better word – but then Traveller has always been slightly retro, so this isn't really a knock against it. "Thinking in Colour" by Joe Dever and Gary Chalk presents helpful hints on the matter of shading, highlighting, and mixing paints for miniatures. Once again, I find myself wishing I'd devoted more time and effort to learning how to paint in my youth.
"Cameos" by Peter Whitelaw presents two short scenarios for use with RuneQuest. Both are set in Pavis and are quite short, so the referee will need to flesh them out considerably before making use of them. That said, they're both quite flavorful and do a good job of showing off what makes Glorantha such a compelling fantasy setting. "Bigby's Helping Hand" includes yet more ideas for using AD&D spells in unusual ways, along with ideas for using beggars as NPCs. Also included in this month's issue are further episodes of "Gobbledigook," "Thrud the Barbarian," and "The Travellers," the last of which receives a two-page spread.
This is a very good issue of White Dwarf and one whose content I enjoyed and made use of once upon a time. Re-reading it, I was reminded on several occasions of just how vibrant the magazine was at its height. There's a good variety of material and it's quite well presented. Though I was naturally more well inclined toward Dragon, there's little question in mind that, when White Dwarf was firing on all cylinders, it was the superior magazine. Issue #58 is a good example of that superiority. 
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Published on November 15, 2022 09:15
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