White Dwarf Reflections #21

In this issue’s editorial, Ian Livingstone gets very controversial! He suggests we should move away from the ‘Vancian’ model of wizards learning spells and forgetting them as they cast them to a more points based system like Runequest. Well, many years on we gained Sorcerers for D&D, but the Vancian wizard still remains. However we will see innumerable rules suggestions for how to turn the ‘spells/day’ into power points.

More importantly Ian adds a note about the sad loss of Robert Owens, one of the production artists on the magazine. He pays tribute not only to Owens but reminds the reader of the importance of the army of people who are not writers or artists that create the magazine but get much less kudos.

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On the Cover

A wizard in his magic laboratory works a scrying spell to spy on a hero in the midst of a battle. Behind him, the open window offers a view over a forested land with another fortress citadel in the distance. The artist is Robert Adams who I can find nothing on and this may have been his only cover for White Dwarf, although there are some references to potential book covers he may have worked on.

Features

  • Lore of the Land (Andrew Finch): We return again to the Chronicles of Thomas Covenant to detail some new character classes for the various Lore Lords of the novels. They are a form of magic user/cleric, and while this makes them quite potent I can’t really see them joining an adventuring party very easily as this feels more on an NPC class. Still, some useful options can be found here.
  • Survival (Bob McWilliams): This is a pull out solitaire board game set in the Traveller universe, which seems very similar to the previous “Barbarian” game several issues ago. The player is a scout who has got stranded on an alien planet after escaping their ship in a lifepod. Can they make it across hostile terrain to the Aid Station where they can call for help, or will they fall prey to the flora, fauna or terrain of the planet beforehand?
  • Tomb of the Maharaja (S Hartley): A short dungeon adventure set in a tomb complex. The players are asked to root out the cult living there and take the crown jewels of their long dead maharaja. Doing so should cause the cult to disband, although you may have to kill an awful lot of them. It’s a pretty standard dungeon bash but solid work.

Regulars

  • Character Conjuring: This issue the character class is The Merchant by Roger Moore. This class is well considered, with their main ability being to talk and make deals, even if the people they want to talk to are fighting. Like the Alchemist, it’s hard to see them as adventurers, but they might certainly accompany one of their own caravans to make sure it gets to the right place.
  • Letters: There is a lot packed into this issue’s letters. The argument about what damage oil should do and how long it should burn continues. There is praise for the support Traveller is getting (in terms of Starbase and some recent adventures). There is also more argument over whether alignment is good or bad. Personally, I think alignment is a good place to start your characterisation and still works pretty well, just don’t make it everything. I have to say, many of those arguing against it seem to misunderstand how it should be used. The most interesting letter is from Lawrence Schick, TSR’s vice president, responding to Marc Gascoigne’s complaints about the constantly updating Monster Manual. Schick provides some fascinating statistics by way of response, claiming the rulebooks for D&D are getting a reprint every 3-4 months, although he doesn’t say how big the run is. At each reprint they amend any typos and misprints they have uncovered, so you may find there is actually quite a lot of variety in editions (albeit very small adjustments). The extra 8 pages was just due to a bigger set of amendments that added enough text to necessitate adding another folio (each set of folded pages is a folio, the entire book being several folios stitched together at the spine). The extra detail was printed in Dragon so those with a different edition could still get hold of it. Good to hear D&D books are selling out fast, and while any misprint is a shame it’s interesting that TSR was dedicated to updating as they went.
  • Molten Magic: Gone again this issue, although it is alternate issues now.
  • News: A lot of new stuff on the way but not much especially noteworthy. GDW and Judges Guild keep up their insane publishing schedules and Ral Partha is branching out from figures to figure board games. Another new release “Treasure of the Silver Dragon” comes with a real world treasure hunt. Play the game to uncover clues to the location of a silver dragon statue. Although it seems no one found the statue, but whether it was because the game didn’t sell or the clues were too hard I can’t seem to discover! Comment if you know any more to the story.
  • Starbase: This issue a mini adventure with a lot of very useful tables. You need to get a client and their cargo across a snowy and bleak terrain so they can get off planet. While this is a simply journey there is detail on the Snow Master vehicle you are using, and how it deals with various terrain types as well as how the weather might affect it. All stuff you might easily use again.
  • Treasure Chest: While it is only one page this issue, it is a very full one, fitting no less than fifteen new spells onto one page. With that many you are bound to find one you like.

