Ares 12 - Star Trader: January 1982
59 pages. So they've managed to get this game out after a fair bit of development time. Economics IIIIINNNN SPAAACE! How will they abstract that so as to make it interesting to play? They've been dropping little bits of information on this for quite some time. Let's see what the results are.
Muse: The editorial is longer than usual, and tackles a topic I've noted several times in my reviewing. Their hard science pieces are intentionally conservative and pessimistic as a way of presenting contrast to the more fantastical settings of their games. They've got a number of critical letters about those pieces, and this is basically just to confirm that this is entirely intentional, and they intend to keep on doing it, so nyah. You've got to have your fibre or you won't appreciate the sweets as much, and your health will suffer. Yeah, I approve this message, since I've seen what happens when they try to please everyone in every single article and the blandness that results. It's not the way to keep your publication healthy in the long run. On with the show.
New Minds: Appropriately, following straight on from the editorial, we have one of their hard science pieces that seems incredibly dated today, on the problems facing artificial intelligence. Getting computers to understand sensory input, and respond to it in a coherent and useful way is a monumental task, but it gets a lot easier as you increase both the quality of the input, and the quantity of processing power and memory your computer has. And since they were measuring memory in kilobytes back them, while we can comfortably work in terabytes, it's no surprise we've surpassed a lot of the old constraints in things like voice and facial recognition. We still might be some distance away from a machine being truly sentient, and even if we succeeded, it's mind probably wouldn't think like ours, but it's safe to say this is a goal we've made genuine progress towards. (unlike cold fusion, which still seems like just a pipe dream) So this is another of their articles that's interesting precisely because of the pessimism, as it shows what things were like then, and how they've improved in concrete measurable ways. We can and are making progress, although it's often in spite of the government rather than aided by it. It'll be interesting to look back at today's articles decades in the future and see which ones hindsight vindicates as well.
Adventures in Albion: Completely unsurprisingly, they follow up last issue's game with DragonQuest conversions for the stuff described in it. 44 characters, 23 magical items, 13 spells, and some statistical information about how common various things are there. The kind of dense, table based information that TSR used sometimes in the same era, and then increasingly forgot in the interests of padding articles out with waffle to fill space. They aren't particularly nerfed to fit into an RPG either, with the spells still covering vast areas, and the items having sweeping effects with no saving throws. Use with caution, especially in the relatively grounded default DragonQuest setting. Amusing that the stuff based on real world myths would be less balanced than stuff invented just for the game. I guess that's also a pattern I've seen before in D&D as well. Writers of fiction aren't bound by the same standards of fairness, so you need an intelligent GM to keep the game fun despite the unfairness.
The 11 Billion dollar bottle of wine: Our first bit of themed material is another serious hard sci-fi piece about just how big space is, how much fuel it takes to travel at any kind of speed, and how much of a pain in the ass it would be to transport any kind of perishables across that distance. The numbers are quite horrendous, and even if we overcame the mechanical challenges, barring the invention of some kind of faster than light travel, we'd still find it a struggle to make it profitable due to our own lifespans and the short-term thinking inherent to that. Who's willing to spend billions to send a spaceship off in the hope that their descendants will get a multi-trillion windfall a few thousand years later? How do you deal with the prisoner's dilemma when it comes to profiting by mutual sharing of information. How do you even begin to handle sanctions or actual war if you fall out when your reaction time is measured in decades? It's not completely pessimistic, but yeah, it's not an easy task, and unlike AI, this is something we're no closer to accomplishing than we were 30 years ago. If we ever crack it, that'll be a story worth telling.
Designer's Notes: This column continues to be interestingly candid about their struggles to get things done. Too many standalone game ideas, too much demand for Dragonquest supplements, and not enough time or people to get everything they'd like to do done, especially when they go down dead ends, and wind up having to scrap a load of design work and start again. Ever the way with creative endeavours. You either don't have enough time and money to do your dream perfectly, or you're juggling a big bureaucracy and getting everything organised and moving in the right direction is like herding cats. It's no wonder that even big, successful seeming companies can suddenly go under, and you only find out in hindsight how much of a mess they were in.
