White Dwarf: Issue #68

In his editorial, Ian Livingstone theorizes, based on reader feedback, that the readership of White Dwarf is in the vicinity of 100,000. That seems implausibly high to me, especially for mid-1985, but I must confess I've never had a good sense of the actual size of the hobby. Livingstone states that "our hobby is growing fast" and I can only presume he had better information on this than I ever have. Regardless, I always find it fascinating to ponder the size and growth of the hobby over the decades and this is yet another data point to consider.
"The Artificer" by David Marsh is a new character class for use with AD&D. As its name suggests, the class focuses on the construction and use of mechanisms of various sorts. Unfortunately, as presented, the class is simply a spellcaster with a unique (and very focused) spell list and some thief abilities thrown in. While I can understand why this approach was taken, it's disappointing to me. I've long wanted an artificer (and alchemist) class that was genuinely different in its presentation and not simply a magic-user or cleric with some unusual spells. Oh well.
"Open Box" very favorably reviews Blood Bath at Orcs Drift (9 out of 10), a scenario for use with Warhammer Fantasy Battle. Also reviewed are Dragon Roar (5 out of 10), the computer game Chaos (7 out of 10), Legacy of Eagles (7 out of 10), an adventure for Golden Heroes; and The Worlds of Boris Vallejo boardgame (3 out of 10). From my perspective, though, the most notable review is Marcus Rowland's harsh one of Twilight: 2000 (5 out of 10). Rowland's many criticisms are not for the rules themselves but for the game's basic set-up and "moral stance and attitudes," which he calls "fairly loathsome." By and large, he seems to find the idea of the aftermath of a limited-nuclear World War III an unfit subject for a roleplaying game, "one written for and by Americans, with little or no understanding of European attitudes or desires."
Dave Langford's "Critical Mass" continues to do what it always does: briefly – and snarkily – review science fiction and fantasy novels from the '80s that I either never read or don't remember, with a handful of exceptions here and there. He also continues to take potshots at L. Ron Hubbard's Battlefield Earth, which I can't really criticize but neither can I applaud it, since it's a bit like shooting fish in a barrel. Meanwhile, "Free the Spirit" presents two new additions for use with Call of Cthulhu, both of which are add-ons to the excellent "Haunters of the Dark" article from last issue: the clergyman profession and the hypnotism skill. Sadly, neither of these expansions are as good (or useful) as the original article.
"Beneath the Waves" by Peter Blanchard is the promising start of a series dedicated to aquatic adventures in AD&D. Blanchard begins by looking at the nature of the underwater environment, including how it affects one's movement and senses, as well as the need for some means of breathing. I give the article bonus points for referencing the 1960s anime, Marine Boy, which I strangely loved as a young child. I definitely look forward to future installments in the series, since underwater adventures have long held my imagination, even though (because?) I've largely never managed to make them work as well as I would have liked.
"Solo Series" by Simon Burley looks at the ins and outs solo adventuring in a superhero RPG. It's a very good overview of this topic, one made all the better in my opinion due to the prevalence of lone heroes in the superhero genre. "Lone Dragon" by Phil Masters is a lengthy but well-done scenario for Traveller that makes use of both Mercenary and Striker. The characters are hired by a mysterious "nobleman" from a nearby world that has fallen into political and civil unrest for what he presents as a quick smash-and-grab mission in search of wealth. Naturally, things are quite as simple as that.
Speaking of Traveller, "The Travellers" comic begins a series of presenting its characters in game terms, starting with Captain Horatio Flinn and his sometime love interest Syrena Medussa. I'm a sucker for things like this, especially when, as in this case, the author understands the RPG system in question and uses it to humorous effect. The issue also includes further installments of "Thrud the Barbarian" and "Gobbledigook." In the former, writer/artist Carl Critchlow once again appears, this time as the narrator delivering useful exposition.
I mentioned above how disappointed I was with the artificer class, right? Interestingly, the issue includes a very clever adventure by the same author, intended to highlight the utility of the class and its role in AD&D. Entitled "Star of Darkness" the scenario tackles the old trope of technology vs magic but does so in an intriguing and flavorful setting, complete with lots of maps, NPCs, and challenges. I did not expect to like this as much as I did, but it's an imaginative and fun little adventure for characters of levels 3–4.
"Words of Wonder" is a collection of new AD&D spells of varying utility, which is the usual pattern with articles of this type. "The Magic Frame" by Joe Dever continues to explore the question of photographing miniatures, with lots of thoughts on approaches and techniques. Dever's columns in White Dwarf continue to be my favorites, in spite of my own relative inexperience with miniatures. He clearly has a passion for the subject, not to mention remarkable skills, and he manages to convey both through his words and photos. As ever, I find myself wishing I'd devoted myself to this aspect of the hobby when I was younger and in a better position to acquire some skills of my own.
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