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White Dwarf: The First 100 issues. A Read-Through and Review.
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<blockquote data-quote="Dr Simon" data-source="post: 5995618" data-attributes="member: 21938"><p><strong>Epilogue</strong></p><p></p><p>I originally chose issues 1 to 100 as that's (a) a nice round number and (b) pretty much the limit of role-play content in White Dwarf.</p><p></p><p>But not entirely.</p><p></p><p>Issue 101 features three scenarios. John Quaife proves another add-on for Griffin Island with <strong>Trouble at the Number One Inn</strong>, a flexible scenario involving slarges, pirates and dwarves all after the same Plot MacGuffin. It's mostly a set of NPC stats, with attached motivations, but that just makes it a bit more usable than the more typical story adventures that have been popular in the last couple of years of publication.</p><p>There's a WHFRP adventure called <strong>The Affair of the Hidden Jewel</strong> by Lewis Page, which is very high adventure, not so much a typical Warhammer Old World style adventure but full of interesting twists. Finally there is <strong>Clone Day Surprise</strong>, a Paranoia adventure from Games Day '87, where the referee is expected to get the players (that's the <em>players</em>, not the characters) doing aerobics and throw shaving-foam pies in their faces. All sounds quite annoying to me.</p><p></p><p>After that, scenarios proper fade from the magazine. They are replaced, for a while, by "Brief Encounters", which are adventure components for WHFRP. <strong>There’s a One-Eyed Fellow Hiding to the South of Kammendun</strong> by Graeme Davis can be used to introduce the fimir into a WHFRP game, and also features rules for using WH Battles to resolve some aspects. <strong>The Vermilion Pawn</strong> by Ken Rolston is a pawn shop for magical items, usable as a resource for PCs, or for somewhere they may want to rob - in that respect it recalls Gringle's Pawnshop from the Apple Lane scenario pack for RuneQuest, from way-back-when. <strong>With a Little Help From My Friends</strong> by Carl Sargent is a hostage situation and introduces a Poirot-esque gnome detective. <strong>Element of Risk </strong>by Ken Rolston uses the underdeveloped Elementalist specialist magician and is a nice little location-based adventure centred on some free-willed earth elementals. Finally <strong>Terror in the Darkness</strong> introduces the ambull, an umber-hulk type creature from WH40K, into the WHFRP setting. All quite simple but also all quite flexible in use. <strong>Morglum's Marauders</strong>, by Paul Murphy, is billed as a WHFRP campaign outline but may be more suitable to WHFB; it's a detailed description of an orcish warband and the goals of the leader.</p><p></p><p>Articles are all pretty much aimed at GW games, and the roleplay content peters out, mostly a series of (actually quite good) articles extracted from <strong>Realms of Chaos</strong>. The game<strong> Dark Future</strong> is released, a sort of Mad Max wargame that they really try to push. I vaguely recall it being around; the cars look really dated now! Dave Langford calls time on <strong>Critical Mass</strong>, which continues for a few columns under the pen of Dave Pringle before finishing altogether - a shame, but book reviews really don't mesh with the new direction that the magazine is taking. Once, when all and sundry were mining fantasy and SF fiction for ideas, it worked really well as a component of the magazine - remember that run back in the 50s where it seemed every issue had stats for creatures from a fantasy series, be it Majipoor, Many Coloured Land or Belgariad? By this stage in the magazine's history, however, everything has to be related to the Warhammer universe and it feels like there's little or no room for reader input. Which is probably why Enter the Dragonewt was never published, and why my Call of Cthulhu scenario set in modern gangland London (a sort of Guy Ritchie does Lovecraft kind of mash-up) was rejected (or it might have been that they were crap).</p><p></p><p>And on that note it's time to draw this trip down memory lane to a close.</p><p></p><p>In my opinion, if you look in any issue between about numbers 18 and 60 you are bound to find something good, and something that you could adapt to a modern game quite happily. In retrospect I'm impressed by how "modern" some of the ideas were, even if they tended to be couched in the AD&D mentality that you need lots of tables and finecky modifiers for every last subsystem. I've been inspired more than once whilst writing these articles with campaign ideas which I will probably never get to run.</p><p></p><p>The following are how many covers there are that feature each of these items. Correct me if I'm wrong, I may well have missed some:</p><p></p><p>15 <strong>Chainmail Bikinis</strong> (That also includes the leather bikini of issue 24, and I think I also counted the woman on the cover of issue 94 who is wearing sensible armour on her top half, but has forgotten to put her trousers on).