Space Gamer #40
Space Gamer #40
- -- - - - -- -· -
Don't miss an issue of THE SPACE GAMER. Subscribe today ... and charge it to
your Visa or MasterCard.
PLACE
ST}.MP
HERE
Box 18805-T
Austin, TX 78760
•,,
Subscribe to The Space Gamer
. .. and help stamp out turkeys!
(j?
( ) One year ( 12 issues) . . . . $21.00. Save $9. 00 over newsstand price.
( ) Two years (24 issues) . . . . $39.00. Save $21.00 over newsstand price.
( ) Lifetime subscription . . . $250.00. Get every issue published as long as
you live!
Canadian and other non-U.S. subscribers please add $5 per year for surface mail. Airmail
rates vary by country and are subject to change with postal rates - please write for
current airmail rates to your address. All checks must be in U.S dollars on a U.S. bank
or U.S. dollars on an 111tematio11al Money Order.
Name . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . .
Address . . • . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . · · · · ·
City............................................ : . . . . . .
State/Province. . . . . . . . . . . . . . • . . . . . . . . . . • . . . . . . . . . . Zip • . . . . .
Card expires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . . 1
Signature . . . • . . . . . . . . . . . . . . . • . . . . . . . • . . . . . . . . • . . • . . . . . . . .
If you are charging your subscription to Mastercard or Visa, just put a stamp on this card
and mail it. If you are paying by check or money order, please put the check and this
card in an envelope and send to the address on the other side.
1
1111
In This Issue
S�CEOAMER NUMBER 40 - JUNE, 1981
By request, another Traveller issue.
This one features a Leviathan article by
Traveller designer Marc Miller; a new and
more detailed ship-combat system; and an
eight-page section (which you can pull
Articles
out of the magazine if you like) adapting
Jack Vance's planet Tschai to Traveller.
Included are the planetary map, seven.
ABOARD THE LEVIATHA N *More Miller alien races, encounter tables, scenario
A session with a Traveller ship's crew . . . . . . . . . . . . . . . . . . . . . . . . . . 4 suggestions, and general background in
TRAVELLER: NEW SPACE COMBAT SYSTEM *Steve Winter formation.
A more playable system for combat in space . . . . . . . . . . . . . . . . . . . . . 6 On pages 30-31 you'll find an updated
NON-HUMAN RACES CONTEST WINNERS index to all game articles that have ap·
New alien races for your RPGs . . . . . . . . . . . . . . . . . . . . . . .. . . . . 10
. peared in TSG since issue 1 5. This is a
GAME DESIGN: THEORY AND PRACTICE * Schuessler & Jackson handy tool for anyone looking for infor
Part XIV: Role-Playing Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 mation about a game ... and if you want
CUMULATIVE GAME INDEX to write a review, it's a quick guide to
A guide to all game articles in TSG issues 15-39 . . . . . . . . . . . . . . . . . . 30 games we haven't covered. I'm pleased to
note that we haven't missed too many.
Computer Gaming
Publisher: Steve Jackson
DEUS EX MACH/NA * Bruce F. Webster Editor: Forrest Johnson
NEXT ISSUE
Origins. It looks as though, for all practi preferably people who have their own
cal purposes, they'll be an Origins release. computers. We could use playtesters
If they're ready sooner we'll ship them and critics, both for these projects and
sooner, but most people will get their for reviews of other games. Write us at
The July TSG will be a spe
first look at these for Origins. Denis ilie address on page 1.
cial D&D issue, with an article
is working on final art for both of them.
by TSR head Gary Gygax;
New PBM Section
The vehicle counters for Car Wars are
finished, and look great; a few of them
are shown (actual size) on this page. Five new races of player Starting next issue, TSG will have a
This is only the b&w art, though; the characters for D&D and other new column: PBM UPDATE. This space
game counters will be in full color. FRPgames; will be open to PBM game companies for
news about the companies themselves -
and about the course of the games as
'
well. If you want to get ilie "big picture"
. on StarMaster, or find out about the
..... ..... . ......
. current political situation in Crane I, this
is the place. Companies can also an
s�
nounce new games, price and rules
changes, and anything else they like.
We'll welcome material from any legiti
A "Monty Python and the mate PBM company, though of course
Now
Holy Grail" adventure; we'll edit for length and remove any
blatant "puffery." This will be a news
Two other projects may be ready by
Tips for compulsive Thieves; column, not a collection of free ads.
Origins. (Yes, things are stacking up.
Makes life interesting.) The first one is
Job Openings
the game design book compiled from the The review of TRIPLAN
columns Nick and I have been writing. ETARY we promised this issue,
There seems to be a good chance ihat
We're presently revising, updating, and but couldn't quite squeeze in; within the next 12 months we'll have at
adding new material. This one is about
least two job openings at TSG/SJ Games.
a 95% certainty for Origins. And a number of reviews, This seems like a good time and place to
The other one is a rulebook for a
capsule and otherwise. invite applications. Job Description: game
game that's been played (informally)
development and production and/or
3
magazine work - and the qualifications
are the same. Salary: Depends on experi
ence. You will neither staive nor grow
First there was Universe II. Now, prepare to enter -
wealthy. Modest fringe benefits, plus
chance to go to a lot of conventions, etc.
Qualifications: Journalistic experience
UNIVERSE III
and/or game design background and/or
graphics and pasteup skill and/or wide
gaming experience (the more, the better)
plus ability to work under pressure
without going totally crackers. If you're
interested, send a resume. UNIVERSE II was the most highly rated play-by-mail game in
-Steve Jackson the country last year, according to The Space Gamer's 1980 Game
GAME MASTER Survey, ranking above both StarWeb and The Tribes af Crane, and
more than 14% ahead of its closest competitor. Unfortunately,
GAME MASTER exists to answer questions
on your favorite games. If you have a rules
entry into UNIVERSE II is limited by the very nature of the
question or play problem, send it in. Questions game. We are proud to be able to respond to popular demand by
to be answered will be chosen on the basis of
general interest. They will be first referred to offering the same game, through an exclusive licensing agreement
the game publisher or designer. If no response is with Clemens & Associates, Inc., as ...
received, GAME MASTER will offer its own
interpretation of the rule.Sorry - no individual
replies are possible.
UNIVERSE III
Holy War
UNIVERSE III
(2) Does the IU/RIU needed to terraform a
planet have to come from that planet?
(3) Can you sacrifice ships to block a
sunbeam?
Ernest Rowland, Jr.
Raytown, MO
Central Texas Computing, Inc.
(JJ No, there is no limit to either of these. 1210 Nueces, Suite 100
(2) Yes. All JU or RIU used for terroforming
must come from the world being terraformed. Austin, TX 78701
Thus, if a world ever reaches habitability zero,
it may not be terraformed.
(3) No. A sunbeam cannot be blocked.
-SJ
4
••••
like he was comfortable with the thought
of other caverns with air-gatherers going
•..... ..
outside much like was done here.
The adventurers first tried to sidestep
the question, but agreed that they did
gather air and that they came from far
away. The leader moved the conversation
on, and after more small talk, offered
some obviously pure water (it tested as
Approved For Use With TRA VELLERrM
such) as refreshment. Cindy stepped for
ward in friendliness and accepted. She
I ntrod ucing High Passage, a magazine geared toward the devoted Traveller
had to remove her helmet to drink, and
pl ayer.
that caused a great deal of excitement
Each issue of High Passage will contain a complete adventure, new
among everyone who could see. At first,
weapons, animals, ships(complete with history and deck 'plans), equipment
they thought it was because of her long
and a sub-sector of the Old-Expanses.
blonde hair; but that thought was soon
dispelled. The spokesman had had a sus The first issue of High Passage will include the adventure "The Solar Flare
Mystery;" wh i ch deals with the forced exploration of a mysterious starsh i p
picion, and now it was confirmed; in this
in the "Dethenes" sub-sector of the Old Expanses, character generation
cavern, only the sick and the old went
out to gather air, and the locals had as tables for the Ministry of Justice Special Branch, plans and specs for the
"Sandcrab"A TV inform ation and plans of the old Lightni ng Class Cru iser
sumed that the travellers were similarly
fig hter "Star Dust" technical drawing of Book 1 weapons, a starship decoy
sick or infirn1. Now, everyone realized
drone plus much more.
that the group was a healthy, fleshy, po
High Passage has been approved for use with Traveller by GOW, and is available
tential meal.
for $3.50 post paid from:
By this time, the group was no longer
on its well-protected perch, but instead in
the midst of a pack of locals. They started
High Passage
closing in and it proved impossible to
5261 W. 90th. St.
keep them back. Finally, Marilyn opened
Oak Lawn, II
fire with her shotgun and felled three of
60453
them. Now they stepped back, and when
James asked, he found out that the bodies
6
TRAVELLER:
New
Space
Combat
System
. new games
+free games
good deal
New games plus free games add up to a good deal from GOW! At the five major
summer conventions, GOW will release over ten new games and give away hundreds of
free games. For each new game you buy, you can choose one free game. Titles and
quantities are limited, so make the GOW booth your first stop at every show.
Assault Striker
Tactical Combat in Europe: 1985 Rules for 15mm Traveller Miniatures
Look for G OW's new games this summer in fine hobby shops around the world.
Free catalog on request
10
in floral garlands, but for modesty's sake
N o n h u m an Races
will wear a gauzy skirt and poncho in the
city or around aliens.
Mittsuashi move by rolling from one
flat triangular foot to another as they
The contest challenge to "create a spin ; this can vary from the dignified
non-human race" was easily our most suc shuffling pirouette of the Well-born, to
cessful one to date. We could literally have the wild cartwheeling-like run of charging
filled an entire issue of TSG with thegood Te and frolicking Kokoro. They are able
submissions we received. to reach great speeds moving in this man
Therefore, we've chosen two first-place ner. The record at present is held by the
winners - the two entries that were truly late Genji Bunsho Tenki · at 274 k.p.h.
outstanding among a whole stack of good (Any missile or thrown attack on a Mitt
ideas - and eight second-place winners. suashi that has moved more than 12 hex
Obviously, we don't have room for them es across the path of the attacker will be
all in this issue; We are running the first at -3 adjDX.)
place winners in this issue ; the second Fighters will charge attack most of the
place winners will appear in the next time, using one of the following two tech
few issu�s as a continuing feature. niques: Slashing - the fighter will spin
past his foe, making FOUR separate at
tacks (or three attacks and one defend),
The first-place winners are Ernest Her and if not engaged by a second foe, can
amia (East Providence, RI) and Daniel the other sexes), is located under the arm move two hexes more. The effect of this
Maxfield (Manhattan, KS). Both receive on the- same side as the special nstinct
i attack is as if the foe was hit by a giant
12-issue subscriptions to TSG. The sec brain. When forced to stand and fight (en buzz saw blade; Throw while running -
ond-place winners, winning six-issue sub gaged), they will stand so that this side of the fighter moves up to half his MA; on
scriptions, are Randy Chafe (Bramalea, their bodies is away from the foe. every third hex of that move he may
Ont.); Gavin Gossett (Nashville, TN); Mentally, Te tend to be choleric. Their th row one weapon at plus 4 adjDX and 4
Trevor Graver (London, England); Stefan color is red, and they dress in short skirts . extra hits of damage, but only if the tar
Jones (Locust Valley, NY); James H. Kel and ponchos of that hue, adorned with get is in the path of the charging fighter.
ley (Winslow, AR); Alan Pool (Memphis, martial jewelry . Because of the Mittsuashi sense of bal·
TN); Ron Shigeta (Salem, OR); and John The Atama are 2* meters tall, and ance, and tripod physique, they make all
Vogel (Marlboro, MD). brunette-furred. They tend to be the saving rolls to avoid falling with one less
scholars of Mittsuashi society, and fill die than called for. Also, they will auto·
The Mittsuashi most non-military positions in the govern· matically notice any incline.
ment. They can be fighters or magickers, The arrangement of the six eyes around
The Mittsuashi are a race of trilateral and on occasion (10%) one is both. Their the head gives fuj) 360 degree stereoscop
ly symmetrical, tri-sexual beings that rule attributes are ST 15; DX 12; IQ 1 5 ; MA ic vision horizontally, and nearly the
the islands of Midoritaka. The bodies of 30. same vertically. Because of this, all hexes
the Mittsuashi resemble barrels, triangu They tend to be pensive most of the are considered FRONT.
lar in cross section, supported by three time. Their favorite colors are "cool" and The Mittsuashi don't like fightinghand
long muscular legs, and topped by three "earthen," and they like to dress in long to-hand, and will never initiate it. Should
anns and a long graceful neck support" flowing robes (fighters often dress like he be forced in to it, he will try two or
ing a vaguely tear-drop shaped head. The Te). three times to disengage then go berserk
head s i made up of three small maxillae, The Kokoro are 2 meters tall, and fair automatically on the next turn, biting 3
each holding its own brain, ear, nostril, furred. They are the creative element in times a tum, with 2 dice damage each.
and pair of vertically set eyes. The mouth Mittsuashi society-; artists, writers, and When engaged, a Mittsuashi will stand
opens vertically ; a Mittsuashi's head would rearers of children. It is also believed that so that the special instinct side is away
resemble a three-petaled flower if it yawn the Kokoro's sanguine nature keeps the from the foe. If he is attacked in any way
ed. This arrangement of the mouth best Te and Atama from killing themselves. on this side while engaged, he will seek to
suits the Mittsuashi's eating habit of pick· (Statistics show that one out of every disengage and flee to a safer position.
n
i g and swallowing whole fresh fruit right three Kokoro-less marriages end in vio (The bottom or rear of the one-hex coun
off the tree. lence). Kokoro are peace-loving and can ter represents this special side. For a fig
As said before, the Mittsuashi have never bring themselves to do any hurt to ure, place a mark on that side on the base.)
three brains, (one in each maxilla); one anything, even in self-defense. This is not While engaged he will use only two of his
serves solely as memory, one provides to say that they are helpless in a fight; arms, but with the skill of the "two wea
special instincts according to the sex of they have the ability to make all creatures pons" talent, regardless of IQ and DX.
the creature, and the third brain holds within three megahexes (no saving roll) Because of the centrifugal force they
the reasoning abilities. empathic to the pain they inflict on an develop when they spin, and a general
The sexes of the Mittsuashi are: Te, At other. (For game purposes, any one that dislike for bearing burdens, a Mittsuashi
ama, and Kokoro. The Te are the largest scores a hit in three Megahexes of a Ko will carry only his weapons and personal
of the three, (3 meters tall), and almost koro must au tomaticalJy take the same items totaling no more than 6 kilograms
always are warriors. Their attributes ac damage as the creature he hit.) Their at evenly distributed over his three sides.
cording to The Fantasy Trip are ST 20; tributes are ST 10; DX 20; IQ IO; MA 25. Any extra equipment and supplies will
DX 14; IQ l O ; MA 30. Their favorite colors are yellows and be carried by a pack animal or slave train
The reproductive system for Te, (and whites; they prefer to go about clad only ed to follow its master.