Startrader!: Our second tie-in is a comic showing a seedy deal going down. (IN SPAAAACE!) Unsurprisingly, the Johnson tries to betray our protagonist, and equally unsurprisingly, the protagonist has taken inventively horrible precautions against betrayal, and comes out on top. Pretty standard narrative arc, made more entertaining by the exceedingly dated fashions of the characters, which manage to be terribly 80's despite being set in the future. This kind of story never gets old as long as the writer can come up with different twists each time, as people love ironically appropriate comeuppances.
Science for Science Fiction: A mix of universal and very specific questions here. Attempts to resolve the paradoxes inherent in infinity and space travel. The mathematics that look elegant on paper are not borne out by the messy reality of how things actually are. The mechanics of creating a fake unicorn to bilk money from rubes. It's not pleasant, but it's not that complicated a procedure. And combining the two, a lecture on the need for absolute lack of ambiguity when communicating with computers. They may not actively try to pervert your instructions like literary demons and genies, but bugs can still cause all kinds of unexpected results that are a real pain to track down and fix. Choosing the right programming language for the right task can make things a lot easier to accomplish.
Facts for Fantasy: As usual, this column tackles more topics in less detail than the science one. Two slightly disjointed bits of information on the runic alphabet, the phonemes it contains, and how it's organised. The creation myth of the Gilbert Islands in the south pacific, which unsurprisingly is heavily shaped by the native creatures and environment. Human imagination can only extrapolate so far beyond it's inputs. The cosmology of the inuits, which seems like pretty standard animism. And the economic classes in 500BC athens. Still true how much more specific the details get the closer we stay to there. They have got to get themselves some new primary sources.
Film & Television: Time Bandits gets a mixed but ultimately positive review. The production problems are pretty obvious in the final product, but it's still a tremendously entertaining film that completely defies categorisation. While working to formulas helps a lot of the time if you want to make something good, sometimes you should just throw them out and see what happens, as novelty is a good thing in itself in the entertainment industry. If it works, you might spawn a whole legion of imitators.
Books: Starship & Haiku by Somtow Sucharitkul gets a mixed review because it's well written, but has a very bleak and depressing worldview indeed. Yeah, preaching ecological doom will do that for you. We might still get there, but it's clear by now that it'll be a long process of things gradually getting more unpleasant, not some big end of the world. Trying to panic people with exaggeration will solve nothing.
Spacetime Donuts by Rudy Rucker mixes extremely high concept mathematics and metaphysical speculation with rather more lowbrow sex, drugs & rock n' roll. The reviewer finds the results interesting, but also rather absurd. Things on a quantum level often do, as they're not intuitive to the physics we see at macro size. You just have to deal with it.
Long shot for Rosinante by Alexis Gilliand isn't bad, but shows the effects of sequelitus and diminishing returns. If you tell basically the same story twice, what's the point of writing it anyway?
Last Communion by Nicholas Yermakov also gets a good result, but not as good as his last novel, which is still a compliment, but doesn't feel like it. The higher you climb, the higher the standards you get held too.
The Janus Syndrome by Steven McDonald gets a short, but unmitigated slating. Shallow, badly written action movie fodder. Not even worth picking apart and mocking.
Lilith: A snake in the Grass by Jack Chalker showcases another of his really weird and interesting worlds, and unconvincing human characterisations.
Goes to show, you need a strange mind to come up with this stuff, and that's it's own benefit and drawback.
Tomorrow's Heritage by Juanita Coulson is a family drama with sci-fi trappings, as a ludicrously megarich family engage in political squabbles, while a potential alien invasion lurks in the background. Seems like good fodder for an HBO adaption.
Reefs by Kevin O'Donnell Jr has an interesting plot, but it struggles to challenge it's protagonist, as he has powerful teleportation and the brains to exploit it logically in devastating ways. He needs an antagonist with similarly flexible capabilities to keep the series from turning into a mary-sue fest.
The Great Rock n Roll Swindle by Michael Moorcock sees him tackling the punk rock phenomenon in his idiosyncratic style. His very british references leave the american reviewer amused but frequently baffled. I suspect it'd be a lot easier to unpick in hindsight with the help of google.
Shadows of Sanctuary by Robert Asprin sees the Thieves world anthologies maintain their high standards, once again showing why they've had lots of longevity and make good inspiration for RPGs. A world built by multiple people can gain a level of complexity no one person could ever manage alone, but not without an editor to keep things consistent.
