White Dwarf Reflections #23

In this issue’s editorial, Ian Livingstone asks if computers will overtake tabletop games.
Livingstone imagines video games having full motion animation with realistic graphics and sound. It is interesting to note that his description of the future matches the video games we have today, yet they have failed to replace TTRPGs and instead offer a very different experience. I’d offer that while the rules and simulation based TTRPGs of the 80s might have been supplanted, modern TTRPGs’ focus on story and role play has set them apart.

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On the Cover​

A wizard works with a seal and candle to cast an intricate spell in the safety of his laboratory. His shadowy chamber is surrounded by carvings, frescos and mysterious faces and his table clear of everything but his spellbook, candles and a snakeman familiar. This is Emanuel’s second cover for the magazine (his first being #14) but he’ll be doing plenty more.

Features​

  • The Hive of Hrrr’l (Daniel Collerton): This adventure/setting was included with the winning Flyman entry and White Dwarf liked it enough to publish it. They were right to do so as its more like a mini setting than a dungeon. There are also a lot of politics between the ruling 15 Flyguard and Five Flymages the players might get involved with. It’s not much good as a frontal assault adventure though, with some rooms containing as many as 500 drones!
  • An Introduction to Dungeons and Dragons, Part 1 (Lewis Pulsipher): A look at D&D for anyone completely new to the game. I’m not sure anyone new to it would come across White Dwarf, but readers might have passed the article on to friends and parents who were wondering. This first article covers the basics, underlines that gamers are not all weirdos, and most importantly suggests good ways to find a group to play the game with and get started.
  • A Spellcaster’s Guide to Arcane Power (Bill Milne): After the conversation about moving away from Vancian magic comes a system for casting D&D spells with power points instead of spell levels. Each class gets an amount of power points based on their Intelligence and Wisdom (and a few for a low Constitution) and adds a set amount each level. Each spell costs an amount of points to cast based on its spell level. It is a nice clean system and gives magicians a few more spell castings each day if they are careful.
  • White Dwarf Interview, Mark Miller: The creator of Traveller talks to White Dwarf about his experiences as a gamer and the founding of Games Designer’s Workshop and Traveller. Again, an interesting look at games playing in the early ‘80s with a note that people criticised Traveller for being both too complex and too simplistic!

Regulars​

  • Character Conjuring: This issue the character class is the Elementalist by Stephen Bland. This class is one of the better ones, although something the rules already allow for with a little specialism. It mainly grants the class access to all elemental (earth, air, fire or water based) spells, whether they are Magic User, Druid or Cleric ones. It also has bonuses for controlling elementals for some extra spice.
  • Letters: This issue, in a new format, the editor steps in with comments on some of the letters. One reader asks about how to bring Weapon Shop Guns into Traveller from the A.E. Van Vogt novel “The Weapon Shops of Isher”. Another reader dares to question the use of the Monstermark system given it is hard to find the issues that explain it anymore. The editor reveals those will be reprinted in the forthcoming “Best of” magazines. Finally, there is a very long letter with a string of amendments and rules options for the Mythology game reviewed last issue. Might have been better saved for an article!
  • Molten Magic: Not in this issue as it’s an alternate week, but the news column does offer pictures of some new miniatures from a new British company Chronicle Miniature and some new Citadel releases.
  • News: Well, that didn’t last long! The Treasure of the Silver Dragon has been found. Only last issue did a game of the same name come out offering clues to a real world buried silver statue and it’s been dug up already! I couldn’t find much on the internet about what happened, but it seems I only needed to look at the next issue! Traveller has even more releases coming out, and Games Workshop is also releasing some “approved for use with Traveller” supplements of their own (first up being Leviathan by Bob McWilliams, reviewed this issue). Following the success of the mini-module competition announced in issue #21 (the winning entry of which is appearing next issue) there will also be a Traveller adventure competition, the prize for which is publication and a copy of Leviathan.
  • Starbase: This issue, Roger E Moore offers a low-end mining ship that might make a good mustering out benefit for a mining character. Why should scouts get all the ships anyway? While it doesn’t look very similar, I can’t help but wistfully think of Firefly reading this entry.
  • Treasure Chest: This is my favourite sort of thing. Not powerful magic or NPCs but four non-magical items you might add to your adventuring toolkit. Shame it’s not a little longer.