11
"Atamataka" refers to the form of ar leave their home with him and go to Cid mission, · you will most likely be a status
chery used by the Atama sex (The Te re ri. It was humans too, who taught them seeker with no family name. When your
spect archery, but consider it "An Atama about religions. They rejected all but Mittsuashi is rich enough to return home
thing."). The bow is the same as a horse Christianity, Shintoism, and Hinduism, with a ship full of valuables, he may make
bow, and is carried in a holster. Archers since they were the only faiths that fit up his own last name. This name must
depend completely° on their marksman their triangular way of thinking. Usually, have three or more syllables, and be regis
ship in battle, and will carry no other Christianity is the religion of the Kokoro, tered with the government. (Well-born
weapon. Archers are trained to enter a Shintoism the religion of the Atama, Hin names have one or two syllables).
trance-like state when they nock an ar duism the religion of the Te, and Enok is · So why not roll up one of my three
row. While in this trance, they get a +3 worshipped by status seekers. legged friends, and take him for a "spin?"
DX adjustment and one extra hit of dam The Mittsuashi look on humans as a - Ernest Heramia
age on the foe, and have their MA reduc race of cripples at best, and the offspring
ed to I 0. To "snap out" of the trance re of disfigured demons at worst, and sel
quires a 3 dice saving roll against their IQ. dom feel at ease around them. (The ex
The Mittsuashi have a low regard for ception is the Kokoro. They tend to trust
the weapons of human-kind such as the and want to be friends with everything.)
battle ax; they view them as crude and In a party of adventurers, a Mittsuashi
excessively violent.. They will always pre will stay in the background and let the
fer a one-handed. weapon over a two-hand others make the decisions. (The excep
ed weapon, and never use a weapon heav tion here is the Atama, who will want to
ier than 2 kg. lead, and will always have an "I-told-you
As mentioned, the Mittsuashi are tri so" ready if his ever-present advice is not
sexual, and can only reproduce with the followed.)
co-operation of all three sexes. Each par All Mittsuashi hate evil, but the Te are
ent will choose a child of his sex to raise: fanatical about it. They will go out of
the extra ones are put up for adoption by their way to hunt down the smallest evil
triads whose triad of offspring is incom being, and will single-mindedly seek to
plete because of death or misconception. destroy it. When fighting· an evil being a
For the first two months of life, each Te will go berserk automatically, (when
parent will care for its own child; at the the last evil being is killed, the Te will The Men With Heads Beneath Their
end of that period the child becomes sapi start mutilating it, instead of attacking his Shoulders
ent, is weaned, and entrusted to the care friends, until he makes the 3 dice saving
.
of the Kokoro, while the Te and Atama roll to snap out ofit.) Tehave been known First mentioned in an explorer's jour·
are at work. to join parties of evil beings for the sole nal in 1599, the men with heads beneath
When the children reach the age of 27, purpose of destroying them. (To do this their shoulders reportedly inhabited "the
they and their parents will go to a seaside they must make a 3 dice saving roll against fastness ofthe Upper Orinoco. "
temple for the Passage Ritual. The Pas their IQ every hour of game time to keep 'J;'housands of years ago, an obscure In
sage Ritual is a combination birthday and from blowing their cover, and they must dian tribe of Venezuela called the "Xac
funeral; during it the parents bid farewell use some kind of magical disguise, such tapap" stumbled onto a valley that was
to the community, and acknowledge the as Glamor spells, to give them the same before unknown. There they found the
offspring as heir to all their possessions. appearance as their intended victims.) legendary "tree of life," nurtured by the
The children are then welcomed into the The Mittsuashi do not use any form of equally famous "fountain of youth.'.' The
adult community. If a child is judged un transportation other than their feet (and water itself was poisonous, but the tree
fit for adulthood by its parent, the parent ships when sailing), because forward mo· filtered out the toxin and bore revitaliz
will give his possessions (including his last tion without centrifugal force pulling on ing fruit. The spring had outlets all over
name) to someone else of his sex. A per them makes them dizzy. So a Mittsuashi the valley, and trees abounded. However,
son without a last name will usually go will never ride a horse, chariot, or any the trees had one drawback. Although the
off to a foreign land to "make a name for thing else that goes forward without spin fruit stopped the aging process for one
himself," and only then return to Midori ning; and any Mittsuashi that doesn't have ·hour, and ended any need for food, drink,
taka to join a triad and mate. Well-horns the Swimming talent will suffer from sea· urination, or sex, it caused sterility and a
are those with very old last names. Most sickness while sailing. (Because of their deterioration of the body. In fact, after
Mittsuashi met outside of Midoritaka will shape they can't drown, but must learn to 50 years of eating the fruit, the tribesmen
be status seekers. swim to overcome their unique form of were mere shrunken skeletons, and led
Mittsuashi government is a democracy, motion-sickness.) rather sedentary lives.
with each sex electing its own officer for Mittsuashi make interesting non-player The tribe did have a huge advantage,
each government position, and then these characters, ll!ld their cities are colorful set· however, as they worshipped a deity that
officers join into triads to administer the tings that challenge the GM to think in happened to exist. Copollonx, god oflife
offices. (So instead of having a Prime Mini triads instead of the "Yin and Yang" of and water, was a powerful god indeed. He
ster, they have a Prime Ministering Triad humankind. Te make great monsters; the had been born somewhere out in space,
that must form a unanimous decision on sight of even a small group of Te rolling had journeyed to earth for no particular
each issue.) Well-horns are elected most down a hillside, weapons flashing hypnot· reason, and he liked very much the tribe's
often because they would never do any ically in the sun, is enough to give an ore. practice of sacrificing dinosaurs to him.
thing to bring sharrie upon theirlast name. nightmares. As a player character, the At· (There were dinosaurs in the valley, little,
The Mittsuashi believe that once they ama is best, (and the Kokoro if you want tiny, shriveled ones, but dinosaurs, none
lived with their god, Watakushi Mittsu to live peaceably in a violent world). Un theless.)
Desu, but were seduced by the human� to less you are a Well-born on some noble Copollonx invented the system of.spells
12
and incantations we know today as "voo of Spain. (Interesting one, considering no. colonies have no such fruit as the valley,
doo." The tribesmen would take zombies, 4.) but are guarded by zombies.
(other tribes were directed by the god to 10. They worship Satan. (They will be - Daniel Maxfield
CONTEST
the valley), cut off their heads, hollow very angry if you accuse them of this.)
out their chests, and-ride inside. This gave All fruit affected by the water.will rot
them the "heads beneath their shoulders" two hours after picking. Eating one stops This month we have another Traveller
appearance recorded by Hulsius. The the aging process for an hour, but for ev related contest. Take up to three heroes
tribesmen n i the valley were all wiped out ery ten fruits eaten, each constitution (or villains) of science fiction literature
by smallpox by 1842, although many in subvalue is reduced one without warning, and cast them in Traveller terms. Include
Jamaica and Barataria survived to contin except physical effect. This process will all important characteristics, abilities, and
ue their religion after fleeing their disease stop after reaching 1 or 2, depending on a special behavior notes that a referee would
ridden country. purely random die roll. need to play him/her as an NPC. Sugges
In the days of my Skull & Crossbones/ For Skull & Crossbones, treat them as tions for a specific adventure, perhaps ty
Legacy campaign, however, their numbers being skilled in every weapon and Pirate ing in with something already published
had been reduced to 75 sickly tribesmen King in every class (includes gunnery); for Traveller, would also be appropriate.
riding in 75 very powerful zombies, and luck, strength, and agility will range from Each entry may include up to three
they did not like white men. 20 to 24. different persons. Please limit the length
For Legacy, treat them as normal men They are very sly and treacherous, and of each individual description to one
with no constitution subvalue over 2. For are likely to play stupid when met by typewritten page (if only the character is
intelligence and charisma roll normally, white men, in order to observe their in· described) or two typewritten pages (if
·
but keep in mind that these people have tentions. They will kill anyone attempt a description of henchmen, special equip
been alive for thousands of years and ing to leave the valley, and anyone else ment, or a spaceship is also needed).
have had a chance to accumulate informa who is useless to them. They are fanati Winners will be chosen on the basis of
tion that could make them appear to be cally against knowledge of the valley get playability, originality, and accuracy of
superintelligent. When riding their zom ting out, and only 4 or 5 primitives have adaptation. All entries become the prop
bies (99 .99999% of the time), they take ever escaped them in 6,000 years. erty of TSG. First place will win a 12-
on the physical abilities of their corpse, Elsewhere, the Baratarian (South Loui issue subscription; second place will win a
i.e., as a normal man gone up two levels siana) and Jamaican colonies are protected 6-issue subscription. Some runners-up
of physical efficiency. to a minor degree by Copollonx, and are may also be printed if space allows. We
· The weapon they mainly use is the occasionally visited by Men-with-Heads reserve the right to award fewer prizes if
curare dart, for which no one in the tribe Beneath-Their-Shoulders. They may prove no entries of publishable quality are re
has a skill level less than 25. helpful in finding the valley, and provide ceived. Entries must be postmarked no
The poison of these darts is not made adventure opportunities themselves. The later than June 30, 1981.
from normal plants, but from plants af
fected by the fountain of youth, so in
stead of the normal effect (death), the
victim immediately goes into a coma and IT'S NO SKIN OFF MY NOSE
must check vs. disease resistance or lose a If you don't use the best
strength point permanently. and biggest GAME SHEETS.
Rumors have sprung up during the mil
lenia, many of which may lure the players
LARGE SIZE GRID SHEETS for
up the Orinoco River:
1 . The men with heads beneath their FRP games, wargaming, SF games, etc.
shoulders have the Fountain ofYouth that
can rejuvenate the aged. (False)
2. They are ruled by Prester John.
CCampaign Map ____ _.
The original game aheet with 1 In. aquare grid
(False)
3. They can bring people back to life. HALF SHEET: 36" x 28" $1.2S
(True, but only their heads and torso. FULL SHEET: 36" x so• $2.SO
but it might cause it to your ship if you Clear plastic sheet for uae over grid aheeta
ACT IV I T I ES
CLAH
REUNIOtl
'Lj'f
....... ... ......
The professor and his team of experts work frantically to perfect the "Ad Astra" project
at the university's science center. Just moments before they are ready to conduct their
final test the outer halls of the building shatter as the. radioactive mutants of a devas
tated Earth attack!
Can you as the Human player hold off the fearsome attack of the Mutants? Can you
as the Mutant player defeat the humans and their brave little robots before they escape?
You'll only know after you have played your FREE copy of
This special introductory version of "Attack of the Mutants" is yours FREE when you send
$2.00 for our catalog of games.
Our beautiful full color catalog has dozens of games rrom science fiction, history. fantasy and war. Whether you are new
to Adventure gaming or an old hand you'll find many exciting titles to select from in this beautiful catalog.
Check or Money Order must accompany all orders. Sorry no C.0.0 s Allow lhree 10 four weeks for delivery.
14
GAM E D ESI G N :
Theory a n d Practice
to include them in the box. Now that such
dice are becoming more common, it is
reasonable to assume that your players
will already possess such dice, or have
Games
initely including the proof playtesting
stage. Erroneous charts are killers.
