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SPECIAL ATTRACTION

1 3 After you create a world, you have to run it.


View from the Top:

1 4 What do the characters know about their world, anyway?


. . . And Nobody Knows But You Russell Droullard

2 2 elves.
Eileen Lucas
Out of the Textbook, Into the Game
Suppose the American Civil War had been fought with dwarves and
...

Telling It Like It Is Thomas Kane


2 8 Amouth.
DM can make or break an adventure from the moment he opens his

The Highs and Lows of Fantasy Paul Hancock


3 6 Which is better: the gold or the glory? You need the answer, and soon.
... Thomas Kane
4 6 Coming soon to a dungeon near you an adventure of epic proportions.
To Be Continued

OTHER FEATURES
The Other Option fiction by Dylan Brody
5 2 believed
He said he would even fight a gryphon to win his love. Too bad everyone
him.

Through the Looking Glass Robert Bigelow


6 0 With the right tools, you can even build a dragon in flight.
David Edward Martin
6 6 A trio of turncoats, the last of the Redeemers.
The Marvel-Phile

7 0 How far is the world of Greyhawk from Talislanta?


Role-playing Reviews Jim Bambra

Hartley, Patricia, and Kirk Lesser


7 6 Take a high dive into SSIs Pool of Radiance.
The Role of Computers

John C. Bunnell
8 4 The brave new worlds of fantasy, and welcome to them.
The Role of Books

D EPARTMENTS
3 Letters 52 TSR Previews 96 Dragonmirth
4 Forum 88 Gamers Guide 100 SnarfQuest
10 Sage Advice 90 Convention Calendar

COVER
With the right DM in the cockpit, your fantasy campaign can go anywhere as Denis
Beauvais shows us in his cover painting for this issue: Firepower. The cockpit, by the
way, is that of an F-18, as accurate as were allowed to show.
2 MARCH 1989
Scum
(but good scum)