The Seven Altars of Dusarra by Lawrence Watt-Evans sees a RPGer becoming an author, and incorporating stuff from his campaign into his novels. Now there's something that'll become increasingly common as decades go by.
Lord Darcy Investigates by Randal Garrett is a fantasy detective story where the protagonist uses magic to solve the crimes. Our reviewer doesn't enjoy it much, but can see why other people would. Mysteries in magical worlds have to tread an extra fine line to maintain internal consistency, without which the puzzles are just asspulls, and where's the fun in that for the readers?
The Elves and the Otterskin by Elizabeth Boyer, and The Ring of Allaire by Susan Dexter both get resounding mehs and virtually no descriptive detail. This is not the way to write a satisfying review. If it isn't good or interestingly bad, leave it out. You only have so much space and it would be better spent that way than trying to cover all the shovelware the book companies produce. No sense in spreading yourself too thin.
Media: This column has a complaint that seems particularly bizarrely dated this month. The rise of multiplex cinemas, multiple smaller screens under one roof rather than just one? (and usually part of an even larger mall complex in turn. ) That's been standard for as long as I can remember. Which I guess shows my age, and also that commercialisation is like urbanisation or entropy. You see the state of things when you were young as normal, but there are already many generations of gradual development that they were built on in turn, and there was never a true status quo in nature for more than a few million years at a time. I can't get worked up about this at all, as more choice is a good thing, especially in movies, which are considerably fewer in numbers than songs or books due to the more complex and expensive creation process. Lighten up, Francis.
Games: This column tries to expand by soliciting for freelance reviews, as they simply don't have the time to cover everything that's being released. And you never will, because complete comprehensiveness is impossible in one little bimonthly magazine, especially when you're talking about an industry with lots of small press publishers that can easily slip under the radar. Since I definitely prefer longer, more comprehensive reviews that give the reviewer more opportunity to express their opinions and preferences, I'm not optimistic about this change. But on with the show.
Barbarian Prince gets a mildly negative review, simply because the reviewer has played it several times and hasn't managed to beat it yet. With solitaire games, it's so easy to cheat. You have to include lots of options, many of them wrong, otherwise people will beat them first try and then forget about the game entirely.
Star Viking gets a fairly positive review, as it's rules are detailed, but concisely explained. The Star Vikings vs the Federation seems like a david & goliath battle at first, but they have different win conditions that make the game fairly evenly matched, and the ability to pick different units for your forces each time gives it plenty of tactical elements and replayability. Nothing wrong with a little marauding if it's done in good taste.
Outpost Gamma is a game of natives revolting against their colonial oppressors IIINNN SPAAACE!!! (that never gets old, does it) Unsurprisingly, the humans are outnumbered, but have considerably better equipment. While it looks nice, the rules don't get particularly high marks, as they aren't particularly well balanced or tuned. This can stay in the past along with it's source material.
Demonlord is a game of a human empire trying to avoid being taken over by demonic invaders. It gets a moderately positive review, as it has several different sets of tactics you can use, and none of them is blatantly most powerful. A bit of depth does wonders for replayability.
Champions gets a fairly positive review too, although they wind up giving the edge to Villains & Vigilantes. (the name is certainly more trademarkable.) Given the wild diversity of superhero powers, the systems are always going to have to be widely applicable, and evolve towards genericness, and that's very much the case here, with powers and disadvantages aplenty. It still needs a fair few supplements to make it comprehensive and capable of sustaining extended campaigns though.
RPGaming: Dwellers of the Forbidden City gets a viciously negative review that makes it clear that they think TSR's rapid expansion is already resulting in lowered standards of writing and editing. The plot is paper thin, the cartography is hard to make out, the monsters' positioning and relationships make no sense ecologically, and they no longer have separate descriptions of the rooms to read to players. It's amazing how quickly these kinds of complaints crop up after a company gets going. Same as it ever was.
The Secret of Bone Hill gets a somewhat more positive, but still ultimately ambivalent result. The town is interesting and decently fleshed out, but the dungeon feels perfunctory and there's no actual secret at the end of it, which makes the name seem stupid. It's as if TSR would have liked to do a setting sourcebook, but didn't think it would sell without the dungeon crawl. It's still a long time before they'll really embrace worldbuilding. In the meantime, we had to live with these half-measures, make our own, or move to a game like Runequest that has already massively outpaced TSR in this area. Good thing those days are over, and we have vast amounts of choice in well developed settings to draw inspiration from.