Fiend Factory​

This issue Fiend Factory hosts the winning Flymen entry by Daniel Collerton, based on a series of art pieces shown in issue #20. This version is interesting as the Flymen are all naturally tiny, fly size creatures. So he provides statistics for human sized people meeting a swarm of them, and for adventurers who are shrunk to their size to encounter them in their lairs. There is also a lot of detail on their culture and traditions making this a very detailed entry:
  • Flyguard: The fifteen elite warrior leaders of the hive, second only to the five Flymages, as long as they accept their place…
  • Flymage: The five cleric/mages who lead the hive. Each has a specific remit: attack leader, defence leader, religious leader, healer and lorekeeper.
  • Flymen: The basic flymen are divided into several different types, including Drones, Artisans and Warriors.
  • Northfly and Sandfly: Two more tribal variants (the Northflies are arctic tribes and the Sandflies are desert tribes) who have smaller leadership councils and a more nomadic lifestyle.

Open Box​

This month’s reviews are:
  • Cults of Prax, Runequest Supplement (The Chaosium): One of the most renowned supplements for Runequest, and here considered to be an essential corebook rather than a supplement. Full detail on running cults, one of the central elements of the setting.
  • Deities and Demigods, Advanced D&D Supplement (TSR): One of the great collector’s editions gets a release, complete with the Cthulhu and Melnibonean Mythos that will later be removed after a licence conflict. Still, even without them this was still one of my favourite D&D books and has a wealth of different cultural deities. As close as D&D will get to a setting book for a while.
  • Leviathan (Adventure 4), Traveller Supplement (Games Workshop/GDW): The PCs join the crew of a huge merchant cruiser on a mission to find new trade opportunities, from there is gets complicated. The first of Games Workshop’s Traveller releases.
  • Warlock, Duelling game (Games Workshop): This is a simple wizard fighting game of timing and lucky card play. Nice to see something more quick and fun as most releases on this front are hardcore simulation/strategy games.
 

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Andrew Peregrine

Andrew Peregrine

Well, that didn’t last long! The Treasure of the Silver Dragon has been found. Only last issue did a game of the same name come out offering clues to a real world buried silver statue and it’s been dug up already! I couldn’t find much on the internet about what happened, but it seems I only needed to look at the next issue!
The next (and last) of these treasure hunt games more than makes up for the early find here. Unicorn Gold's statue has never been found to this day, although several people have credible claims to having "solved" the clues in the adventure, found what they believe the real-world location is, and found nothing there upon exploring the site. I've seen theories ranging from Metagaming just not ever having planted it and the whole thing being a con to the clues being misprinted or just plain misinterpreted to the most likely IMO - someone found it randomly ages ago and just never said anything. It was made of precious metals and while the big prize was money from Metagaming, since they went under there might easily be more appeal to just melting down the statue and selling the gold illicitly to avoid taxes.
 


Not sure what is going on with the line going down from the center one's nose, is that an indication of being inhuman? A binding to keep its mouth sealed? A mark on the cover and not something that should be part of its face?

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Deities & Demigods - so much to unpack there.