We've received a number of letters


for "Forum" lately on the topic of
evil player characters. You either
like them or hate them, and there
isn't a lot of middle ground on this
What did you think of this issue? Do you have Dear Dragon:
a question about an article or have an idea for a topic. Some gamers who like to play
I have two questions regarding the metalmas-
new feature youd like to see? In the United ter monster in The Dragons Bestiary (issue evil PCs mention me by name, point-
States and Canada, write to: Letters, DRAGON #139). First, when the creature is attracting ing out that I wrote an article on
Magazine, P.O. Box 111, Lake Geneva WI 53147, metal, what is the chance of an armored charac- how to run an evil-PC campaign
U.S.A. In Europe, write to: Letters, DRAGON ter being pulled into its blade barrier of orbit- some years ago (DRAGON issue
Magazine, TSR Ltd., 120 Church End, Cherry ing metal? Second, if the barrier only orbits #45, pages 60-61: "How to have a
Hinton, Cambridge CB1 3LD, United Kingdom. around the metalmaster, can overhead attacks good time being evil").
be made without penalty? So, am I in favor of evil PCs?
Fixing the errers Paul West
Woodstock VT
Well, yes and no. I am in favor of
playing evil PCs if the gamers
Dear Dragon: Judging from the text, the metalmaster will involved like to do it and they enjoy
I was reading Dougal Demokopolisss article avoid drawing metal-armored opponents themselves without hurting any-
on spectators [issue #139] when I discovered an toward it, to keep it safe from attacks. Instead, thing. I am not in favor of it if the
error. If a spectator was summoned and was, it repels such characters as described on page gamers use their characters' align-
say, 950 years old, and agreed to guard a trea- 72. If the metalmaster wanted to pull a charac- ments to justify disrupting the game
sure, it would die before the end of its servi- ter closer, the DM should use the rules for and destroying the pleasure that
tude. Wouldnt a spectator between 900 and 999 repulsion and simply reverse the effects. In
others take in playing it.
years old be immune to the monster summon- other words, an attracted character could not
ing V spell? The usual way in which evil PCs
resist the magnetic effects of the metalmaster
Rob West unless the character made a strength check (and many neutral and good PCs)
Lexington OH each round on 1d20; failure means the charac- are used to ruin a game is by killing
ter is pulled 5-10 closer to the monster, depend- off other people's player characters.
Given the intent of the article, it appears that ing on how much metal the character has on his This tactic makes people drop out of
spectators that are about to die (and thereby person. the game at blinding speed. What
reproduce) are immune to the effects of the If a character attacked the metalmaster from fun is it to drive over to a friend's
summoning spell. Thus, spectators that are above, reduce the damage suffered from flying house just to be frustrated for an
1-898 years old are the only ones that can be metallic debris by half (i.e., 2d6 hp damage, or
summoned, since they can serve for 101 years evening? It was for this reason that
1d6 hp damage if a dexterity check is made on
and still have a year left to rest before the 1d20 at +4 on the die roll). Some debris will still assassin characters were cut out of
change comes at 1,000 years. pass above the creature on wild orbits. the AD&D 2nd Edition rules to
begin with (issue #121, page 13).
People who like bumping off other
Dear Dragon: Dear Dragon: people's characters have a maturity
I found what I think are two errors in issue In issue #141, on pages 16-17 [in The problem. (I've done it myself, once,
#139. The first is in the article Lords and Dragons Bestiary], you mismatched the mon- and I should know.)
Legends, page 17. At the beginning of the ster names with the pictures. As far as I can
description of Eelix, it says that Eelix the Wiz- As "How to have a good time being
make out, the caiveh is really a jor, the jor is
ard was born Felix Furley. Did he change his a diurge, and the diurge is a caiveh. evil" pointed out: "Everyone needs
name? The second mistake is on page 33. It says Conrad Schnakenberg to be aware that unless some kind of
[regarding the spell change form], The acid will East Moriches NY trust can be formed among the
cause no damage to the recipient of the spell, players in AD&D or any other role-
unless he successfully makes his saving throw. Many readers pointed out this error, but you playing game, the game quickly falls
Why make the recipient of the spell have a were the first. apart. Who wants to get involved if
punishment for making his save?
you keep getting stabbed in the back
Darin Woolpert
Walnut Creek CA all the time? . . . If you plan on
Dear Dragon:
counting on your fellow adventurers
In issue #141, on page 39, in Table 3, you have
Eelix did indeed change his name, according the maximum strength [of kobold and xvart in a crunch, regardless of your
the authors original manuscript. The second characters] as 15. How can this be the maximum alignment, you'll have to treat them
problem you referenced is on page 34, and yes, when you roll 3d6 and subtract 1? Shouldnt this with respect."
the recipient does take damage only if he makes figure be 17? In short, even evil characters have
his saving throw. In order for the spell to func- Brian Early to stick together. Such characters
tion and change the recipient into another Oak Ridge TN can have their own plots and coun-
creature, a vial of acid with powdered gem- terplots, but these are best kept to a
stones is broken upon the recipient. If the spell If the strength score for such a character is
nonlethal level that does not disrupt
functions normally (i.e., if the recipient fails his greater than 15 after subtracting 1 from the 3d6
saving throw against it), the acid does no dam- the game. I recall some entertaining
roll, the score should be reduced to 15. The
age to him. Considering that this spell could be a subtraction of 1 from the die roll simply lowers adventures in which PC halfling
very effective (if slow-acting) attack spell for the average strength of the characters created thieves happily stole the rest of the
example, permanently turning a 9th-level pala- by this system. If a 3d6 roll of 3 is made, the group (and each other) blind. Evil
din into a -HD kobold then the damage score remains 3. PCs should find similar ways to
suffered by making the saving throw and suf- channel their rivalries into activities
fering the effects of the acid (which cannot now
be used in the spell) are minor, indeed. Continued on page 98