The phenomenon of "supplements" -
auxiliary rulebooks for RPGs - should be
mentioned here. There are two kinds of
supplements. The first provides new rules
by Nick Schuessler that are really necessary to play the game
. . . sold as an afterthought. This sort of
and Steve Jackson thing is sloppy, if not downright dishon
est. The second sort presents some side
light to the game: a new adventure set
ting, a set of rules for an unlikely but in
teresting situation (or one outside the
original scope of the game), or some sim
ilar set of suggestions for a GM. Supple
Role-playing game design is a profes RPG. As for the rest . . . that spark of ments like these offer the designer a good
sion for a few, and nowadays a pastime "inspiration," "life," or just "fun:" that way to expand on his original conception
for many. RPGs are the biggest thing to can't be added by fomrnla. Get the me· (or publish his own favorite game-world).
hit the hobby in years; TSR is the most chanical details right, and the spark will They are also ready sellers when the orig
prominent (and certainly not the only) show itself, if it's there. Good luck. inal game is popular.
company to be rocketed to success by a
successful role-playing game . And almost Components Researching a RPG
everyone who plays D&D, or any other
similar game, will have introduced his Component design for a RPG is very This is a matter of the designer's indi
own modifications. The "personal" rule simple. Most of your rules will be narra vidual preference. If you want to spend
books of many GMs take up more space tive paragraphs, interspersed with charts hours researching the difference between
than the original rule sets they're based and tables. The customary way to handle a glaive and a guisarme, be warned that
on. this is in three or more large booklets. most people will never care. On the other
Beyond a doubt, RPG design is more Multiple booklets can be handy, since sev hand, if your crossbow does no more dam
of an art than a science. The success of eral players can read the rules at the same age than a dagger-thrust against plate ar
D&D has spawned many imitators - com time. Whatever you do, index them thor mor, you may get some complaints. Just
panies working on the theory that if D&D oughly. When you're dealing with a body remember that too much detail will m i
could sell, something substantially the of rules as large as that of an average RPG, pede playability. The objective should be
same, in a glossier package , would sell good cross-referencing is a must. to achieve a realistic effect with as few
better. Not so. Like any fad, RPGdom Commonly used charts and tables and as simple rules as possible. Remem
has seen its share of "quick-and-dirty" de should be printed separately for easy ref ber that ANYTHING that can happen in
sign - most of which achieved a well-de erence. These may be placed on a "GM real life (and some things that can't)
served oblivion within weeks of release. screen," a sheet of cardboard that can be should be covered by a RPG. If the player
But more than one reputable company used to hide the Game Master's notes can say that his character is doing it, your
has seen a carefully-researched effort rel from the players. rules must be able to handle it - not nec
egated to the status of a "resource" book Depending on the combat system used, essarily with total realism, but convinc·
for its less polished, but better-established, you may also include strategic or tactical ingly.
competitors. maps and counters. For most RPGs, play
It seems to be impossible to isolate the ers will be drawing their own maps, so Character Generation
"spark" that makes a RPG work. But it is put in some blank grid or hex paper.
easy to point at many efforts and say why Two years ago, any game that required By definition, a RPG is one in which
they don't work! This article will discuss "polyhedra" dice (anything except the each player takes the part of one individ
the known factors that go into a good standard 6-siders) was almost honor-bound ual and controls that individual through
15
various adventures. The first element of Other descriptions may be used. Some be a quick, simple tactical game in which
any RPG, then, is the system by which a systems divide characters along various the combat abilities of the pieces are
character is created. spectra such as good-evil, lawful-chaotic, drawn from the characteristics of the
Commonly, a character will be defined self-altruistic, etc. The position a charac characters. Simplicity is the prime virtue
in two ways. The first may be called attri ter takes on the spectrum will determine of such a system. D&D, with a combat
butes: a set of numbers, each of which his relationships to other characters. And, system so rudimentary as to be laughable,
represents a level of ability in one thing. of course, details of a character's weal th, has proven immensely popular. Chivalry
Common attributes are Strength, Dexter physical possessions, social status, appear and Sorcery boasts a highly realistic com
ity, Luck, and Intelligence ; many others ance, etc., are often useful. bat system, which plays so slowly as to be
are also used. Each character will have The more detail a character-generation seen only rarely in tournament play. The
some numerical ranking - high, low, or system has, the less manageable and more moral ought to be clear. Realism and de
average - in each attribute. realistic it will be. Three basic rules: tail are nice . Speed and coi;nprehensibility
The second part of a character may be (a) All characteristics should be easily are much more important.
called abilities. An ability may be all-or computed, and a record sheet should be Depending on the game's subject, it
nothing, or it may also have a numerical designed which will allow players to refer may be necessary to have more than one
rank attached. An ability could be con to any characteristic as it is needed. combat system. Traveller obviously re
sidered an attribute which most charac (b) The number of characteristics that quires both a man-to-man and ship-to
ters possess only at a level of zero. Typi directly affect normal play should be kept ship system. En Garde simplifies the "bat
cal abilities would include magic spells; to a minimum. Other characteristics may tle" system to a die-roll chance for the
ability to pick pockets; ability to paint; be supplied for the sake of verisimilitude. player's character to die, be decorated, or
et cetera. Attributes are general-use tal (c) ANY TIME there is a question of a flee in disgrace.
ents; abilities are specific-use talents. character's ability to do something, the
These two concepts may be combined answer must come from one of his attri Resolution of Actions
in a variety of ways. D&D, for instance, butes or abilities, either directly or as a
uses "levels." A level is a sort of attribute, die-roll modifier. This is the means whereby a GM in
in that each character has one and higher your game will take the character's state
levels are better. However, a level indicates Combat ment about his actions ("I'm going to
generalized competence. DragonQuest jump over the pit, pi ck up the rifle, and
applies a separate "Rank" to each of a While combat may not be necessary to fire at the dragon") into a game result. In
character's abilities; RuneQuest gives a a RPG, no successful RPG has yet ignored the original D&D, the referee would have
percentile for each ability, with 0 repre combat. Games without conflict don't either replied "Okay, you're firing at the
senting no knowledge and 100 represent seem to be too interesting. dragon. Roll to hit." or "You can't do all
ing perfect knowledge. Basically, the combat system should that." Either way, an argument might well
• 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 11 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
.
SPACE OPERA
.
.
.
. THE COMPLETE S. F. ROLE PLAYING SYSTEM
.
.
.
.
.
. StarShip construction & maintenance rules * equip
.
: Character generation which includes the influence of conditions ment and systems breakdown rules * StarShip move
: on the charactef s :planet of origin * many racial types available ment with advanced technology * faster than light
: as Player-Characters and NPCs * over 175 skill areas * advance· travel * non-vectoring sub-light travel * StarShip
: ment of character skills by a logical system which allows for combat * trade & commerce * mapping * planet &
.
: development of chosen skills * characters built with initial skills system generation * economics & taxes & ground
: chosen to fit a given profession * 6 basic character classes in each combat * wounds * medicine * morale * banks &
: of 12 starting areas of service or profession * a detailed psionic loans * StarPorts * NPC races * Bug-Eyed Monsters*
•
: system with over 90 talents * realistic system for learning skills NPC expertise * animals & creatures * rental of ve
: and psionic abilities * a complete and rounded character with hicles * living costs " everything needed to create
skills chosen in a non-random fashion to meet his or her needs a complete and 'realistic' universe with workable
and complete systems*
. ..
16
have ensued. Some later games reduce If your medieval world has bows and ar "Flavor" and Objectives
each step (jumping, grabbing the rifle, rows, a good GM will be able to work out
and firing) to a die-roll chance based on gun rules as needed. If you have omitted One design decision that will heavily
the character's abilities; others assign a missile weapons entirely, you have a prob affect your final game is the main thrust,
certain number of "action points" to lem. or "flavor," of the game. What do charac
each character each tum. The action ters spend most of their time doing? This
point system is very flexible, if somewhat The Game Master will be the rules section that requires the
slow, and probably represents the best greatest detail and playtesting.
current compromise between detail and In any RPG, the game master (referee, In D&D, for instance, characters spent ·
ease of play. dungeon-master, umpire, etc.) is the last most of their game time exploring rooms,
word. He creates the fantasy world and grabbing treasure, and counting it up. En
Strategic Movement interprets the rules as the players move Garde placed its heaviest emphasis on the
through it. His word is law, and your rules social interactions among the characters
This is usually a simple question. In must make that clear. and NPCs in its swashbuckling French mi
order for players to get from one adven BUT - the better the game, the fewer lieu. Source of the Nile emphasizes ex·
ture t o the next, they Will have to travel rules decisions the GM will have to make. ploration and mapping - everything else
on a map of the game-world. Translate A good RPG will leave the GM free for is secondary. Car Wars puts most of its
the speed they are moving(by typical con creation and improvisation. A weak rules emphasis on combat and preparation for
veyance) ni to days of travel and be done set will say, every few paragraphs, that combat. The Morrow Project characters
with it. If the terrain traveled through is "details are up to the referee." A bad rules are looking for their lost project HQ and
a potential adventure site, assign a chance set will not even refer players to the ref trying to civilize, or at least tame, the ter
each day that something interesting willl eree for a decision. ritory they cross on the way.
occur. Large "encounter tables" may be
created to cover the various possibilities. Playtesting the RPG
Should travelers survive the adventures
generated by such a table, they may reach An RPG - especially a big one - is the
their goal and proceed. hardest game to playtest in terms of sheer
time. Balancing this is the fact that RPGs
World-Building are popular, so playtesters are easier to
come by. (If you can't find a good play
This is the process by which the game test group for your new RPG, that's prob
master .fleshes out the background of the ably a sign that it is dangerously similar
"game-world" in which the players move and inferior to something already on the
their characters. The GM will create a uni market - or else that it's just plain unin
verse, world, continent, town, or dungeon. teresting.)
The designer must provide the parameters RPG playtesting should go through all
within which his "world" is to be built. the stages described in an earlier section.
· Tue more ambitious the scale of the Additionally, the designer should sit in on
game, the more detail must go into world several sessions as a player, with someone
building rules. If a game-world is to con else as a GM. The designer should start by
sist merely of an underground dungeon, Players' Objectives running sessions as a GM; then he should
world-building will be completed when a participate as a player while someone else
floor-plan is drawn and the rooms stocked The typical board wargame gives each GMs. If possible, the designer should also
with beasts. {The characteristics of each force a clearly-defined objective. Many play in a "blindtest" game - i.e., the GM
sort of beast must be noted for purposes RPGs have no visible objective at all. is one who learned the game only by read·
of combat.) On the other hand, a town Players simply try to survive, accumulate ing the rules, and ideally, doesn't know
background must include dozens of build wealth, and learn about the GM's world. that fellow across from him was the de·
ings and hundreds of people . If a whole There's nothing wrong with objectives signer!
world is being laid out, details of geog this loose, but they should still be clear RPG rules must be clear. The average
raphy, ecology, and history will have to ly stated. level of maturity of RPG fans is perhaps
be considered (at least briefly) by the GM More definite objectives are possible. not quite as high as that of, say, Napole
. . . which means that the designer will A character may be retired from play af onics buffs. Rule arguments will be loud
have to think of them first. ter reaching a certain "level" - that play and intense when they occur. Too many
The more flexible a game system, the er has scored a victory and may start over arguments, and they'll find another game.
better it is. The final test of a RPG sys with a new character. Or a game may be So you've got to find ambiguities during
tem is the believability and completeness designed to be completed in a short per the playtest stage, no matter how long it
of the "big picture." Bunnies and Bur iod of time, with new characters being may take. The alternative is another hack
rows, a RPG about intelligent rabbits {!) created for each session and the winning RPG.
is very limited in scope. Yet almost every players being the one who collects the Keep these opposing ideals of flexibil
thing a rabbit could want to do is covered most booty or knowledge. There is still ity and clarity in mind, whether you're re
in the rules. In this sense, they are highly room for creative thought about objec working your favorite set of rules or try
complete, and B&B is mildly popular in tives for FRP gaming. In the typical D&D ing to design the new standard in RPGs.
some places because it is believable and game, a character has lost when he dies, Go for originality in concept, rather than
fun. If, reading your rules, a GM can find but can never claim to have won. This is reworking tired ideas. Maybe you'll be
no hnt
i of how to represent something in probably too lifelike to be fully satisfac the one to create new worlds for the role
his game-world, the omission is significant. tory as a game ! players.
17
Scenarios
_have multiplied into a hundred diverse
Prospecting. The Carabas s i always
races, scattered over the entire globe.
All intelligent creatures of Tschai, ex a likely scene for an adventure.
cept the Phung, Green Chasch and Wankh Many, many adventures are possible Underground. A really ambitious party
speak a common language. Some have on Tschai. Referees should have no trou might try raiding Foreverness. In this
other languages as well. ble expanding on these ideas: case, Traveller would take on some of
Exploration. Tschai is carpeted with the aspects of D&D.
Economics improbably ancient ruins. Investigation Leaving. As Adam Reith discovered,
could prove fruitful. Tschai is not a go9d place to park a star
Off-world currency is worthless on Rescue. A distressingly handy scen ship. Spare parts are hard to come by.
Tschai. The basic monetary unit is the ario. Characters will need frequent res The natives are not friendly. A safe land
sequin, a hexagonal disc one inch acr�ss. cues from slavers, from the Dirdir, from ing can be difficult; a safe take-off may
Sequins are obtained from chrysophine, the Old Chasch, from. . . . require heroism.
18
Even ts 8. Wankh
9. Humans
DMs: Kislovan + l
Kachan/Rakh/Vord +2
Charchan +3
There will be 1-6 passengers. If the race is
Parties travelling on Tschai should check the Ocean alien, on 7+ there will also be 1-6 passengers of
following tables daily: 1. Nothing S. Pirates a servant race.
2. Nothing 6. Storm Aliens. 1-6 Pnume, Chasch, Dirdir orWankh.
Steppe Jungle 3. Nothing 7. Settlement If the party is trespassing, they will attempt to
1. Settlement I. Heat 4. Air/Raft 8. Wankh detain on S+, otherwise gn i oring on 4+.
2. Nomads 2. Animal Encounter DMs: Seacoast + 1 Chasms. Thls terrain is completely m i pass
3. Air/Raft 3. Marshmen Kachan/Rakh/Vord Seacoast +2 able to ground travel. It will take all day to go
4. Animal Encounter 4. Ruins around.
5. Storm S. Settlement City Dirdir Hunting Party. 3-S Dirdlr, attack on ·
6. Ruins 6. River 1. Slavers 5. Servant Race 4+.
7. Green Chasch 7. Swamp 2. Thleves 6. Aliens Green Chasch. The party encounters a tribe
8. Green Chasch DMs: Seacoast + 1 3. Police 7. Aliens of Green Chasch. Roll for reaction at -2.
DMs: Dead Steppe +2 4. Patron 8. Aliens G ullies. This terrain is highly eroded. Halve
DMs: Alien City +2 travel distance today.