An older friend of mine who was pivotal in getting me into RPGs had one of the coveted 1980 printings, complete with the two “lost” chapters. He claimed that he and his power gamer buddies had indeed run the book as a module, slaying various gods and looting legendary artifacts like Gungnir and Mjolnir, as was the style at the time. 😁

I enjoyed the book and read it cover to cover, but even as a kid I was interested in archaeology and mythology, so I had my doubts about its historical accuracy. The advice on how to integrate the pantheons into the game was vague and unhelpful. Clerics of Poseidon were forbidden to ride horses, but what about hippogriffs or pegasi? Sumerian clerics were supposed to rival orcs and hobgoblins in their hatred of “demi-humans” like dwarves and elves, but why? None of those beings even existed in Sumerian lore! There was virtually no provision for thematic abilities or spell lists, so your Babylonian priest or Finnish runesinger still had to carry a mace like the standard issue D&D cleric, a Knight Hospitaller with the serial numbers filed off. Not until the AD&D 2E PHB did we get even optional rules for customized specialty priests.

If the gaming content was questionable, the artwork was very much on point. Erol Otus did the amazing cover illustration of dueling clerics, with matching avatars of their gods battling it out in the deep blue evening sky above them - a warrior in violet armor and winged helmet throttling a green winged serpent. Definitely worth an image search if you have never seen it. Some of his lurid drawings of the Cthulhu Mythos beings are squatting in my head to this day... 🐙

I had the sixth printing which changed the title to Legends & Lore, a dubious attempt to escape the notice of “Satanic Panic” critics, and featured new Jeff Easley cover art depicting Odin riding his eight-legged horse Sleipnir across the sky. One of my gaming friends was of Bengali descent and pointed out that it was pretty odd that D&D had game stats for Hindu deities still worshipped by real people today, and I had to agree. For that matter the same could be said of the Chinese and Japanese chapters. That was probably one of the first times I really thought about how TTRPGs portray real world cultures.

Fun fact: the infamous Lovecraft and Moorcock material need not have been deleted. Chaosium had indeed licensed those properties for their games, but was graciously willing to compromise if TSR merely included an acknowledgement in the foreword, which was done in the second printing. In a later fit of pique TSR thought it better to remove the material altogether rather than so much as mention a competitor. So the only real losers here were their own customers, and the only real winners were anyone with an early copy to sell to collectors. Some later printings still included the acknowledgement but not the actual disputed chapters, resulting in an inaccurate page count, index, etc. The whole affair was an unfortunate example of the sort of peevish attitude and general incompetence sometimes exhibited by They Sue Regularly back in the 1980’s.
 

I think this was the first issue I bought. I’m lucky enough to still have my Deities & Demigods first printing but no longer have the magazine.
 

Clerics of Poseidon were forbidden to ride horses, but what about hippogriffs or pegasi?

It's the opposite, only clerics of Poseidon (among those of the Greek gods) can ride horses. The rest must use chariots. I guess that excludes other beasts that one could ride.

Sumerian clerics were supposed to rival orcs and hobgoblins in their hatred of “demi-humans” like dwarves and elves, but why? None of those beings even existed in Sumerian lore!
I agree that it is a very weird idea (even though it's the Babilonian pantheon, not the Sumerian) . The book states that they aare seen as demons, but it makes little sense to me.

There was virtually no provision for thematic abilities or spell lists, so your Babylonian priest or Finnish runesinger still had to carry a mace like the standard issue D&D cleric, a Knight Hospitaller with the serial numbers filed off. Not until the AD&D 2E PHB did we get even optional rules for customized specialty priests.
Yes, they had plenty of colorful ideas, but the implementation was lacking.
 

It's the opposite, only clerics of Poseidon (among those of the Greek gods) can ride horses. The rest must use chariots. I guess that excludes other beasts that one could ride.

I agree that it is a very weird idea (even though it's the Babilonian pantheon, not the Sumerian). The book states that they are seen as demons, but it makes little sense to me.

It has been years since I last saw my copy, so I am not surprised to discover that I remembered some of the details wrong. The horse riding prohibition probably had some basis in historical fact, but in typical fashion it was presented as a fiat rule with no explanation or advice for the DM on how to make it work in the game.
 

I wonder if the horse riding comes fact, that during the "classical" Bronze Age (as far as I know), the Greeks did not in general ride horses in battle. Clerics of Poseidon would be an exception because the god is is associated with horses.
 

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