Part Four: The Early Golden Age. Issues 31-40
Overview
Over this period, spanning June 1982 to April 1983, the magazine continues to offer solid support for the “Big Three” of AD&D, RuneQuest and Traveller, but other systems get short shrift beyond the review sections, at the moment. Two more regular departments appear –
Microview which mixes computers (like that new-fangled ZX Spectrum thing) with gaming, and
Critical Mass, Dave Langford’s often witty and acerbic book review column. The layout continues to become more professional, with some splashes of colour to the pages, and the title changes to the block font from the old-fashioned looking scrolled font. Most significantly, the magazine goes monthly starting from issue 32.
Games
The “Big Three” of
AD&D,
Traveller and
Runequest continue to expand in the range of support material on the market, with chock-loads of D&D adventures from TSR (including
White Plume Mountain and The
Sinister Secret of Saltmarsh), lots of Traveller supplements and adventures from GDW and FASA (including FASA's
Sky Raiders series), and Chaosium releasing the likes of
Borderlands and
Trollpak for Runequest. Judges Guild seems to be fading in the face of more professionally produced material. Chaosium are also plugging away at other systems, and the most notable release in this period is
Call of Cthulhu, carrying the air of something special from the moment of its arrival (or should that be when its rugose form rises from the impenetrable darkness like some indescribable eldritch terror?).
Bushido and
Pirates & Plunder arrive, both of which garner something of a cult status but never make much impact in WD, even though Bushido gets a rave review (that review, however, is lots of gushing praise that tells you nothing of how the game actually works). TSR adds
Star Frontiers to its range of games, a more space opera type of SF compared to Traveller. Steve (US) Jackson’s
Car Wars, although not exactly an RPG, is quickly established as a firm favourite and, also not exactly an RPG,
The Warlock of Firetop Mountain unleashes the oncoming wave of Fighting Fantasy gamebooks, with TSR joining in the solo gamebook market with their
Endless Quest series.
Scenarios
For me, there are three stand-out scenarios in this period. Paul Vernon’s
Trouble At Embertrees is a good low-level eco-warrior adventure, using all the elements of his previous articles on creating believable societies to give a detailed (overly, I would say) village and the troubles besetting it. It could be an interesting way to start a campaign although it would need an experienced DM to do it justice because there's So. Much. Information. However, as a living, breathing village, Embertrees points at Hommlet and laughs.
Green Horizon by Marcus L Rowland is an innovative Traveller adventure where the PCs are an alien race who happen to be in need of deuterium in order to repair their spaceship. Fortunately for them the primitive planet that they are stranded on happens to have a factory nearby. Not so fortunately, they happen to be in Nazi-occupied Norway. That the alien race resembles creatures from German and Norwegian folklore is an added bonus of fun. Shades of Heroes of Telemark, with small warty-skinned heroes, ensues.
A City in the Swamp by Graeme Davis is straightforward, but gives a useful and interesting organic-looking city and a swamp-dwelling race that can be inserted into any campaign, even if you don’t use the specific adventure set-up (involving a rogue slaad and its would-be assassin).
Of the other scenarios,
Eagle Hunt is a passable take on detective noir in D&D by Marcus L Rowland, making use of his Detective character class but not dependent on it. The assassin’s lair described within could be used anywhere and so it makes a useful resource for pillaging even if you don’t use the adventure whole-cloth.
Chaos From Mount Dorren is a solid if not enormously exciting D&D adventure from Phil Masters with a good premise (pterodactyl-riding gnome anarchists) weighed down with a mundane dungeon, and finally issue 39 sees the first Champions scenario published,
Slayground, a fairly simple combat scenario set in a fairground by the ever-prolific Marcus L Rowland.
There are a couple of mini-game style scenarios;
Rumble at the Tin Inn is a RQ bar-room brawl (by Michael Cule) and
The Druid’s Grove (by Mark Byng) is an AD&D druidic skirmish to ascertain dominance amongst high-level druids. I’ve never played it despite owning this magazine for years, but it looks like it could be fun. A definite D&D bias, but notably all the AD&D adventures shy away from the “puzzle dungeon” style of Grakt’s Crag and are more like the living dynamic of The Halls of Tizun Thane.
Articles
Several big series span this period. Lew Pulsipher does what he likes doing best with a multi-part series titled
An Introduction to Dungeon Mastering. Then Andy Slack does something similar with Traveller, in
An Introduction to Traveller. Both have some reasonable advice, and a closer look highlights different attitudes on the different games. Andy’s Traveller advice is all about working with the players to create a setting and a series of adventures that caters to their needs, Lew’s is more about creating and stocking a dungeon, an attitude that even this far back is beginning to look dated, and isn’t as detailed as Roger Musson’s
Dungeon Architect series from the last batch of issues. He caps the series with an introductory adventure based on Tolkien’s Moria, to mixed reaction from the letters page (it’s a bit of a zoo-dungeon and doesn’t really capture the feel of Moria).