Desert Heat. The jungle is even more sweltering
0. Settlement 6. Gullies than usual today. Each character must roll en
1. Ruins 7. Dirdir Hunting Party Explanation durance or less on two dice or become pros·
2. Chasms 8. Dirdir Hunting Party trate. DMs: Medic, Survival.
3. Air/Raft 9. Prospectors Air/Raft. An air/raft s i flying iii view. It. Marsh men. 10-60 marshmen lie in wait with
4. Storm DMs: Seacoast: -1 will investigate a spacecraft on S+, otherwise their spears and clubs.
S. Animal Encounter Carabas +3 passing by on 4+. Check for occupants: Nomads. The party encounters a nomadic
1. Blue Chasch tribe. Roll for reaction.
Mountai ns 2. Blue Chasch Patron. Someone attempts to hire the party.
l . Animal Encounter S. Chasms 3. Dirdir Check Book 3, p. 22, or 76 Patrons.
2. Settlement 6. Storm 4. Dirdir Pirates. A galley with 10·60 crew attempts
3. Ruins 7. Snow S. Dirdir to overtake the vessel. It will attack on 1 1+ if
4. Gullies 6. Humans the potential v ictim is obviously well-armed,
,DMs: +1 if north of Jalkh or south of Hel 7. Humans otherwise on S+.
Police. Hi local police, armed with cata
UPP: A78688
The Pnu m e concealed passages and immense cham·
Population: 1 5 0-160,000 bers is a society complete with industry
Tech Level: Unknown and trade. Pnume society is secretive and
Skills: Recon -2, Leader - 1 , Admin. -1 stratified; an individual's knowledge de
Special: Bare hands treated as club, skin pends on his social standing. The Pnume
as mesh. Because of their decentralized rarely carry (or need) weapons.
nervous system, Pnume cannot be The Pnume are obsessed with history.
knocked unconscious, only killed. They observe everything, frequently seiz
ing "exhibits" for their museum, Forever
ness, which details seven million years of
The Pnume are natives ofTschai. They Tschai history. Restraint and unobtrusive
are about two meters tall and slightly ness are prin1ary Pnume virtues. They
built, though quite heavy (100 kg). Their have one-track minds, and no amount of
white, expressionless faces are the cast reasoning or pleading will sway a Pnume
and color of a horse's skull, with compli from its purpose. Captive enemies are
cated rasping and chewing parts beneath. dropped into deep pits, if they are not
A Pnume's legs are jointed the reverse of needed as crystallized exhibits in Forever
a human's. Traditionally, Pnume dress is ness.
a black cloak and floppy black broad Pnumekin, humans living among the
brimmed hat. The Pnume are closely re Pnume (UPP: 687744), have evolved psy·
lated to nighthounds (see Animal Encoun chologically toward the Pnume. They are
ters) and to Phung (see below). The three introverted, timid, fearful of open spaces,
creatures appear to be physically similar fatalistic and naive. Diko, a hormone sup
and mutually tolerant, but the exact re pressant which prevents the onset of pu·
lationship is unclear. berty, is a regular part of their diet. They
The Pnume live in a· network of under scrupulously avoid "boisterous activity,"
ground tunnels and subterranean rivers which includes physical contact, noise,
crisscrossing the entire subsurface of sudden movements and being seen with
Tschai. Within these dimly-lit corridors, out a hat.
20
This map, from the Imperial archives, is said to have been pieced to
TSCtt fi l :
gether from smaller maps brought to Earth by Adam Reith. The original
maps were evidently based on a variety of scales and cartographic theor
ies. Information taken directly from Adam Reith's memoirs is often
The M a p
vague, contradictory, or incomplete. Some geographical features cannot
be located with any accuracy. A comprehensive survey of Tschai is not
available.
The scale is approximately 1,000 km/hex.
Terra i n Key
Desert
Jungle
Mountains
Seacoast
Steppe/Ocean
Human City
Dirdir City
SW(4) SE(3 )
Wankh City
21
Travel on Tschai
The chief overland mode of travel is population. through a hole drilled in the skull. A leap
the caravan - consisting of 10-60 motor The standard riding animal is the leap horse is a gatherer, about 200k, with
drays, of which at-least 1/6 mount sand horse, a cantankerous creature which horns and armor as jack.
blasts. Motor cars and trains are common jumps around on its oversized hind legs. Sailing ships are standard for ocean trav
in certain limited areas. Air/rafts are al To control one of these beasts, it is some el. Sometimes motor ships are available.
ways scarce, at least among the human times necessary to thrust a control bit
The Ph u n g
UPP: EBC542 tion for their behavior is that all Phung
Population: 4-5,000 are totally insane. They usually are seen
Tech Level: 0 dancing in and out of shadows, but are
Skills: Recon ·2, Brawling ·2, Survival ·2 just as likely to leap into a whirling, thrash·
Special: Bare hands treated as cudgel, ing attack as they are to stand motionless
skin as mesh. Phung share the decen· while they are chopped apart.
tralized nervous system of the Pnume. A Phung may pick up a weapon, if
They cannot be knocked unconscious, its use is both obvious and imminent.
only kilted. However, it does not regularly carry wea·
pons, preferring to crush its enemies or
Like the Pnume, Phung are native to tear them apart. They can throw rocks at
Tschai. They resemble the Pnume in build short or medium range for 4 dice damage.
and dress, having a similar, half-human, A Phung is adept at dodging; it is ·2 ver·
half-insect appearance, and wearing the sus any missile weapon.
usual black cloak and hat. However, they A Phung which encounters a Chasch,
are larger than the Pnume, standing over Dirdir, Wankh or human will give some
two meters tall, and they wear high boots. thought to killing the prospective victim
Their appearance suggests a grasshopper with as much artistry as possible. It will
in an assassin's cloak. then confront, terrify and slaughter its
Phung are solitary, living in caves and foe, not always in that order. It appears
ruins. It is not known how they repro· to take more pleasure in its victims' fear
duce. They appear to be intelligent be· than in their pain, and does not care at
ings, but never communicate with other all for its own safety.
creatures and display no rationality or There is no human subspecies associ·
logic . The most widely accepted explana· ated with the Phung.
Old Chasch
UPP: 585778 Once a grand race, the Old Cha.sch re
Population: 2·3,000 tain only a shred of their fonner magnifi·
Tech Level :8 cence. They manufacture drugs and cloth,
Skills: Liason ·2, Carousing ·2 trading them for perfumes and scents.
Special: None They love to play pranks on humans.
Sometimes they are cruel, sometimes
only mischievous. Stories are told of un
wary travelers with new features grafted
on their faces and new memories implant
ed in their minds. Anyone valuing his san·
Tschai fell under the heel of numerous ity is advised to stay out of the low white
off-world n
i vaders before the arrival of domes and parks of the Old Chasch.
the Old Chasch 100,000 local years ago, Old Chaschmen (UPP: 758633) are
But the Old Chasch have the longest res slight and stooped with gray wrinkled
idency of all the alien races currently oc· faces, bulging foreheads, puckered mouths
cupying the planet. They spent much of and no chins. They wear false scalps which
that time feuding with their cousins, the jut over their brows and rise to a point,
Blue Cha.sch, and later with the Dirdir, simulating the shape of an Old Cha.sch
but they have been no threat to anyone cranium. Their skills are the minimum
for 20,000 years. necessary to serve their Old Chasch mas
Old Chasch resemble large silverfish tes as porters, freighthandlers and techni·
with arms and legs. Their skin is like mn
i cians. They may be the butt of Old Cha.sch
utely-scaled ivory satin. They have fragile jokes, when other victims are unavailable .
bodies and eyes like small silver pellets The Old Cha.sch live in West Kotan.
that move independently. Their only known city is Golsse .
23
B l u e C h a sch
UPP: 758778 still maintain missile pits to threaten their
Population: 300400,000 old enemies, the Dirdfr.
Tech Level: 1 0 Blue Chasch have a highly developed
Skills: Streetwise 2 Laser Pistol -1, ATV
- , sense of smell. With it they can identify
-1 men and their possessions and can follow
Special: Skin treated as jack a trail if it s
i less than one day old and
doesn't cross water. They use artificial
amplifiers to detect fainter traces.
The Blue Chasch are at once whimsi
cal, harsh and devious. They love to bar
gain, but prefer to cheat. They hate bore
dom. They entertain themselves by, for
Blue Chasch have short heavy legs, a example, putting an enemy in a glass
powerful wedge-shaped torso and chitin maze with a tormented Phung.
ous shoulder-plates curving into a dorsal Blue Chaschmen (UPP: 768743) are
carapace. Their skull rises to a bony point, short and stocky with bowed legs and
with a heavy brow over glittering metallic blunt, chinless faces. They wear Chasch
eyes and a complicated nasal orifice. like skullcaps which rise to a point and
The Blue Chasch invaded Tschai 90,000 overhang the brow, and believe them
local years ago, fighting their racial kin, selves to be the first stage in the Blue
the Old Chasch. Since then, their tech Chasch life cycle.
nology has declined, and they have lost Blue Chasch cities consist of spacious
all zest for space travel. However, they do gardens, with low white domes.
G reen C h a sch
UPP: C7A522 Green Chasch broadsword is too heavy
Population: 80-100,000 for a human to wield.
Tech Level: I The life of a Green Chasch is nasty,
Skills: Survival -2, Hunting - 1 , Broad brutish and short. A tribe ofGreen Chasch
sword - 1 , Catapult - 1 , Recon - 1 , Tac wi
l l accept terrible losses in combat, re
ics
t -1 treating only when there is no longer any
Special: Skin as jack prospect of success. Even when the en
emy is fleeing, the Chasch will continue
to attack out of sheer ferocity. To replace
their losses, Green Chasch pilgrimage to a
breeding area northwest of Jalkh; during
Green Chasch are seven to eight feet this period, they are relatively peaceful.
tall, massive and thick-limbed, with clear Except for that, Green Chasch seem to
ly defined glistening green scales. They take no pleasure in anything but slaughter.
have the characteristic jutting brow and Green Chasch are telepathic among
pointed scalp of all Chasch. their own kind, giving them superb battle
Green Chasch are the barbaric descen field coordination. They use colored ban
dants of hybrid warriors brought to Tschai ners to communicate with outsiders, vari
by the Blue Chasch to serve as shock ous combinations signifying such things
troops against the Old Chasch. Harboring as willingness to trade, bloodlust or the
a fierce hatred for the Blue Chasch, they desire to pass through quietly. They have
roam Kotan n i bands of 50 to 1,000, raid no language. Green Chasch become le
ing caravans and human settlements. They thargic at night, but will defend them
fight from the backs of their giant leap selves if attacked.
horses with broadswords, picks, cross There is no human subspecies associ
bows and the Tschaj hand-catapult. A ated with the Green Chasch.,
··,
24
UPP: 787769
The D i rd i r eaten. The victims, often human, are kept
Population: 250-350,000 alive until needed for food. They are con
Tech Level: 1 1 trolled with electronic pain inducers.
Skills: Hunting -2, Brawling ·2, Survival · l , In their hunting parks and preserves,
Laser Pistol - 1 , Air/Raft · l Dirdir hunt unarmed and on foot. Away
Special: Claws; skin as jack from their preserves, Dirdir hunt from
air/rafts with laser pistols, swords and in
frared and electronic sniffers. They carry
Dirdir average two meters tall, are slight shields which give the same protection as
. and wiry and move "like lizards on a hot cloth armor.
day." Their hard skin has the appearance The principal Dirdir city is Hei, which
of polished bone. They have deep-set eyes is connected to the (human) island city
in vaguely human faces, and their heads Sivishe by a causeway. At the center of
are topped by antennae which glow when Hei is a glass-enclosed park eight km long,
they are excited. (These antennae are re· five km wide and 300 meters high. It is
moved if a Dirdir becomes an outcast.) surrounded by spires which house the nu
The Dirdir came to Tschai 60,000 years merous Dirdir clans and castes and remind
ago, during a period of aggressive expan them of the hollow-tree dwellings of their
sion. They fight occasional skinnishes with home planet Sibol. The park is a hunting
Chasch and Wankh patrols, but take more preserve built to simulate Sibol's cool des
pleasure from searching outhidden Pnume ert environment. Inside, human criminals
tunnels and flooding them with poison are hunted in ritual fashion before specta
gas. tors.
Dirdir are descended from carnivore Dirdinnen (UPP: 777767) are tall, pale
chaser-killers. Their savage heritage is evi and completely hairless. They believe men
dent in their ritual hunts. When hunting, and Dirdir are two branches of the same
Dirdir become animals ; reason is subor evolutionary stock, and revere Dirdir as
dinated to instinct and aggression . Prey is the higher form.
Th e Wa n kh
UPP: 967778 rectangles, each corresponding to a chime.