Fiend Factory

A collection of new monsters created by readers. This issue we continue the format of linking all the monsters together into a mini-adventure as we face “One Eye Canyon”. I must say this is probably the best collection of monsters I’ve seen so far in one place:
  • Brothers of the Pine (Julian Lawrence) A form of plant zombie created by replacing a victim’s blood with sap. A nice and more horrific twist on your usual zombie.
  • Cthon (Colin Reynolds) An immovable rock boulder creature who controls the minds of nearby animals to destroy those who enter its territory.
  • Cyclops (Albie Fiore) A form of marsh creature that might have several variants. Very nasty though as it can only reproduce with humans, which are also its main diet.
  • Dragon Warriors (Tony Wilson) Who didn’t love the “Children of the Hydra’s Teeth” in Jason and the Argonauts (shout out to the genius of Ray Harryhausen)? These armoured warriors spring up from a dragon’s tooth thrown on the ground. Each tooth only makes one warrior, and the type of dragon they come from defines how hardy they are.
  • Enslaver (Roger E Moore) A liquid mercury creature (similar to Odo or the T2000) who can control the minds of those they connect to. Tends to hide among gem stones waiting for someone to reach down to pick one up…
  • Grey Sqaargs (Graham Head) An interesting form of golem that gets more powerful the more people are attacking it. Designed as a guardian, it’ll leave you alone if you avoid it. But fight it and its strength grows to the same as the total strength attacking it.
  • Micemen (Stephen Norledge) A species of Brownie that have been corrupted by an evil wizard who is now long gone. Again, a nice twist and possibly a nasty surprise for a Brownie encounter.

Open Box

This month’s reviews are:
  • Azhanti High Lightning, War Game (Games Designer’s Workshop): This war game set in the Traveller universe is a little different as it involves skirmishes aboard a large Imperium cruiser. It also works as ‘supplement 5’ and offers deck plans of the ship even if you never play the game.
  • Intruder, Board Game (Task Force Games): This game is basically an Alien minigame without the licence. An alien has escaped captivity in your space station and it gets bigger the longer it takes to catch it. I have a huge soft spot for this game as we played it at school and it came down to my character versus the Referee with all the other players (and a few other people) forming an audience to see if humanity could finally prevail (they did, but it was very close).
  • Valkenburg Castle, Wargame (Task Force Games): The castle that forms the centre of this game has been claimed by several evil creatures over the years, but now the descendant of the original noble family who built it has returned to reclaim it. While this could be converted into an adventure it’s very much a wargame.
 

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Andrew Peregrine

Andrew Peregrine

A wizard in his magic laboratory works a scrying spell to spy on a hero in the midst of a battle. Behind him, the open window offers a view over a forested land with another fortress citadel in the distance.
That window also provides a major workplace safety risk, as do the other ones you can see out of it. Just look at the height of the windowsills and consider how easy they make it to fall out if you stumble, slip, trip or get a light push. Hope you've got Feather Fall memorized, pal.
Lore of the Land (Andrew Finch): We return again to the Chronicles of Thomas Covenant to detail some new character classes for the various Lore Lords of the novels. They are a form of magic user/cleric, and while this makes them quite potent I can’t really see them joining an adventuring party very easily as this feels more on an NPC class. Still, some useful options can be found here.
That series is much reviled for its sexual assault scene early in the first book and has been for years, but this is yet another proof pf how popular it was back in the 80s. The hype around it was enormous at first, and Donaldson really rode Tolkein's coattails better than just about any of his peers other than Brooks.

I was 14 at that point and I remember needing to get permission from a school counsellor to read the last Narnia book, but Thomas Covenant? Sure, go right ahead, that's okay. In hindsight, I wish I'd skipped both.
Survival (Bob McWilliams): This is a pull out solitaire board game set in the Traveller universe, which seems very similar to the previous “Barbarian” game several issues ago. The player is a scout who has got stranded on an alien planet after escaping their ship in a lifepod. Can they make it across hostile terrain to the Aid Station where they can call for help, or will they fall prey to the flora, fauna or terrain of the planet beforehand?
The better of two solo games from the mag that Task Force Games bundled into the Survival/the Barbarian microgame. Unlike Barbarian, it actually has some replay value and multiple scenarios, has some decent support through their Nexus magazine, and your choices matter more than raw luck. Barbarian has one boring scenario and relies entirely on luck for victory.
Character Conjuring: This issue the character class is The Merchant by Roger Moore. This class is well considered, with their main ability being to talk and make deals, even if the people they want to talk to are fighting. Like the Alchemist, it’s hard to see them as adventurers, but they might certainly accompany one of their own caravans to make sure it gets to the right place.
Many years later we get the Peddler in Forbidden Lands, who is very definitely a useful player class with supposedly mundane abilities that are far more magical-feeling (and more useable with less risk) than anything the actual spellcasters have. Sure, everyday wandering tradesmen can just pull random items and money out of their inventory when they feel like exerting themselves. Totally not magical, you bet.
Another new release “Treasure of the Silver Dragon” comes with a real world treasure hunt. Play the game to uncover clues to the location of a silver dragon statue. Although it seems no one found the statue, but whether it was because the game didn’t sell or the clues were too hard I can’t seem to discover! Comment if you know any more to the story.
That's the first of two "treasure hunt" microquests from Metagaming, using the same engine as Melee and Wizard (ie a simpler version of The Fantasy Trip). The prize was found by Thomas Davidson six weeks after the game was released, and there was also a $10K cash reward as part of that prize.