Software: Robot Attack manages to grab the reviewers attention by including actual spoken words in it's sounds. it has several other features that make it cutting edge for it's time too, although it would still be pretty clunky by modern standards. It's amazing just how much data can be compressed if you have good programmers, but some things can only be accomplished with more raw power.
Master Trader is one of those games that tries to do economics IIINNN SPAAACE!!! It gets a so-so review, as it's decently designed, and has some nicely humorous moments, but it's also long and a little too boring for people who prefer their games with lots of action. it's always going to be a niche genre.
Cosmic Trader has exactly the same premise, but isn't implemented as well, being both simpler and more boring in design. It can stay buried in the scrapheap of history with many other mediocre games.
Feedback: The mooted games reach the point where none of them are actually going to be published in the magazine in the future, which is a shame, because the pitches are still pretty cool. Several very different types of interstellar war, some extradimensional exploration, wizardly intrigue and battle, and three potential novel licences, including a second Stainless Steel Rat one. They certainly don't lack for variation or nuance in their game designs. The RPG stuff seems somewhat more generic. DragonQuest rules for priests & religion, and books filled with more treasure and monsters. The only quirky one here is a system for generating adventures using tarot cards, which should stand up to a fair few replays. Well, Ravenloft did something similar, and look how successful that was, so it could well have been a hit for them if they'd got round to it. Once again we wonder about the path not taken with a fair amount of melancholy.
Questing: Lots of new rules material here, compressed into a small space. The push for more informed choice and less randomness in character generation continues to creep through the system, as it will for decades to come. And PC rules for Half-elves, Lizard Men and Giants, which is slightly more adventurous than AD&D had reached in it's official publications at the same point. Each has some quite specific quirks, half-elves getting to choose between mortality & immortality a la Tolkien, lizard-men having some very specific skill benefits & penalties, and giants getting the obvious high physical stats. Seems like pretty decent material if you ever get round to playing the game.
Universe Commlink: As with their DragonQuest setting, they're scrambling to build up the Universe setting, and here's where they elaborate on that. Unsurprisingly, more gear and spaceships are first on the agenda, with more adventures, monsters and alien races following after that. A separate magazine isn't on the agenda yet, but it will be if they can justify it financially. The thing that the public conspicuously didn't want though was underwater & underground expansions, which goes to show, it may be sci-fi, but we still don't want the realistic hassle of dealing with hostile environments in great detail in our gaming. Waterworlds, and ice worlds with underground oceans may look increasingly common in the cosmos as our instruments increase in precision, but we won't be seeing an RPG based entirely in one where no human could venture unprotected anytime soon. Once again shows the limitations to our own imaginations. So many more environments we can't survive in compared to the few we can, but since we live in them, we think they're disproportionately more common than they are. So even the strangest and toughest worlds we create will still be more forgiving than the real ones out there. All the design rigour in the world can't entirely prevent that.
StarTrader: So after an issue in which they've faced their own economic limitations a fair bit, it's time to make a game of it. It's designed to be integrated into the Universe system as a minigame, but can also be played standalone. A lot of effort is put into not only trading physical items, but also information, with a fair bit of blind bidding and different people being told different things, then deciding if they want to keep it to themselves or sell that to other players. It's considerably more complex than monopoly, but like that, once someone gets ahead, they'll tend to pull further ahead until they eventually win unless they get very unlucky with the dice and random events. Reputation and political influence is formalised based on your actions, and has a considerable effect on how the game plays, but you can also make big profits from illegal double-dealing, so whether you play fair or backstab the other players is a genuine choice. As with most of these, they have several variants to increase the replay value, so you can get plenty of use out of it even if you aren't mixing it with your RPGing. The trickiest thing, as ever, is finding enough people to play it with to exhaust all those possibilities.
By integrating the boardgaming and rpging sides of their writing, this issue once again continues the trend of having an increasing amount of material connected to the theme, with only the media reviews really staying out of it. Shows just how quickly a magazine can transform as the writers go from tentatively feeling around, to hitting their stride and finding they have more to say on subjects than they can fit in the periodical format. If only the budget had matched their ambitions. If they were around today, they could manage considerably higher production values with the same resources. Let's see how quickly they carry on progressing next issue.