Population: 4-5,000 Humans can learn Wankh only with long
Tech Level: 12 and difficult study. No Wankh under
Skills: Pilot ·2, Navigation -1, Communi stands any human language at all.
cations - 1 , ATV -1 In general, the Wankh are so alien that
Special: Amphibious the Pnume, Chasch and Dirdir seem almost
neighborly by comparison. However, the
Wankh are far from being as furtive as
Slightly larger than a man, a Wankh the Pnume, brutal as the Chasch or ra
has a heavy dark torso, squat head, short pacious as the Dirdir. They come and go
legs and splayed-web feet. In place of openly, not seeming to care if humans
eyes they are equipped with two black stare at them. They prefer understanding
lenses which emit pulses every half-sec their enemies to killing them out of hand.
ond. They wear no clothing. (However, the Wankhmen are noiceably t
The Wankh arrived on Tschai 10,000 more quick on the trigger.) Captives are
years ago (13 ,000 Earth years) during a sent to work in the mines; stubborn cases
war against the Dirdir, and built forts may be subjected to the mysterious
on Kachan, Rakh and Vord. They remain "black boxes."
on Tschai to keep watch on the Dirdir Wankhmen (UPP: 777777) are self
but they have little interest in the affairs centered and ruthless, serving as spies
of men. They are rarely seen outside their and lackies for the Wankh. They hire
stem, black-glass towers. Lokhars to perfonn menial and technical
Wankh architecture is stark and laby work. Wankhmen serve their own n i terests
rinthine, based on concepts imcompre· first, and those of Wankh second. They
hensible to humans. The Wankh language are the only humans that can speak
is likewise incomprehensible, pictograms Wankh, and they use this ability ruthless
conveyed by single chime-like sounds. ly, translating and mistranslating as seems
The written language is a series of shaded expedient.
25
Address__________________
� - - - - - - - ------- -----
26
Featured Review:
by Forrest Johnson
n
i common with their D&D counterparts. was needed. For example, J played a few
The concepts behind Glorantha are sur games before I figured out that the de
prisingly original and remarkably consis struction of a magician's spirit does not
tent. necessarily destroy the magician.
The connecion t to RuneQuest is ob About half the units have some kind
vious. The sites of two published RQ ad of special ability, and all have individual
ventures, Apple Lane and Snakepipe Hol names. The Sartar am1y includes the Wolf
low, can be located on the game map. Runners, the Wind Children and the
DRAGON PASS would provide a fine Ducks. The counters are coded, but it
campaign map for a RQ referee, even if still takes a lot of head-scratching to dis·
he never punched out the counters. cover what some units are supposed to do.
In a comer of the map, there is a row Diplomacy is central to the advanced
of hexes labeled "Plains of Prax." Evi game. Each side seeks alliance with "in
dently, these will interlock with the 2nd dependents," like the Grazeland Pony
edition Nomad Gods map when it appears Breeders or the Dragonewts. A success
later this year. The rules have been inte ful alliance brin� a fistful of units to the
grated - this may confuse players who, lucky player's side. However, the diplo
for example, search the terrain effects macy rules seem pretty well balanced.
,, V �hart for "chaparral," which is i:ientioned Both sides are likely to benefit from dip
. ,..
1 -111. - < m the rules, but appears only m Nomad lomacy, but neither side has much chance
't Gods. A third game, called Lords ofFate,
'
.
-
----- - -·-·- - --
28
Deus Ex Machina
Play-by-Phone Update
By comparison, his estimate for a PBM b) Get an 800 (toll free) or 900 (50
game was $70/year: $ 15 set-up, $52 for cents/call) number. This would prob
by Bruce Webster game turns ($3/turn, I turn/3 weeks), $3 ably be feasible only for larger finns,
postage. His conclusion was that the idea but would draw a nation-wide group.
as presented wasn't feasible. c) Utilize one of the many national
I must take exception to all three of timesharing services (Micronet, The
Back in TSG 35, I discussed the con his estimates. First, it's a little ridiculous Source, etc.). Flying Buffalo has
cept of "play-by-phone" (PBP) games. to include the price of the modem as part already gone this route with Starweb,
In brief, the idea was to set up a PBM of the set-up cost. This is not unlike and there are rumors that Empyrean
type game on a computer. The players deciding whether or not to build a Challenge may do the same soon.
would then submit moves and get status drive-in theater on the basis of how many d) Minimize phone connect time (also
updates by dialing the computer and people will go out and buy a car to be suggested by Andrew McGregor). This
using a tenninal or another ' computer able to attend it. Modems are one of the can be done by players who have their
to communicate with it. The advan hottest selling items in personal comput own computers. The player dials up,
tages included faster tum-around time, ing right now, due to computer "bulletin receives status information in a com
reduced overhead for postage, paper, and boards," local networks, over a dozen pressed version, and the connection is
handling, and (probably), lower per-turn national timesharing services, and other broken. His (or her) computer then
costs for the player. Some problems I such applications. This proposal presup decodes the infonnation and presents
foresaw involved security, dedicated poses that the user has a modem or will i t in a more expanded (and human
phone lines, and game turn costs. And I buy one and receive benefits from it far readable) fonn. To submit a move, the
asked for feedback from the readers. beyond the game. player runs another program on
Well, a number of you took the time Second, there are two problems his/her computer which prompts for
to write and to give me both positive and with his comparison of game turn costs. all the necessary information and then
negative feedback on the ideas presented. First, $ 1 .50/turn is, as I stated in the ori encodes it and compresses it. The
The main lesson I learned from the letters ginal article, too high a cost for a PBP player dials up the game computer, the
is that I should go into more detail the game, though the market will ultimately compacted info is quickly transferred,
next time I write on a subject like this. determine this. Second, even if the and the connection is broken. Since a
Many of the suggestions receiyed (as well game-tum charge were that high, you 300-baud line can transmit 1800
as answers to most of the objections would still be paying only half as much characters/minute, one minute is all
raised) were already in my notes; I just for an equivalent amount of gaming and that should be needed for each call.
hadn't used them due to time and space would be getting far better tum-around Two calls per game turn would add
constraints (read: laziness). Anyway, here to boot. For example, suppose someone $0.44 to the cost of each game tum
are some of the ideas and criticisms wanted to play a given game for 1 0 game (Houston to either coast, night/
received, along with my responses to turns. By Breeding's own estimate, a PBM weekend charge rate). Since the
them. version would take 7 months and would postage charges for a single game tum
cost the player $30 in game-tum charges. of a PBM game come to at least $0.36
Comments Received Dy comparison, a PBP version would take (first class postage from player to
5 weeks and cost only $ 1 5 (assuming moderator and from moderator to
Most of the criticisms received came $ 1 .50/tum). player), the difference in communi
from David Breeding, who runs the PBM On his last item, phone costs, Breeding cations between the two systems
game The Colonies. His arguments against strikes closer to home. This problem was would be negligible.
the idea centered around the cost to the brought up briefly at the end of the
players, which he estimated ·as being original column, but I shou�d have gone These suggestions ignore two other
$600/year for the first year and $300/ into more detail. There are a number of factors. First, phone costs tend to be
year thereafter. This high cost was due to solutions here, depending on your finan "hidden," since we are billed once a
(1) high set-up cost because of modem cial backing and desired scope. These month for all our use, and a lot of players
purchase, (2) high cost per turn, and (3) include: would probably not notice a monthly
high phqne costs. His estimates were as increase of a few dollars in their phone
follows: a) Aim for a local market. If you live in a bills. Second, a number of vary large
large metropolitan area, you could (and not-so-very-large) firms are .develop
$300 Cost for modem (set-up) probably support yourself doing this. ing data communication utilities for
$156 $ 1 .50/tum, 2 turns/week If players from farther away have the public use. If successful, these could pro
$83 to $204 Phone , Houston to D.C. bucks to spend, fine. vide low-cost, high quality datalinks . . .
29
and those who are ready to move into feels that is .shouldn't be possible, while I very feasible alternative to the high-cost,
that market when it opens up will have a felt that it should be under certain slow-tum-around play-by-mail games cur
definite advantage over those who are circumstances (i.e., intercepting a message rently in existence. The biggest hurdle I
not. and then sending on an altered version). see is the system software required for
Scott Fleming, a computer science The decisions here, though, are game modem communications, file manipula
student at Georgia Tech, wrote with some dependent. tion, security, and so on, but that area in
useful comments. He raised the problem An excellent suggestion Fleming made itself could be a market. For example
of two or more users being on the same was to 'issue a second password to each someone could develop all of the support
system at the same time and trying to use player which allows him/her to change routines to run under a particular system
the same file (for status, moves, et the regular password. Thus if a particular (say, C/PM 2.2 on a Z-80 CPU) and then
cetera). There are a number of solutions player suspects that someone else has sell tl1em to moderators who want
here. The simplest is to allow only one discovered his/her password, then he/she to set up PBP games. Tci be completely
player on the system at a time. The next can change it. honest, it will probably be a few years yet.
simplest is to create two files for each I also received letters from Andrew before the market for PBP games com
player, one for moves and one for status McGregor, who also came up with the pletely opens up, but those who start
information. During the access ·period data compression idea, Michael Faycheck, now to develop the necessary techniques
(i.e., the time when players can call the and Jon Wooldrige. Wooldrige, who is will have a tremendous advantage when
computer), each player can modify his · currently setting up a PBM game, is very that happens. I will continue to write on
"
move and read from his status file. During interested in attempting a PBP game some the subject from time to time, and I
the update period (i.e., the time when the time in the future and would like to would like to continue to hear from those
computer is acting on all the moves), the communicate with anyone else with of you wiili comments to make. You can
program reads from the move file for anything to say on the subject. You can write to me at the follwoing address:
each player and updates all the status write him at:
files. The problem, of course, is that a Bruce F. Webster
lot of files are created. There are more The Buchanan Company Lunar and Planetary Institute
complex solutions, dealing with tempor P.O. Box 195 3303 NASA Road l
ary and master files, multiple master files, Winfield, Kansas 67156. Houston, TX 77058
and synchronization via semaphores, but
I'm not sure this is the place to go into all Closing Comments I'm not sure yet what I'll tackle next
that, so I won't. monili. If there are subjects you would
Fleming also brought up the issue of All the letters that have come in have like to see during ilie coming months, Jet
Player A sending a message to Player B been greatly appreciated. I remain con me know � you're the ones I'm writing
and signing it with Player C's name. He vinced that play-by-phone games are a for.
•wkt:m1a :Pr-i:ss
....,. wtJ3u1� <rtt1cs �
We: hear-you. 11f\t tw ·� 11Ut·>you.lon't ilnow tvho tve an
According to the 1980 Space Gamer. games survey, our products and company rated very highly with those of you that know us.
THANK YOU! BUT, almost half of those responding hadn't heard of us. This is bad for both of us - for us because we don't sell you
products, and for you because you're missing out on what we consider valuable additions to your games - So . . .
Let us introduce ourselves - we're MIDKEMIA PRESS. We build cities and other fine game products. Listed below are some of the
products we make. We're sure you'll find something you will like and can use:
CITIES: The ideal Gamemaster's aid for running ANYONE'S cities. Includes extensive City Encounter Tables, Character Catch-up rules,
tavern stats, prices, etc. 64 pages. $6.95. ·
CARSE: Our first fully populated city for use with all role-playing systems. It's fully cross-referenced, with price lists and extensive non
player character interactions. With its 17 x 22 players' map, it's a valuable addition to anyone's campaign. 80 pages. $8.95.
TULAN of the ISLES: Based on the same design as CARSE, this is a smaller town for those outlying areas and a perfect companion to
CARSE. 50 pages+ 1 1 x 17 map. $5.95.
STAR EXPLORER: A text game of galactic exploration. You must outfit and manage your ship while exploring the galaxy, contacting
aliens and fighting off pirates. Four levels of difficulty, $19.95 48K disk, INTEGER ONLY.
. . . .
THE CUBE: The ultimate version of the popular Rubik's Cube puzzle. Allows user definable transformations, savmg mtermed1ate
results random cube generation, and many other utilities. Color and B&W HI-RES GRAPHICS I DOS 3.2 & 3.3, INTEGER or
APPLESOFT, all on.one disk. $19.95 48K.
I ssues 1 5-39
Encounters in the Ventura Quadrant·c34.
Engage & Destroy c34.
Escape From Astigar's Lair c30.
The Evening Star c34.
This is our second cumulative index to game Expedition to the Barrier Peaks c30, 36.
artic:les and reviews, covering issues 15·39. Our Expert D&D f38.
first index, covering only numbers 15-29, ap· The Fantastic Wilderlands Beyonde c33.
eared in s i sue 30. The Fantasy Cartographer's Field Book c31.
All articles are listed by game. Some listings Fantasy Modeling c37.
may refer to more than one article; some arti The Fantasy Trip (general) x26.
cles may appear under more than one listing. Fictioneers c32.
Many articles of a general nature are not listed Fifth Corps c39.
at all. The index is coded: Final Frontier c32.
Flying Saucers c39.
c = Capsule Review Foes c28.
d = Designer's Article, Food Fight x38.
e = Errata Forest Wars of the Haven c31.
f = Featured Review B-1 Nuclear Bomber c33. Fortress Ellendar c30.
g = Game Bloodtree Rebellion c27. 4tl1 Dimension c35.
m = Mentioned in Game Master The Book of Treasure Maps c29. Freedom in the Galaxy c31; v37.
s = Strategy Article Broken Tree Inn c30. FSI Flight Simulator c31.
v =Variant Bushido c29. The Fury of the Norsemen c38.
x = Mentioned in Contest or Contest Results Campaign Series Grid Maps c35. Galactic Empire c30.