</p><p><span style="color: Red">3</span> <strong>Skin-Tight Spacesuits</strong></p><p>10 <strong>Conan Muscle Men</strong></p><p><span style="color: Red">16 </span><strong>Evil Wizards</strong> (14? There are a couple of morally ambiguous wizards; if in doubt assume that they are evil)</p><p>15 <strong>Spaceships</strong></p><p><span style="color: Red">17</span> <strong>Orc-y Things</strong> (ugly humanoids of medium-size)</p><p>15 <strong>Demons</strong> (roughly humanoid monsters of large size or greater, but also includes Cthuloid monstrosities)</p><p><span style="color: Red">8 </span><strong>Dragons</strong></p><p>6 <strong>SF meets Fantasy</strong> (generally involving a person with a sword watching a high-tech thing pass overhead)</p><p><span style="color: Red">3</span> <strong>Space Marines</strong> (includes Chaos Marine on issue 99)</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 5995618, member: 21938"] [B]Epilogue[/B] I originally chose issues 1 to 100 as that's (a) a nice round number and (b) pretty much the limit of role-play content in White Dwarf. But not entirely. Issue 101 features three scenarios. John Quaife proves another add-on for Griffin Island with [B]Trouble at the Number One Inn[/B], a flexible scenario involving slarges, pirates and dwarves all after the same Plot MacGuffin. It's mostly a set of NPC stats, with attached motivations, but that just makes it a bit more usable than the more typical story adventures that have been popular in the last couple of years of publication. There's a WHFRP adventure called [B]The Affair of the Hidden Jewel[/B] by Lewis Page, which is very high adventure, not so much a typical Warhammer Old World style adventure but full of interesting twists. Finally there is [B]Clone Day Surprise[/B], a Paranoia adventure from Games Day '87, where the referee is expected to get the players (that's the [I]players[/I], not the characters) doing aerobics and throw shaving-foam pies in their faces. All sounds quite annoying to me. After that, scenarios proper fade from the magazine. They are replaced, for a while, by "Brief Encounters", which are adventure components for WHFRP. [B]There’s a One-Eyed Fellow Hiding to the South of Kammendun[/B] by Graeme Davis can be used to introduce the fimir into a WHFRP game, and also features rules for using WH Battles to resolve some aspects. [B]The Vermilion Pawn[/B] by Ken Rolston is a pawn shop for magical items, usable as a resource for PCs, or for somewhere they may want to rob - in that respect it recalls Gringle's Pawnshop from the Apple Lane scenario pack for RuneQuest, from way-back-when. [B]With a Little Help From My Friends[/B] by Carl Sargent is a hostage situation and introduces a Poirot-esque gnome detective. [B]Element of Risk [/B]by Ken Rolston uses the underdeveloped Elementalist specialist magician and is a nice little location-based adventure centred on some free-willed earth elementals. Finally [B]Terror in the Darkness[/B] introduces the ambull, an umber-hulk type creature from WH40K, into the WHFRP setting. All quite simple but also all quite flexible in use. [B]Morglum's Marauders[/B], by Paul Murphy, is billed as a WHFRP campaign outline but may be more suitable to WHFB; it's a detailed description of an orcish warband and the goals of the leader. Articles are all pretty much aimed at GW games, and the roleplay content peters out, mostly a series of (actually quite good) articles extracted from [B]Realms of Chaos[/B]. The game[B] Dark Future[/B] is released, a sort of Mad Max wargame that they really try to push. I vaguely recall it being around; the cars look really dated now! Dave Langford calls time on [B]Critical Mass[/B], which continues for a few columns under the pen of Dave Pringle before finishing altogether - a shame, but book reviews really don't mesh with the new direction that the magazine is taking. Once, when all and sundry were mining fantasy and SF fiction for ideas, it worked really well as a component of the magazine - remember that run back in the 50s where it seemed every issue had stats for creatures from a fantasy series, be it Majipoor, Many Coloured Land or Belgariad? By this stage in the magazine's history, however, everything has to be related to the Warhammer universe and it feels like there's little or no room for reader input. Which is probably why Enter the Dragonewt was never published, and why my Call of Cthulhu scenario set in modern gangland London (a sort of Guy Ritchie does Lovecraft kind of mash-up) was rejected (or it might have been that they were crap). And on that note it's time to draw this trip down memory lane to a close. In my opinion, if you look in any issue between about numbers 18 and 60 you are bound to find something good, and something that you could adapt to a modern game quite happily. In retrospect I'm impressed by how "modern" some of the ideas were, even if they tended to be couched in the AD&D mentality that you need lots of tables and finecky modifiers for every last subsystem. I've been inspired more than once whilst writing these articles with campaign ideas which I will probably never get to run. The following are how many covers there are that feature each of these items. Correct me if I'm wrong, I may well have missed some: 15 [B]Chainmail Bikinis[/B] (That also includes the leather bikini of issue 24, and I think I also counted the woman on the cover of issue 94 who is wearing sensible armour on her top half, but has forgotten to put her trousers on). [COLOR="Red"]3[/COLOR] [B]Skin-Tight Spacesuits[/B] 10 [B]Conan Muscle Men[/B] [COLOR="Red"]16 [/COLOR][B]Evil Wizards[/B] (14? There are a couple of morally ambiguous wizards; if in doubt assume that they are evil) 15 [B]Spaceships[/B] [COLOR="Red"]17[/COLOR] [B]Orc-y Things[/B] (ugly humanoids of medium-size) 15 [B]Demons[/B] (roughly humanoid monsters of large size or greater, but also includes Cthuloid monstrosities) [COLOR="Red"]8 [/COLOR][B]Dragons[/B] 6 [B]SF meets Fantasy[/B] (generally involving a person with a sword watching a high-tech thing pass overhead) [COLOR="Red"]3[/COLOR] [B]Space Marines[/B] (includes Chaos Marine on issue 99) [/QUOTE]
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