DRAGON 3
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Forum welcomes your comments and opinions the added extras. Next are the characters. [The number of other overseas outlets. Distribution to the book
on role-playing games. In the United States and D&D game has] all the basic classes, but there is trade in the United States is by Random House, Inc., and
Canada, write to: Forum, DRAGON Magazine, no dual-class rule; you are one class and one in Canada by Random House of Canada, Ltd. Send
orders to: Random House, Inc., Order Entry Department,
P.O. Box 111, Lake Geneva WI 53147, U.S.A. In class only. Fantasy heroes didnt train half their Westminster MD 21157, U.S.A.; telephone: (800) 638-
Europe, write to: Forum, DRAGON Magazine, lives as fighters and then become magic-users; it 6460 toll-free except Alaska (call (800) 492-0782 toll-free
TSR Ltd, 120 Church End, Cherry Hinton, was just impossible. The spell system is exactly in Maryland). Newsstand distribution throughout the
United Kingdom is by Seymour Press Ltd., 334 Brixton
Cambridge CB1 3LB, United Kingdom. We ask the same, except that there arent as many spells Road, London SW9 7AG, United Kingdom; telephone:
that material submitted to Forum be either to choose from. Finally, there is the role-playing 01-733-4444.
neatly written by hand or typed with a fresh aspect of the game; there is a whole set of rules Subscriptions: Subscription rates via second-class
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understand your comments. panion Set. The mechanics of the game are sent to an address within the United Kingdom; $50 in
simple, so the emphasis is on role-playing. U.S. funds for 12 issues sent by surface mail to any other
Adventurers can be attacked by groups of I hope that I have made it clear that the D&D address; or $90 in U.S. funds for 12 issues sent airmail to
identical archers, with each arrow hit doing 1d6 game is worth your while to play. It is a startling any other address. Payment in full must accompany all
subscription orders. In the U.S. and Canada, methods of
damage. Often the groups are large, and rolling difference for both DMs and players alike. I payment include checks or money orders made payable
dice for each arrow gets boring. Here is a way hope that, you give the D&D game a try to TSR, Inc., or charges to valid MasterCard or VISA
to quickly approximate the damage from volleys Bob Tarantino credit cards; send subscription orders with payments to:
of arrows. Figure the number of arrows Etobicoke, Ontario
TSR, Inc., P.O. Box 72089, Chicago IL 60678, U.S.A. In
the United Kingdom, methods of payment include
directed toward a character and calculate the cheques and money orders made payable to TSR Ltd, or
1d20 roll needed to hit that character. Then roll I very much enjoyed The Long Arm of the charges to a valid ACCESS credit card; send subscrip-
once to hit, modifying to hit and damage rolls Law by Dan Howard (issue #136). This article
tion orders with payments to TSR Ltd, as per the above
address. Prices are subject to change without prior
on this table. excels in showing how law enforcement can be notice. The issue of expiration of each subscription is
readily handled in a role-playing situation. printed on the mailing label of each subscribers copy of
Minimum To hit and However, the author did not include the effects the magazine. Changes of address for the delivery of
required damage roll that magic can have on such situations, particu-
subscription copies must be received at least six weeks
prior to the effective date of the change in order to assure
to hit adjustments larly ESP and detect lie spells (or their equiva- uninterrupted delivery.
20 + 1 per 6 arrows lent magical devices: crystal ball of ESP or Back issues: A limited quantity of back issues is
19 + 1 per 3 arrows telepathy, helm of telepathy medallion of ESP,
available from either the TSR Mail Order Hobby Shop
(P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or TSR
18 + 1 per 2 arrows mirror of mental prowess, ring of truth, etc.). Ltd. For a copy of the current catalog that lists available
17 +2 per 3 arrows This brief note examines the impact of magic on back issues, write to either of the above addresses.
16-12 + 1 per arrow the four phases of a criminal justice system: Submissions: All material published in DRAGON
13-11 +3 per 2 arrows detection, apprehension, trial, and punishment.
Magazine becomes the exclusive property of the pub-
lisher unless special arrangements to the contrary are
10-8 +2 per arrow Generally, detection does not require the use made prior to publication. DRAGON Magazine welcomes
7-6 +5 per 2 arrows of magic. Missing property, smashed taverns, unsolicited submissions of written material and artwork;
5-3 +3 per arrow and dead bodies all are indications of a crime. however, no responsibility for such submissions can be
assumed by the publisher in any event. Any submission
2-1 + 7 per 2 arrows Yet certain crimes are not so easy to detect, like accompanied by a self-addressed, stamped envelope of
missing persons, embezzlement, and treason. In sufficient size will be returned if it cannot be published.
Obviously, a separate calculation will be the case of missing persons, family, friends, and We strongly recommend that prospective authors write
required before rolling for each individual acquaintances are generally questioned. ESP
for our writers guidelines before sending an article to us.
In the United States and Canada, send a self-addressed,
character. At the referees discretion, rolling a and detect lie would determine the veracity of stamped envelope (9 long preferred) to: Writers
natural 1 for the archers means that no arrow their statements. These two spells would also Guidelines, c/o DRAGON Magazine, as per the above
hit. The approximations in the table are derived allow business and governments to periodically address; include sufficient American postage or lnterna-
tional Reply Coupons with the return envelope. In
using grammar-school arithmetic. This kind of ensure the honesty and loyalty of all persons in Europe, write to: Writers Guidelines, c/o DRAGON
table is also applicable to a variety of other positions of trust. Magazine, TSR Ltd; include sufficient return postage or
gaming situations. Apprehension of suspected criminals and IRCs with your SASE.
Ed Friedlander reluctant witnesses may be aided by any type of
Advertising: For information on placing advertise-
ments in DRAGON Magazine, ask for our rate card. In
Kansas City KS crystal ball, if the viewer has some knowledge the United States and Canada, contact: Advertising
of the person sought. ESP and detect lie could Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan
I have been an avid D&D game player for a be used on anyone who might have knowledge Springs Road, Lake Geneva WI 53147, U.S.A. In Europe,
contact: Advertising Coordinators, TSR Ltd.
little over five years now, and I am concerned of the suspects whereabouts. For major crimes, DRAGON is a registered trademark of TSR, Inc.
about the future of the D&D game. No, not the commune and contact other planes might be Registration applied for in the United Kingdom. All rights
AD&D game, the original game. Even though employed. to the contents of this publication are reserved, and
players of the AD&D game number more than The trial phase is where magic makes the
nothing may be reproduced from it in whole or in part
without first obtaining permission in writing from the
the players of the D&D game, there is still a greatest change in the criminal justice system. publisher.
wide audience. I have heard remarks like D&D Without magic, a judge or justice must weigh designates registered trademarks owned by TSR,
is for babies. Unfortunately, most players are the evidence of the various witnesses to deter- Inc. designates trademarks owned by TSR, Inc. Most
other product names are trademarks owned by the
not willing to give the D&D game a chance. mine guilt or innocence. With ESP and detect companies publishing those products. Use of the name of
Granted, it is much simpler than the AD&D lie, the veracity of all evidence is known. The any product without mention of trademark status should
game, but it is still an excellent system. Many purpose of the trial is to determine motivation not be construed as a challenge to such status.
DMs play a mixture of the two; this is fine (I do and what, if any, punishment is appropriate.
1989 TSR, Inc. All Rights Reserved.
Second-class postage paid at lake Geneva, Wis.,
this myself), but they dont recognize the D&D From the information gained at the trial, the U.S.A., and additional mailing offices. Postmaster: Send
game as a separate system. Right now, Id like to punishment can be made more appropriate to address changes to TSR, Inc., P.O. Box 111, Lake
add some points which I think make the D&D both the crime and the motivation. The use of
Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-
6848.
game better. the geas spell (and possibly the quest spell) can
First, the combat system is a heck of a lot allow for very creative punishments. The court
easier. It doesnt have weapon speed factors, finds that Robert the Bold accidentally killed
weights which affect the swing, and so on. You John the Smith. Robert the Bold is geased to
just use the normal combat system without all