Example: "Pond War g19" means that the Cardboard Heroes c38; d34. Galactic Empires f3 l.
game Pond War appeared in TSG issue 19. Castle Book I c39. Galactic Trader c38.
The Caverns of Thracia c29. Galaxy Invasion c35.
Cerberus c33. Galaxy II c29.
Abyss c33. Chitin: I sl 7; v24. Gamer's Guide c39.
Across the Bright Face/Mission on Mithril c32. Circle oflce c35. Gamesmaster Catalog c37.
Advanced D&D m37;v29. Citadel of Blood c37. Gamma World c32.
Advanced Melee d29; e29; f31; m33. Cities c33. The Gateway Bestiary c32.
Advanced Wizard d29; e29; f3l . Citizens of the Imperium c28. GEV d 1 7 ; m27, 28, 36, 38; s21, 26; vl9, 33.
Adventure c3 l . The City of Carse c35. Global War c34.
Adventures in Fantasy f30. City of Lei Tabor c32. Goblin Lake c28.
Airmail Pilot c36. City of Terrors c33. Condor fl7.
Airraid c30. The City State of the World Emperor c34. Gorp c38.
Air Traffic Controller c34. The Compleat Fantasist c32. GrailQuest c32.
Airwar '80 c37. The Compleat Tavern c39. Gunship 2000 f23.
Akalabeth d39; f36. The Complete Book of Wargames c32. Gunship 2000 miniatures c29.
Alien Invaders c30. The Complete Wargames Handbook c31. Hellfire Warrior c38.
All the World's Monsters vol. III c29. Computer Bismarck c29. Hellpits of Nightfang c32.
Alpha Omega el6. Cosmic Encounter f37. Hero c30.
The American Wargamer c32. Cosmic Patrol c34. Hexagony c33.
Animal Encounters c28. The Courier c34. The Hidden Shrine ofTamoachan c29.
Ants c37. The Creature that Ate Sheboygan s25; v24; x38. High Fantasy f30.
Apocalypse c39. Crypt of the Sorcerer c30. High Guard c28.
Apple Lane c35. Cults ofPrax c27. Hot Spot c29; d27; m34.
Arduin Character Sheets Combined Pak c3 l. Cyborg f25. How to Sell Your Wargame Design c35.
Arena of Death c38. D&D (in general) x33. Ice War d18; f22; s25, 39; v20, 23.
Arena of Khazan c28. D&D Monster and Treasure Assortment c36. Imperium f15; vl 7, 19.
Ares c28. D&D Player Character Record Sheets c35. Inferno c3 l .
Armor At Kursk c37; m37. Darthanon Queen c34. In the Labyrinth d29; e29; f31.
Arms Law c33. Dark Nebula c33. Intruder c28.
Artifact c3 l ; d34; v34. Darkover c34. Invasion: America fl6; vl8.
The Assassin's Quest f33. Death and Destruction c34. Invasion Force c36.
Asteroid c34. Deathmaze c29. Invasion of the Air Eaters d23; s27.
Asteroid Zero-Four c31; m33. Death Test 2 c33. Invasion Orion c32.
Astrogators Chartbook c38. Deities and Demigods c34. The Iron Wind c36.
Atlantic Balloon Crossin� c37. Demons f28; m31. Isle of Dread c38.
Atlantis fl6. Dimension Demons c36. It c35.
Attack Force c39. Divine Right c29. John Carter, Warlord of Mars f24.
The Awful Green Things from Outer Space f26. Double Star c30. The Journal of WWII Wargaming c28.
Azhanti High Lightning f32. Dra'k'ne Station c32. Journey c3 l .
BananaQuest c39. DragonQuest f31; m34, 39. Junta c33.
Barbarian Kings c32. Dragonslayers c34. Keep on the Borderlands c37.
Battle Fleet Mars vl9. Dr. Whoc38. King Arthur c29.
Beachhead c3 l. Duck Pond c36. King of the Mountain c36.
The Beast Lord c30. Duck Tower c29. Kings and Castles c38.
Belter c27. Duel Arcane c39. The Kinunir c28.
Beneath Apple Manor c35. Dune f26. Knights and Knaves c37.
Berlin '85 c30. Dungeon c38. }(njghts & Magic c35.
TheBest of Board Wargaming c39. The Dungeon c3 l . Kung Fu 2100 e31; g30; m32, 36; x27, 29.
Bill Budge's Space Album c33. Dungeon Masters Adventure Log c33. Labyrinth c38.
Black Hole d24; f22; v21. Dungeon ofthe Bear c28. Land of the Rising Sun c36.
31
Laser Tank c35. Runemasters c33. Stomp! f21; v35.
Legend of Robin Hooci c34. RuneQuest c35; f19. Strange New Worlds f24.
Leviathan c38. Sargon II c32. Streets of Stalingrad c28.
The Ley Sector c36. Sauron fl 7. Strike Team Alpha c33.
Lord of the Rings Miniatures f34. Scouts and Assassins c32. Super Invasion/Spacewar c35.
Lords of the Middle Sea f21. Sector 57 c33. Superman c3 l..
Lords ofUnderEarth c38; d38; e38. Security Station c38. Supernova c36.
Lords ofValetia fl5, 37. 76 Patrons c36. Suvival of the Fittest c39.
Lost Dutchman's Gold c34. Shadows/Annie Nova c29. Swashbuckler c31; m34.
Mage c37. Shooting Stars c37. Sword for Hire c28.
Magic Realm c28. Sigma Omega c28. Sword of Hope c28.
�MATAC c34. SimutekPackage I c36. Swordquest c28; m28, 29.
MAATAC Miniatures c34. Skull & Crossbones c35. Swords and Sorcery f19.
Magic Wood c35. Slag c38. Taipan c32.
Marine 2002 c34. Slave Pits of the UndercitY. c35. Tancred c35.
Mayday fl8. Snapshot f27. Tartars & Martyrs g20.
The Mean Checkers Machine c32. Sorcerer Solitaire c28. Tau Ceti 2015 c36.
Melee m28, 29; vl5, 16, 17, 18, 20, 21, 23, 24, Space c31. Temple of Ra c28.
25, 26, 27, 28. Space II c31. The Temple to Athena c32.
Mercenary c28; f22. Space and Sport Games c35. Terrorist c3 l .
Merchants & Merchandise c39. Space Battles c28. Three Mile Island c34.
Meta-Trek c37. Spacefarer's Guide to Alien Monsters c34. Time Lag c37.
Mind War f21, 27. ' Spacefarer's Guide to Alien Races c33. Time Traveler c39.
The Mines of Keridav c33. Spacefarer's Guide to Planets: Sector One c32. Time Trek c28.
Miniatures for Traveller c32. Spacefarer's Guide to Planets: Sector Two c33. Time Tripper c3l.
Mission to Zephor c35. Space Future c3 l . Time War f38.
Modron c30. Space Games 3 c30. Titan c33.
Money Madness c39. Space Marines c34. Titan Strike c33.
Monsters! Monsters! c34. Space Opera c33. Tollenkar's Lair c31; d29; e29.
Moorguard c30. Space Quest c33. Top Secret c29.
The Morrow Project f39. Space Warrior c38. The Toughest Dungeon in the World c35.
Mountain of Mystery c3 l . Spellbinder c33; m35. The Tower of Ulission c28.
Mythology c31. The Spellcaster's Bible c3 l . Traders and Gunboats c38.
Network c31. Spellmaker f22. Trajan's Treacherous Trap c37.
The Nine Doctrines of Darkness c31. The Spinward Marches c28. Traveller c28; m39; v15, 18, 20, 32, 35, 36, 37,
Norad c32. Sqwurm c29. 38, 39;x32, 34, 37.
North Atlantic Convoy Raider c35. Starbase Hyperion c34. The Traveller Logbook c32.
Nuclear War c34. Traveller Record Sheets c36.
Odysseus c3 l . Traveller Referee Screen c36.
Ogre dl5; m27, 34, 38; s21, 24; v l7 , 23, 35; The Treasure Vaults of Lindoran c29.
x38, 39. Treasury of Archaic Names c33.
Ogre Miniatures c29. The Tribes of Crane f29.
O.K. Corral c33. Triplanetary ·v39.
Olympica d l 5 ; v20. Tunnels &Trolls c27.
1001 Characters c28. Twilight's Peak c34.
One World/Annihilator c28; d26; m34. TYcoon c30.
Operation Pegasus c35. UFO fl6.
Outlaw c34. Uncle Ugly's Underground Doom c28.
Overkill c3 l . Universe II f33.
Panzer Pranks c28. The Unknown Gods c38.
'
Parsector V c38. Valkenburg Castle c28.
Party Brawl g22. Valley of the Four Winds c37.
Pen-Latol's World c32. The Vanguard Reaches c39.
Pieces of Eight c39. Vector 3 c29.
Pigskin c30. Star Commandos c33. Village Book I c39.
Pinball c36. Starcruiser 30. The Village of Homrnlet c35.
Pirates Cove c36. Starfall c29. Villains and Vigilantes c29.
Planet Miners c32. Starfighter f23. Voyage of the B.S.M. Pandora c38.
Plunder c33. Starfire c30. Warlock (Future and Fantasy Games) c28.
Pond War g19. Starfire II c35. Warlock (Games Workshop) c38.
Portals of Torsh c31. Star Fleet Battles c38; f25; m32, 38; v36. The Warlock Game f16.
Port Xanatath c36. Star Fleet Battles Expansion Kit 1 c37. War of the Ring fl6; v18.
Privateer c39. Starfleet Orion c30. War of the Sky Cities c30.
Professional Wrestling c33. Starfleet Wars c31. War of the Sky Galleons f27.
Quazar f23. Stargate f24. The War of the Worlds f35.
Quest f22. Starmaster c28. The Warp Factor f39; s39.
Queen of the Demonweb Pits c35. Starquest c33. Warp Force One f33.
Quirks c36. Starships c30. Warp War vlS, 16, 19, 33.
Raid on Iran c36; m38. Starships and Spacecraft c32. Warriors of the Green Planet f27.
Ramspeed c34. Starships and Spacemen d20; f18. Westward 1847 c34.
Raumkrieg f19. Starship Troopers v33. White Plume Mountain c37.
The Realm of Yolmi f2l . Star Trek c30. Windfall c31.
Rescue at Rigel c34. Star Trek Maps c34. Winged Samurai c33.
Research Station Gamma c30. Star Trek III.4 c36. Wizard dl5; m28, 3 l ; v2 1 , 23, 26, 28.
Richard Berg's Review of Games c37. Star Warrior c39. Wizards and Lizards c38.
Risk v37. Starwars f16. Wizard's Quest f26.
Rivets s25; vl 7, 26. Starweb c29. The World of Greyhawk c33.
Robots! c33. Stellar Adventure c39. Wreck of the Pandora c31.
Rommel's Panzers c30; m29. Stellar Conquest s25; v25. Zargonians c29.
Round the Horn c37. Sticks & Stones v23. Zargo's Lords c3 l.
32
I suggest changing the "shifting iniative" op
tional rule to give the high roller the choice of
Capsule
who moves first. Even then, these may be too
simple for the serious wargamer.
- Gregory <:curter
Reviews
DAWN OF THE DEAD (SPI); $8.00. De
signed by John H. Butterfield. Boxed, with 8·
page 8'/z'' x 1 1 " rulebook, 1 1 " x 17" multi
color map, 80 counters. 1 to 4 players (basic
design for I or 2); playing time 1 to 2 hours.
THE SPACE GAMER reviews board Published 1981.
games, role-playing games, computer f}E/ftS. This game plays just like a sequence from
Nebula 19, Oregon Trail, Space Ace 21, Space the movie from which it takes its name. The
games, video games, and game supple
Raid!, The Sword and the Stars, SwordQuest four humans, trapped in a small shopping mall,
ments. We review play-by-mail games ifa (boxed Ed.), Swords & Sorcerers, and Torpedo try to clear it of zombies and close the outer
reviewer is enrolled. We will review any Fire. doors. Meanwhile, the zombies shamble ever
science fiction or fantasy game if the pub closer to the humans, trying to ambush, over·
lisher supplies a copy. We do not guaran THE BARBARIANS (Yaquinto); $8.00. De whelm, and eat them. A human can be '.'in
signed by Neil Zimmerer. 8-page, 8\12'' x 1 1 " fected" by a zombie attack; then it's only a
tee reviews of historical wargames. TSG rulebook, 200 extra-thick die-cut counters, one matter of time until he, too, becomes a zombie,
may publish a review of a game we are die (of two required), 2 mounted map boards, The best thing about DAWN OF THE
not sent - IF a reader submits a review. "improved album" format with liner box. 2 or DEAD is the beautiful graphics. In some games,
The staff will make reasonable efforts 3 players; playing time 30 minutes to l hour. all the artistic effort is lavished on the cover,
Published 1981. and the game components are cheap and drab.
to check reviews for factual accuracy, but
THE BARBARIANS is actually two games Not so here! The map and counters are well
opnions
i expressed by reviewers are not in one. Sack Rome s i a game of tl1e fall of the designed and skillfully executed. They mesh
necessarily those of the magazine. For Roman Empire while Mongol covers "the Mon well with some good points of the rule system
information on writing reviews for TSG, gol invasion of Europe, 1237 to 1242 AD." - for instance, a few zombies are hidden when
These games are quite similar. Both are stylized the game begins, and these are shown in a sep
see "Writing Reviews for THE SPACE
and use area movement. Sack Rome is unique arate holding area. Movement is by square
GAMER " further on in this section. in that Rome almost always falls to the barbar· grid, and the human movement system is
Games for which reviews have been received ian hordes. To determine the winner, two games excellent. Humans movement uses a modified
or assigned include: Action & Bumper Games, are played with each player taking a shot at action-point system allowing them to trade
Attack ·of the Mutants, Basic Role-Playing, Rome. The winner s i the one to hold Rome the movement for actions, such as closing doors
Breakout, Dallas, D&D Dungeon Geomorphs, longest. and grabbing weapons. No human may move
D&D Outdoor Geomorphs, Dungeon Drawin gs, THE BARBARIANS are clean, quick, and two turns in a row - a design oddity that gives
Furioso, High Guard (2nd Ed.), LS.C. V. Lean simple games to play. Though designed for two a nice effect in play. The rules are well organ
der, LS. P.M. V. Fenris, Monster Mash & Battle players (with an optional third player for Sack ized and fairly clear, as any rules this short
ship, Scouts & Assassins (2nd Ed.) Sewers of Rome) they are very easy to run solitaire. The ought to be. On the whole, the game is fun the
Oblivion, S.F. V. Valkyrie , Thieves' Guild, and "improved album" format is super. No more first few times, for those who can get into
Tulan of the Isles. warped map boards due to storing counters in zombie-ing or zombie-hunting.