The semi-sequel Treasure of Unicorn Gold had the same general setup, and even today there's debate over anyone found the prize or if it even existed at all, since Metagaming shut down completely not long after release and long before they would have been holding a random draw if it hadn't been found. Several people have claimed to worked out a location of the statue and found nothing, and there's never been any announcement from Howard Thomson AFAIK. There's continuing doubts about whether the prize (which included the same cash payout) even existed or if this was a scam. Howard wrote both of them and is probably the only person who could say for sure unless someone does find the statuette.
Azhanti High Lightning, War Game (Games Designer’s Workshop): This war game set in the Traveller universe is a little different as it involves skirmishes aboard a large Imperium cruiser. It also works as ‘supplement 5’ and offers deck plans of the ship even if you never play the game.
Used a slightly tweaked version of the earlier Snapshot rules. Amusingly, you sometimes see the opposite claimed (ie Snapshot arose from AHL) but no, SS came out two years before. Probably the largest set of deck plans ever for Traveller, despite many decks (fuel tankage, mostly) using the exact same map. Even the gigantic FASA ones didn't top this game. Also had quite a few scenarios to play, including one where a crippled ship is gradually "sinking" in a gas giant and native life forms have begun boarding.
Intruder, Board Game (Task Force Games): This game is basically an Alien minigame without the licence. An alien has escaped captivity in your space station and it gets bigger the longer it takes to catch it. I have a huge soft spot for this game as we played it at school and it came down to my character versus the Referee with all the other players (and a few other people) forming an audience to see if humanity could finally prevail (they did, but it was very close).
By far the strongest of TFG's solo games as well.
Valkenburg Castle, Wargame (Task Force Games): The castle that forms the centre of this game has been claimed by several evil creatures over the years, but now the descendant of the original noble family who built it has returned to reclaim it. While this could be converted into an adventure it’s very much a wargame.
 



Now we need to track down the picture of the battle to make this a B/X style cover homage.
I liked this cover a lot when it came out because it made me think a bit. Could be that he's using star energy to power his scrying, but I figure it's more likely that he's scrying on the events taking place on a neighboring world far above him.
 


Interesting collar on that wizard. As far as I can tell, it's supported by his headpiece, 'cause he has no shirt on.
There might be an extension piece or two in back that supports the whole thing through the wonders of body glue, or just forms a front-and-back clamp with the one piece extending down the front of the torso. that we can see. Doesn't seem like it would be very comfortable either way.
I liked this cover a lot when it came out because it made me think a bit. Could be that he's using star energy to power his scrying, but I figure it's more likely that he's scrying on the events taking place on a neighboring world far above him.
The shape of the weird green hybrid d12/d20 he's waving around is what caught my eye. To this day I'm not sure that's an object that can exist in 3D space - although I suppose drafting one and seeing if you could print it would prove things one way or the other.
 


It's wild how popular Thomas Covenant was in the early 1980s. I would be shocked to find anyone under 40 years old who's read it.
I don't know about <40, but maybe <30 when a maturing internet led to much more awareness of THAT SCENE and other problematic material. The books' popularity stemmed partly from years of new releases from 1977-1983 - and dropped off rapidly as that ended, seemingly forever. Early Covenant's popularity is one of those "you really had to be there" things. Can't imagine it being that big in 2025, if it could even get published at all.

Even then, remember the final four books came out between 2004 and 2013. Despite less hype, far less influence and the fact than many people knew about the failings of the earlier two trilogies they weren't utter flops either. Certainly drove many new folks to read the rest of the series to see if they were really as good/bad as claimed.
 

I don't know about <40, but maybe <30 when a maturing internet led to much more awareness of THAT SCENE and other problematic material. The books' popularity stemmed partly from years of new releases from 1977-1983 - and dropped off rapidly as that ended, seemingly forever. Early Covenant's popularity is one of those "you really had to be there" things. Can't imagine it being that big in 2025, if it could even get published at all.

Even then, remember the final four books came out between 2004 and 2013. Despite less hype, far less influence and the fact than many people knew about the failings of the earlier two trilogies they weren't utter flops either. Certainly drove many new folks to read the rest of the series to see if they were really as good/bad as claimed.
Maybe. But I just keep thinking about how few Millennials and Gen Z folks have even heard of the Earthsea novels, which were always more popular -- and much better regarded -- even at Thomas Covenant's height.

We've since had at least three waves of fantasy novels -- game-related fiction following Dragonlance, everyone trying to produce the next Wheel of Time and/or Game of Thrones, and then the rise of cozy fantasy and romantasy -- that has pushed 1970s fantasy off to the dusty corners of used bookstores.

I think a lot of the ENWorld favorites are trivia questions now. (In fact, A Wizard of Earthsea questions seem to be guaranteed stumpers for contestants on Um, Actually, which I think speaks to how few even geeky Millennials know those books.)
 
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