4 MARCH 1989
support the family of John the Smith for five Although I agree with Mr. McNeills comments know of? A party with any evil character is
years or die. Let the punishment fit the crime. (issue #134) that harpies could come from probably not going to be favored by any good
Once before in Forum (issue #98), I wrote a meteorites or trees, his argument fails in at least or even neutral cleric, and a party cannot live
similar note on the importance of including the two points. The first is his linking the AD&D on potions of healing alone. (This brings up the
reality of magic in the discussion of any AD&D game world to primitive societies. The second is role of the cleric as a battle medic, but that is
game society. My final words then apply equally his assumption that an electron microscope is another matter altogether.) The character
well now: Magic makes things different. needed for a knowledge of genetics. classes open to evil characters are also limited
Thomas W. Gossard Certainly most societies in the AD&D game by the exclusion of rangers, druids, and pala-
Davis CA are less advanced technologically than the dins; level for level, they are as powerful (if not
majority of societies in this world. This does not moreso) than any assassin I know of.
[Mr. Howard replies:] make them primitive. Most campaigns focus on Next, the complaint that most of the monsters
Upon looking back, I could almost kick myself. societies comparable to those in medieval in the game are evil makes no sense whatsoever.
[Mr. Gossard is] quite right about the influence Europe, with some extending as far forward as This is so for a very simple reason, and that is
of magic on law enforcement. However, magic- renaissance Europe and others extending back that evil monsters are by far the most versatile.
use in law enforcement has limited application to the ancient civilizations of Egypt, Greece, and If you have a party of good or even neutral
due to certain legal complications, [the main one Rome. Few center around the hunter-gatherer characters, it is going to fight evil by virtue of
being that] the unlawful use of magic is a crime cultures, which are referred to as primitive alignment. However, if you have an evil party, it
in itself. Without the consent of the recipient or societies. Even these societies stick to this forag- will fight your monsters because of the nature
the proper legal authorization, a magic-user can ing pattern not because they are ignorant, but of evil. If you were to have a majority of good
be arrested and charged with assault. Magical because there is no need to change; food is monsters, good parties would be out of luck,
assault is on a par with physical assault; magic- abundant and there is plenty of leisure time. and you might as well call it the Friend Folio
users cannot be allowed to enspell people on a The cultures of Egypt, Greece, and Rome were instead of FIEND FOLIO tome.
whim. Hence, the authorities in a society must highly advanced, with impressive achievements K. B. LaBaw
be prudent in their use of magic to avoid in agriculture, architecture, mathematics, sci- Ridgecrest CA
charges of unusual force or violation of rights. ence, and philosophy.
The second complication is rights. In every The ancient Greeks scientific achievements In issue #138, Sean Jump complains that the
good-aligned society, a citizen has a right to be were hindered not so much by the lack of rules favor good-aligned PCs over those with an
free from magical influence. Law enforcement electron microscopes as by their penchant for evil alignment. As the AD&D game and RPGs in
offices cannot sprinkle healthy doses of detect theorizing without regard for testing their many general have grown from relative obscurity by
lie spells on all their witnesses without someone hypotheses: This had more to do with their serving the merest fringes of society, blossoming
getting angry. In addition; people do not enjoy cultural background than their technological into the recreational giants they now are, they
being the recipients of spells, especially if they level. The medieval Europeans (who had a have drawn a lot of fire from many different
are witnesses trying to help, and as a result, different cultural heritage) were able to make groups. TSR, Inc., in an effort to stem some of
they may decide not to cooperate with local tremendous technological advances using the the criticism aimed at it (as the producer of the
authorities for personal reasons. In this way, the same basic ideas and concepts of the ancients. most widely played RPG) has made certain
use of magic may hinder rather than help The difference was not in their intelligence but changes in the wording and balancing of the
investigations. in their mindset. As for primitive societies not AD&D game rules. One such change was the
These revelations inhibit the use of magic in knowing anything about reproduction, this is balancing of the scales against evil-aligned
the detection phase. To use an ESP or detect lie ridiculous. Hunter-gatherer societies have at characters.