Games for which we are currently seeking the jacket sleeves. The biggest drawback is that But development should have continued
reviewers include : Amoeba Wars, Asteroid Pi these games are too simplistic. Even the option longer on DAWN OF THE DEAD. Once players
rates, The C&S Sourcebook, Confli ct 2500, al rules do nothing to change this. grasp the game's essentials (which may take two
Dark Stars, Demon's Run, The Dragonlords, i all, THE BARBARIANS are excellent
All n or even three plays) the human player will real
The Hammer of Thor, Imperi al Data Recovery beginning war games. They are also pretty good z
i e that an ultra-conservative, ultra-boring
System, Interstellar Skirmishes, IPSP/ISIS Maps, as short fill-in games. To add just a touch more, strategy of "run up, shoot a couple of zombies,
run back" will almost guarantee a win. The
onJy thing that can defeat this is bad luck in
WRITING REVIEWS FOR
the form of a strong hidden zombie and bad die
THE SPACE GAMER rolls. In contrast with human movement, the
Capsule Reviews (5) Summation. Your overall opinion of the zombie movement rules are boring. Normal
Most of the reviews we print will be "cap· game. Who should and should not buy it, and zombies cannot stack, and usually move only
sule" reviews - 400 words or less. We pay $5 why. one square per turn (berserks move two, super
for each capsule review accepted. We want to zombies a big thiee.) By contrast, human
run a review for every new s·f or fantasy game All reviews must be signed ; the reviewer's movement runs from 1 2 to 20! On any given
or supplement. name will be printed. No game may be reviewed turn, most zombies may not move at all, a few
Each capsule review should be five para· by its designer, by a playtester, or by an em will be forced to move one square toward
graphs long and contain: ployee of the publisher. (Designer's articles are any humans they "saw," and 1 to 6 may move
(1) Basic information. Present these facts, in welcome, but must be billed as such!) Final one square in any direction the player likes.
this order: NAME OF GAME (Publisher); note: If you can write a complete review n i less The zombie player has little chance for skill;
price. Designer. (If applicable: "Supplement than the full 400 words, by all means do so. he is reduced to pushing his units wistfully
to ---," "Companion to ---," or similar This review format is designed to encourage about, hoping his opponent will trip over a
note.) Format: list of components, with sizes fairness and to give the reader enough infor concealed zombie or do something stupid. If
of maps and rulebooks, number of c.ounters, mation to let him decide whether he wants to the zombie gets one human, he can usually get
etc. Number of players; playing time. Publi· buy that game. Keep that n i mind when you a couple more and win - but if he doesn't
cation date. write. This is a short review, not a complete get a kill in the first ten turns, before the
(2) General description of the game: back analysis. For those who want to write longer scattered humans can link up, he's not likely to
ground, the sides, course of play, special fea· reviews, each issue will have one or two - get any at all.
tures, etc. On the whole, DAWN OF THE DEAD
(3) Strong points. Discuss what is good Featured Reviews would be worth the money to somebody who
about the game; n i every game, there IS some These will be game reviews 1,000 to 2,000 liked the movie. It also plays much better as a
thing worthwhile . "Fun" is a useless adjective. words long. They should contain all the above solitaire; in a two-player game, the zombie
Be specific. infonnation, plus whatever else the reviewer player will feel like a zombie himself before the
(4) Weak points. Every game has its prob· wants to say. They may be written ni any for game is over. If zombie movement had been
lems, too. If the only faults you can find are mat. A featured review may cover either a new slightly higher, or if normal zombies had been
minor ones, say so. If the game is fatally flawed, game or one that has been on the market for allowed to stack, it could have been more inter
come right out and SAY SO. If you can phrase some time. If TSG has not already printed a esting and better balanced. As is . . . pretty
your criticisms as suggestions for improvement, capsule review, write one and submit it at the counters, nice try.
do so. same time. We may even use both. -Steve Jackson
33
and players must role-play rather than just roll
SUPPLEMENTS dice.
The major cause of dissatisfaction is the Drag
�198L
onQuest rules. Too much time is spent flipping
THE BLADE OF ALLECTUS (SPI); $4.95. pages, looking up spell descriptions and percen
xi •11uvd avoa�
. Designed by Nick Karp. Scenario for Dragon tages. Travel times are unspecified, though time
8LL XOU
Quest. 26-page, 8W' x 1 1 " booklet. Referee is central to the adventure. If players are keen,
events channel the characters away from most
and 1-6 players; playing time 4-6 hours. Pub
of the iland's
s "scenic attractions," and playing
S'IViaw NVtiHVW
lished 1980.
As our story commences, our heroes are ap time will be less than the advertised 6-8 hours.
proached by soldiers of a mysteriously vanished Maps aren't placed near their descriptions
duke. Their mission, should they decide to ac (more page flipping), and there's the occasional
cept it, is to find said duke, believed to be cap typo (p. 1 1 , Section 12, paragraph 2, should
tured by evildoers on a magic island. What is read "At the northwest "). but THE BLADE
· pawn1a1 aq i ouue
o ptrn
• . .
THE BLADE OF ALLECTUS? Ah! That's for OF ALLECTUS should be judged on what it
au1qsnqnd soqo4d Jo ,\11:ido1d a41
the players to discover at their peril, meanwhile does - provides art exciting time for all. If you
3lUOOaq Sa!J)Ua OV . ,\m::>l:ll'i pUll
coping with monsters, magic and political in use DragonQuest rules, if you enjoy prepared
s nuaA uo aJOA IaJJO sr41 · r s6 T
trigue. scenarios, THE BLADE OF ALLECTUS should
'l[lS'I lSnilny ll(illUP!W Ul?ljl la)et
The island and inliabitants are clearly de please you.
OU pal(.ll?WlSOd ag lSn�'l saµ)U::J l!V
scribed, there's lots of colorful detail, and the - RonPehr ·auo4d 10/puu J!'l?W .\q pam1ou
non-player character s encountered are all part pu-e uasot(O aq mil\ earn 4oea wOIJ
of an overall scheme. Players are equally likely I.S.P.M.V. TETHYS (FASA); $5.00. Design IaUII!M auo 'S:l!J)Ua Uil!:!IOJ pUll
.. to be triumphantly victorious or mercilessly ed by Jordan K. Weisman. Approved for Trav ! l pue 9 S' ' '
'6 '8 ;u-e sapoo v e:i.rv
slaughtered, but good role-playing increases eller. One 8%'' x 11" information sheet and aJll sapoo s e:i1y ·sap1u:i ue1p-eueJ
the probability of the former. That's what seven 11" x 17" deck plans. Published 1980. a41 pue 'v ' S 'Z an sapoo z earv
makes this scenario worthwhile - both referee The TETHYS is an "Interstellar Para-Mill- ! I pue o a1e sapoo T 11a1y ·sea.ll?
,
:l11l.ll?d:is JOOJ OJI!! P<lP!A!P uaaq Sill(
wa1s.\s apoo d!z sa1e1s pal!Uf1 al£.L
P.O. Box 9
Ames, Iowa 50010
1531NO:>
8WDN UMO JnOA ssan�
34
. Pr o c I a i m i ng the a r r i va I of ... tary Vessel" of 1000 tons. It is capable ofjump
and maneuver of 3 and carries a crew of 3 1 in
lloRDS o f .ALETIA
cluding flight personnel for the six armed pin
naces. The entire ship interior is drawn ni scale
for use with 15mm miniatures.
While there are no rules supplied with TETH
YS, Snapshot or Azhanti High Lightning can be
used. The plans are detailed and understandable
U n i q u e cam paign game systems and generally well done, though without color.
S i m u l t a n e o u s m o v e m e n t by The last few plans in my set are faded.
Unfortunately several important pieces of
information are left up to the player. The ten
turrets are not specified as to size or type, no
MINIATURES
'LOA
of the action and a diagram of troop disposi On the oilier hand, MILESTONES is not for ACE
tions. "Special actions" can be used to give spe the average wargamer - strategy can be opti· 21
... .. .. ...
.. .. ... .. .. .. .....
cific orders to the tribe or to set out such things mized much too easily. Still, it is a good game .
.
Scifi
as combat tactics or the action the tribe will for people who enjoy solitaire.
zo
Game of
• f ' I. I ' ..
month-long delays. This ·kind of problem sug mortal size and fame. cat.alog No. 2001 $ 19.95 � lie
llSii D.
gests that the game was not completely thought This game allows many of the complex pop --
� �������-- .
out before being opened. It drives the "world ulation/growth/economic factors to interrelate a: ..
conqueror" types crazy, and makes one wonder well. How much grain to save and how much to
whether enough players will join the game to distribute? Speculate in the market or invest in
w •
keep it in existence. (Rumors that the game the military? Go to war now or mass a larger ·=
40
master was hospitalized for some time due to army? Even tl1e best planning can go awry if ·
PUBLICATIONS
THE BEST OF THE JOURNAL OF THE
TRAVELLER'S AID SOCIETY, VOLUME. I
(GDW); $4.98. Edited by Loren K. Wiseman.
Selected articles from Journals 1-4. 4 8 pages.
The Journal ofthe Traveller's Aid Society is
probably one of the most popular of the many
professional magazines covering SF role play
ing. Every copy of its first year in print has sold
out, and it won the H. G. Wells Award for Best
Role-Playing Magazine of 1979 to boot. As an
aid to Traveller players, the Journal s i next to
indispensible. Now that issues 1-4 are out of
print, GDW has wisely released THE BEST OF
THE JOURNAL, VOLUME I, reprinting se
lected articles from tl1e magazines fust four is
sues.
THE BEST OF THE JOURNAL contains
nearly every item from the quickly sold-out
.Journal I - including TDX explosives, the_ Bush
Runner and Tree K.raken from The' Bestiary and
the Computer Programmi ng module, which was
originally omitted. from the Traveller rules.
From Journal 2 comes the Serpent-class Scout
Ship and Underwater Activities. From issue 3,
there si the Asteroid Mining article - in essence
a solo Traveller adventure - and Beakers and
Sea Bears. From No. 4, we have the Trade and
Commerce module. The entire 3-part Robots
feature from the Journals 2-4 Rers Notes,
has been slightly abridged and revised into one
consistent article.
The only problem evident in BEST OF THE
JOURNAL is that all of the articles - except
Robots - have been reprinted exactly as they
first appeared, typos and all. Thus some pro
grams are still missing from the Computer Pro
gramming article, no price is set for TDX - and
a "continued on page 31" has been left at the
bottom of an article that actually continues on
the next page. Why the opportunity to add a
price to the zero-G movement package in the
revised Robots feature was overlooked escapes
me. And of course, everyone's favorite article
couldn't be included in the BEST: The feature
on Victoria from Journal 2 .. . or the Advanced
Powered Battle Dress module . . . or the Bes
tiary integrating Alien into Traveller, for n i
stance. Some - like issue 4's Gazelle-class close
37
sonsational CP8Bl;lve
softwaPa
computlnd
softwaPO
Cycle Jump. Try to jump over rows of Mine Rover. Use your rover to cross a
cars. buses and trucks. mine field with moving mines.
Obstacle Course. This mult1·level course Hustle. The score keeps bu11d1ng but the
includes hurdles. ladders tires and escape routes dwindle Can you reach the
penally areas Different every lime blocks belore they disappear?
-
. .
1MI SPACECAMER
COMPLETE YOUR SET . • •
No. 15. Wizard and O!ympica designer intros; Robotics in Traveller; No. 30. KUNG FU 2100; Painting Fantasy Miniatures Part II; Index to
Floating Hulks; Ogre Update; Ores and their Weapons; computer Game Articles; Game Design Part 4; Programmable Calculators; 10
gaming. pages ofreviews.