Paul Vernon follows up his series on pseudo-mediaeval economics with a look at creating believable villages, towns and cities. It’s potentially useful but to my mind worries a bit too much about getting every last detail correct, as witnessed in the massive level of detail in the Embertrees scenario dedicated to the village itself. As with his previous article, however, it distils down to some useful advice.
Finally there is an interesting series on the denizens of
Faerie by Allen E Paull – some discussion on how to run an adventure in the land of the Fey, some creature stats and finally a scenario which is a disappointing zoo-dungeon featuring all the creatures given and follows none of the suggestions in the first part of the series about creating the mysterious atmosphere of Faerie in a scenario. Interestingly there is a Fiend Factory “mini scenario” in issue 31 featuring fey creatures which is a much more thematically appropriate adventure (called
In Search of a Fool, and good it is too, edited by Albie Fiore but including submissions by Daniel Collerton, Craig Cartmel, Phil Masters and Roger E Moore). It also means you get two different sets of stats for the Leanan-Sidhe, a sort of Fey vampiress who can hide in mirrors and likes to collect handsome musicians.
Fiend Factory and Treasure Chest continue to churn ‘em out. Stand-outs include the aforementioned
Leanen-Sidhe or
Fey Stirge (both variants, Craig’s and Paul’s) and the
Spidron (an intelligent ooze, by John R Gordon after The Forever People), the
Druids Cudgel (a magical staff that reacts with extra vigour to a shillelagh spell, by Mark “Maldred” Byng), the
Shaft of the Spider (a magic arrow that webs who it hits, by Jeremy Dunn), the
Wizard’s Wand (which is sort of a Spell Familiarity feat item, by Paul Cole) and
Manbane (a potent magical sword that gradually drains the wielder and turns him into a wraith if he draws on its power too much. By Eddie Whitaker). The article on drug use and abuse by Graeme Davis is good, too (more black lotus).
Runerites and Starbase produce some solid work for RQ and Traveller, both coming across as more mature than the new-monsters-and-toys stuff for D&D (although both do feature new monsters and toys...). I particularly like the rules for
Spirit Cults by Dave Morris, for RQ. Also for RQ, in articles too big for Runerites, we get rules for playing samurai, the first example (I think) of rules for Asian-style cultures outside of specific games like Bushido, and we get
Runeblades, magical weapons tied to the Runes in terms of power and ability. Nice. Both of these articles are by Dave Morris again (no wonder he takes over editing Runerites later on). Traveller gets some bits and pieces, best is probably Andy Slack’s article on robots in Traveller with a range of examples.
There are some good, longer, articles for D&D. Phil Masters’ rules for whips are workable (superceded by official rules now, of course, but worth considering for some of the ideas for magical whips). The
Dungeon Master General (by Alan E Paull) gives a fairly neat system for simple mass combat and
Bloodsuckers by Marcus L Rowland gives some variant options for vampires; worth a look. Lew Pulsipher takes a break from telling everyone how to play to bring us the
Necromancer class. Don Turnbull complains about this in the letters page, saying “the whole emphasis of the game rests on the triumph of good over evil” and that he “cannot imagine a party of characters including one of these”, prompting a tirade of responses telling him how out of touch he is (and asking why, in that case, is the assassin a class in the Players Handbook?). Tremendous fun.
Finally, two new columns make their debuts.
Microview, edited by Mike Costello, considers home computers, with a couple of BASIC programs to type in (for generating Traveller planets and RQ characters, I think). It’s always doomed to be a bit of an also-ran column, given how many dedicated home computer magazines are about to erupt onto the market at this time, and how their uses in gaming are (at this time) a niche thing and mainly useful for number-crunching. My favourite, though, is
Critical Mass, Dave Langford’s book review column which usually sticks to SF&F books but often looks at borderline fiction and reference works that might be of interest to RPGers. Langford has a wry sense of humour and a healthy distrust for books bearing the legend “Part One of the [whatever] Trilogy” (such books usually also bearing a quote of praise from Anne McCaffery), and his demolition of L. Ron Hubbard is a joy to read (we will return to this later, as it’s not in this period). He’s not the type of reviewer who is critical for the sake of it, though. You will find him enthusing over good and original works, not to mention classical re-releases, plus he gives you some insights into the often illogical world of publishing.
General Thoughts
Some good, solid articles in this run of issues, mainly for D&D, Traveller and RQ but many are such that they could be adapted to any system quite easily (a lot of “other” systems around at this time are just rip-off of the Big Three anyway). I forgot to mention the brief foray into Tunnels and Trolls, with another article and a solo adventure from Ken St. Andre. Neither really makes you think that WD are missing a great deal by not featuring it much, but Ken’s more easy-going, “fun first” attitude to rules and settings rubs up against Don Turnbull who (again) gets snarky in the letters page. What is interesting, however, is the steady increase not only in commercial material for the Big Three, but also many new games coming onto the market, most notable of which will prove to be Call of Cthulhu. Also of note, I think, that WD publishes its first superhero RPG article in the form of a scenario. Lew Pulsipher and Don Turnbull, with their views on dungeon-crawling and what is acceptable as a player character, are beginning to look increasingly out-of-date in the face of an ever-expanding hobby, expanding enough to support enough material for a monthly magazine.