spell, the government must have some sort of least a basic understanding of both plant and I have been a player for quite a few years
probable cause! Basically, there must be a animal reproduction. To suggest that the more now in a campaign that we simply refer to as
reason to suspect a person in order to warrant advanced agricultural societies have no knowl- the evils, because all of the player characters
an ESP spell. Simply being in a position of trust edge of reproduction is even more absurd. are of one evil alignment or another. I play an
is not enough justification for a government Further, an understanding of genetics does not evil paladin who suffers none of the penalties
magic-user to enspell you. require a microscope of any sort, much less an described in the AD&D game volumes, and let
In the apprehension phase, magic can assist electron microscope. Mendelian genetics was me assure you, hes no pansy! I created this
the location of the criminal through the use of developed simply by observing and conducting character with the campaigns DM by changing
scrying devices. Of course, these devices are not breeding experiments with garden peas, experi- the rules to allow greater excitement and a type
infallible, and there is a chance of not locating ments that required no tool more advanced of fun that this sort of game variant allows. It
the person (see the Dungeon Masters Guide, than a pair of scissors. has certainly been no cakewalk for my antipala-
page 141, Crystal Ball). In addition, the loca- Even though microscopes were not needed, din, but it sure has been a barrel of laughs!
tion might not be identified by examining it this does not mean that they were not available, Granted, I would never dream of bringing this
through most devices; it is simply seen. Spells nor that AD&D game sages must limit them- player into another DMs campaign or to a
have similar chances for failure. selves to magnifying glasses. While the electron tournament, but then again, who cares? I can
And who said magic-users were reliable microscope was not invented until the 1930s, always start a new character! So Sean, if you
anyway? Magic-users, as government employ- compound microscopes were in use by the late really want to play an evil character, my advice
ees, are still susceptible to political power plays 16th century and lenses were developed by the is to go ahead, but some of the most powerful
and manipulations. The value of the evidence 14th century. Moreover, fantasy sages have the creatures in gaming will be out to turn you
collected by a magic-user is only as trustworthy advantage of magic. Any society that is capable from your evil ways, one way or another.
as the magic-user himself. An unscrupulous of creating eyes of minute seeing or of develop- John C. Tiedemann
magic-user can cast spells that masquerade as ing myriad information-gathering and detection Baldwin NY
other spells, creating false results. One good spells should surely be able to unravel the
illusionist could break the scales of justice in a mysteries of where harpies come from, Even I chose this time to write to Forum because
city for years to come. disregarding information-gathering spells, of the letter by Sean Jump in issue #138. He
In the trial phase, magical evidence (if legal) enough magical items and spells exist for plane- made a few good points as to why players
should be weighed by the court just as other traveling that a sage could come to this world should be allowed to have evil characters. I
evidence is. To send a person to jail merely on and gain an awful lot of modern knowledge would like to expand upon his work.
the results of a few magical tests would send even if an electron microscope would not func- As a DM, my adventures are very demanding
every barrister in the city into a fury. A tion in the AD&D game universe. on the intellect of the player. I have long since
modern-day comparison: How would you like to Timothy Koneval discarded the hack-and-slash element of play to
be sent to jail for something you said under the Normal IL make room for more problem solving and
influence of sodium pentathol? refined killing. After seven or eight hours of
As for sentencing, the punishment is ulti- I am writing concerning the topic of align- play, half of my party has headaches and the
mately up to the DM. Most crimes are consid- ments in the AD&D game. I feel that not only other half have drawn their swords and are
ered to be crimes against the state anyway. The are evil characters going to lose status in the killing each other to reduce actual stress. Hence,
responsibility for enforcing the law ultimately AD&D 2nd Edition game, but that they are I created the evil characters.
falls on the society. Nothing is cut-and-dried. already inferior. Sure, there are assassins, Every four or five games, I get out the note-
Daniel W. Howard poisons, and reversed clerical spells, but there book full of evil PCs, of all classes, and let thief
Manhattan Beach CA are paladins, healing, and magical items of holy players have a breather from having to be good.
power. How many +5 un holy avengers do you Soon enough, the band of deadly foes marches