No. 16. WarpWar article; Classics Simulated in Melee; Alpha Omega; No. 31. "Sam Beowulf"; 1980 Game Software survey; Game Design
Demons! (Moties in Melee); 1977 game survey results - and a LOT Part 5; Random Maze Generation; 9 pages of reviews.
of reviews. No. 32. Traveller issue . . . Alternate Character Types, reviews of play
No. 17. GEV designer's intro; strategy for Chitin: I; variants for Imper aids, scenarios, and variants; also Game Design Part 6; Deus Ex
ium, Melee, and a combination Ogre/Rivets variant; WarpWar fiction. Machina; "Minus Two Reaction;" software survey update; Yaquinto
No. 18. IceWar designer's intro; variant scenarios for Invasion: America Games report; 9 pages of reviews.
and War of the Ring; additional equipment for Traveller; mounted No. 33. Play-by-mail issue . . . Featu1e reviews of four PBM games, a
Melee; "Referee, Declare Thyself!" (role-playing GM technique). Warp War Campaign, Survey of PBM companies; also, Contest
No. 19. POND WAR; variant units and scenarios for GEY; combining Report; Company Report from Schubel and Son; "End Game;"
Imperium and WarpWar; Battlefleet Mars variant; reviews of Swords GEV scenario; Game Design Part 7; Deus Ex Machina; The Good
& Sorcery, Runequest, and Raumkrieg; MicroGame design article. Guys, Part I ; and 10 pages of reviews.
No. 20. Olympica tactics; Psionics in Traveller; TARTARS & MARTYRS; No. 34. Miniatures issue . . . Cardboard Heroes Designer's Notes, LOTR
Reality in Melee; designer's optional rules for Ice War; designer's Miniatures, Painting Fantasy Minatures Advanced Techniques,
article on Starships & Spacemen; "Rip-Off Blues" (wargaming Survey of miniatures manufacturers; !so "The Challenge;" Artifact
frauds). Designer's Notes and Expansion Rules; 3-D Displays II; Game
No. 21. Interview with Dave Arneson;running a MicroGame tournament; Design Part 8; Wish Contest winner; and 8 pages of reviews.
tactics for Ogre and GEV; spaceship miniatures; Black Hole variant No. 35. The 1980 Game Survey; Solitaire Ogre; Notes for Novice DMs;
rules, putting the Deryni into Melee; more reviews. The War of the Worlds featured; Insane Variants on Stomp!; Charac
No. 22. Ice War tactics; Black Hole physics; PARTY BRAWL; 1978 ter Contest results; More Psionics for Traveller; Game Design Part
SF/fantasy game survey results; Fantasy Trip short story. IX; Deus Ex Machina; and 9 pages of reviews.
No. 23. Invasion of the Air Eaters designer's article; Ogre meets Ice War; No. 36. Computing damage in Star Fleet Battles; The Fire Web, Artifact
Sticks & Stones expansion; Vikings and Valde in The Fantasy Trip. for Traveller; a Featured Review of Akalabeth; Eon Products
No. 24. Black Hole designer's intro; "The Psychology of Wargaming"; . Company Report; The Ten Deadly Sins of Computer Game Program
Naval Melee; "The Four-Howitzer Defense in Ogre;" variants for ming; Computer Graphics contest winner; and 8 pages of reviews.
Chitin: I, The Creature that Ate Sheboygan, and John Carter of No. 37. Gaming the Alien; Hyborean Risk; Improved Mission Resolution
Mars. for Freedom n i the Galaxy; Troubles in Valetia; Cosmic Encounter
No. 25. Stellar Conquest issue . . • designer's article, tournament tactics, Review; FGU Company Report; Winners of the Weapons Contest;
and variant scenarios; also - strategy in Rivets; benefit-cost analysis Ten Deadly Sins Part II; and 6 pages of reviews.
for Ice War; "Everyday Life in The Fantasy Trip." No. 38. 1980 Game Survey Results; Designer notes for The Lords of
No. 26. Oneworld designer's intro; tactics in GEV; variations on Wizard; UnderEarth; Used ships for Traveller; Selling Your Game Article;
computers in wargaming; Life-sized Melee; and a variant that puts Expert D&D and Time War reviewed; Combination Game Contest;
human forces into Rivets. The Complaints Department; and 7 pages of reviews.
No. 27. Hot Spot's designer's intro; Time Travel; Nuke the Air Eaters No. 39. Computer issue . • . Designer's Notes on Akalabeth, Strategic
(gaming atomic war); Weapons for Hobbits in TFT; Muskets in TFT; Simulations Report, Strategy in the Warp Factor, Computers to Go,
Game Design Part 1 ; 5 pages of game reviews. a TRS-80 Briefing, An update on the gaming world; also Rumor Re
No. 28. 1979 Game Survey results; Overmen in TFT; A Guide to SF/ liability in Traveller; Scenario for Triplanetary; "Fantasy World;"
Fantasy Game Publishers; Task Force Games report; Writers' and Magic contest results; Simple Traps; and 12 pages of reviews.
Artists' guides; 7 pages of reviews; Game Design Pai:t 2; Deus Ex No. 40. Cumulative Index to Game Articles; Planet of Adventure:
Machina. Tschai; a new Traveller combat system; results of the non-human
No. 29. Fantasy Trip designer's intro; Painting Fantasy Miniatures; races contest; Deus Ex Machina; Aboard the Leviathan; and 9 pages
Fantasy and SF game magazines surveyed; Game Design Part 3; of reviews.
more Deus Ex Machina; 7 pages ofreviews.
Send $2.50 per copy, plus 50 cents per order for postage and handling, If you are a TSG subscriber, you can get discounts on back issues. Use
to TSG, Box 18805, Austin, TX 78760. the order form on the mailer cover of your subscription copy.
39
The program "Fragment 2"by Joseph Power
�\�� �
presented in issue 38 has a major design flaw.
"Fragment 2" generates all its pseudo-<lie rolls
on a bell curve. This procedure is correct for
generanit g multiple die rolls such as 3d6 or
lOdlO, but is incorrect mathematically for gen
erating single die rolls such as ld6 or l d l O
whose probability curve is flat, not bell shaped.
When a d6 is rolled manually each side has ex
actly a 1 in 6 chance of coming up. With the
"Fragment 2" program "rolling" on d6 a 1 or a
C.
6 has only a 1 in 25 chance of coming up.
LETTERS
· This flaw would greatly affect the play of
•(\[
mon. It can, however, be corrected fairly easily
with the following code changes to "Fragment
2: "
Calendar
Box 139, Middletown, NJ 17748.
July 31-August 2: MAINECON. Boardgames,
miniatures, FRP. Contact Mr. John Wheeler,
Director, Mainecon, 102 Front St., Bath,
ME 04530.
June 5-7: DALCON '81. Gaming con - several July 9-12: 1981 IPMS NATIONAL CONVEN July 3 1-August 2: NANCON 88-N. General
tournaments, dealers, etc. Contact Dalcon TION. Scale model con. SASE to Ed Cam gaming con. Send SASE to Nan's Game
'81, 12800 Abrams Rd., Dallas, TX 75243. eron, 29 Mathew St., South Farmingdale, Headquarters, 1 1 8 Briargrove Center, 6100
June 5-7: PHRINGECON 2. SF fan con, includ NY 11735. Westheimer, Houston, TX 77057.
ing T&T tournament. Contact PhringeCon, July 11-12: MINNESOTA CAMPAIGN FNE. August 8: DRAGONMEET N. SF&F gamers
·Inc., P.O. Box 128, Tempe, AZ 85281. Contact Mr. Jeff Berry, 343 E. 19th St. Apt. con. Chelsea Town Hall, Kings Road, Lon
June 1 2-14: MDG MICHJCON 10 GAMEFEST. 4B, Minneapolis, M N 55046. don SW3.
Contact Metro Detroit Gamers, P.O. Box July 16-19: CWA-CON '81. Wargaming & ad August 8-9: 5th ANNUAL BANROG AREA
787, Troy, Ml 48099. venture-gaming con. ·Contact P.O. Box WARGAMERS CONVENTION. Contact
June 19-21: STRATACON II. Boardgaming, 10397, Ft. Dearborn Station, Chicago, IL Edward F. Stevens, Jr., 83 N. Main St.,
mni i atures, SF, and RPG. Contact G. 60610. Rockland, ME 04841.
Patterson, 5373 Commercial St., Vancouver, July 17-19: ODYSSEY '81. Con featuring all August 13-16: GENCON XN. FRPG & new
BCV5P 3N4. kinds of gaming. Sponsored by the UNH gaming releases. Contact GenCon XIII, P.O.
June 26-28: GAME CON ONE. Contact Game Simulations Games Club; for information Box 756, Lake Geneva, WI 53147.
Alliance, 481 Ferry St., Salem, OR 97301. contact R. Bradford Chase, UNHSGC, Mem September 3-7: DENVENTION TWO. SF con.
July 3-5: ORIGINS '81: To be held in Dunfee orial Union Building, Durham, ·NH 03824. Contact Denvention Two, P.O. Box 11545,
Motel, San Mateo, CA. Contact Origins '81, July 17-20: 9th ANNUAL FLYING BUFFALO Denver, CO 80211 or (303) 433-9774.
P.O. Box 5833, San Jose, CA 95150. CONVENTION. Contact P.O. Box 1467, September 4-7: GLASC VJ. Simulation gaming
con, including monster games. Contact
GLASC Secretary, c/o L. Daniel, 20550
JJJ
Wyandotte St., Canoga Park, CA 91306.
September 11-13: DRAGON FLIGHT. A FRP
ADVERTISERS
Athena Games .. . . . . . . . . . . . . . . . 33
Automated Simulations . . . inside front cover
California Pacific . . . . . . . . . . . back cover
Central Texas Computing, Inc. . . . . . . . . . 3
Creative Computing Software 37 . . . • . . • • .
FBI . . . . . . . . . . . . 36. . . • . . . . . . . .
GDW . . . . . • . . . . . 9• . . . . . . . . . . • .
GPA . . . . . . . . . . . 34. • . . • . . • . . . .
High Passage . . . . . . 5. . . . . . . . . • . . .
lndicia Associ
ates . . . 12. . • . . . . . . . . .
Judges Guild . . . . . . . 8. . . . . . . . . . . •
Martian Metals . . . . . . . . . . 33
. . . . . • .
Synergistic Solar . . . . . . . . . . . . . . . . 35
Thrust . . . . . . . . back mai
. . . .ler. • • • .
TSG . . . . . . . . . . . 38. . • . . . . . . . . •
Yaquinto . . . . • . • . 13. . • . . • . . . . . • ·
Zocchi . . . . . . . . . . 35. . . . . • • . • . • .
. .-
..�·�-·--;:"".',, -.. -
·
rr-� -
.
..
-- �-� .-
...-..- - - -..-
- - - -.--
- �-�.r
- ---.-.---..-r-..r
- - 7 ··- a-· -- r- --.... -..�-'"'7",,�· ::: -...-....---..--- -.--
.=.. �--.---,.:-·-.-.-. -- -.- . -... r::-itt"�--- -.-; -
-
STEVE J A C KS O N GAMES
i business on hs
i now n
Yes, it had to happen. Steve Jackron - the designer of OGRE, G.E. V., and THE FANTASY TRIP - s i own. A n
independent publisher. Designing the kind ofgames you want to play - and producing them with the quality you 'd expect from far more
expensive packages. Full-color maps and covers . . . illustrated rules . . . multi-color counters . . . at $] per game! Read 011 . . .
try to destroy the tyrant CloneMaster in Please send me ( ) RAID ON IRAN ( ) KUNG FU 2100 ( ) ONE-PAGE BULGE
this s-f game. Features an innovative man ( ) CARDBOARD HEROES Ser 1 ( ) Set 2 ( ) Set 3 ( ) Set 4. 1 have enclosed $3.50
to-man combat system. I or 2 players. for each item ($3 per item for TSG subscribers). THIS PRICE INCLUDES POSTA GE.
Please allow 4·6 weeks for delivery . . . tltough we try to get ic there much faster. Sorry
- we cannot accept retail orders from outside the U.S. and Canada at p1cscn1. Checks or
AND A NEW PlA YAW:
money orders must be in U.S. dollars on U.S. banks 011ly. Texas residents add 5% sales tax.
For any fantasy or role-playing game...
Name
beauti ful 25mm miniatures that fold out . . . . . . . . . . . • · • · · · · · · • · · · · · • · · · · · · · · · · · · · · · · · · · · · · · · · · · •
e
Addr s
s. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . . .
of cardboard! Each figure shows front
facing on one side, back on tl1e oilier - City. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . State . . . . . . . . Zip. . . . . . . . .
Kobolds. 40 figures.
Set 4: Animals. Steve Jackson Games / Box 18957 /Austin, TX 78760
PLACE
STAMP
HERE
TO ORDER: Indicate what you want - then drop this card in an envelope with your check
•=c
or money order, and return it to the address above. Or charge your order to Vi
sa or
MasterCard.
the of the Travellers/ A id Society
JQ!J,.��AL
·
Highlj• plnyoblc solo 011d i11cludi11g a point scale for vicrory condirions,
OREGON TRAIL is ideal for cournamcnc and club use. This fasr-paccd
new game even includes systems for dealing with the various aspeccs of
rhc hosrilc c1wironmcnt and encounters wirh the \larioos Indian tribes.
Each Indian encounter can be met and dealt wirh in several ways.
depending upon the abilities and choice of the wagon master/player.
Peaceful relations and trade or hostile action ore all possibilirics. Even
weather. di>casc. river crossings and exploring for new mouncain passes
play· imporrnnt p:orts in this game of travel and exploration where
speed must rake second place to concern for survival.
Th e M a p
be located with any accuracy. A comprehensive survey of Tschai 1s not
blasts. Motor cars and trains are common jumps around on its oversized hind legs. Sailing ships are standard for ocean trav
available. in certain limited areas. Air/rafts are a]. To control one of these beasts, it is some· el . Sometimes motor ships are available.
The scale is approximately 1 ,000 km/hex. ways scarce , at least among the human times necessary to thrust a control bit
Terra i n Key
Desert
Jungle
Mountains
Seacoast
Steppe/Ocean