6 MARCH 1989
upon some defenseless town to lay waste to aligned group down for the count because the users, it also comes from researching and, as Ed
another society. I am forever providing the foes store had been the sole provider of regular Kruse pointed out in issue #134, casting spells
with opportune times to destroy and do gener- gaming space in town, as the GMs (who were usefully. To balance this, I suggest giving out
ally nasty things. mostly adults) lived too far apart to have the only half experience to magic-users for killing
These evil adventures are a source of release games at their residences. All that was left was monsters, unless they use spells to do so.
from all the strain of being good. It allows the the occasional surviving evil campaign (whose Lastly, I would like to share my opinion of
players to partake of the spoils that they usually membership changed weekly) and my own multiclasses involving magic-users. I do not
see their archfoes lounging in. None of my group, three persons strong. Soon, my group allow magic-user multiclasses above 4th level.
friends are evil, but yet they find elation in not too went by the wayside for a while, due to My reasoning is that they must devote their
always having to be heroic and daring. The college. time to studying the higher arts. The only
element of fantasy provides them with a place The moral of my story is simple: All evil possible exception would be the magic-user/thief
to channel real-world frustrations as well. characters do for a campaign or group is lead to class, and that mix would have to be limited in
Christopher E. Brogan the games destruction. Tracy Hickman and maximum level, thieving abilities, and spell-
North Andover MA Margaret Weis werent just whistling Dixie casting abilities.
when they said in the DRAGONLANCE books Eric Sonnestuhl
For those DMs looking for a new twist, a that evil turns in upon itself. Read the Sor- Olympia WA
friend of mine once suggested what he called cerors Scroll columns by Gary Gygax,
Reversal AD&D. That is, the players hand reprinted in The Best of DRAGON Magazine, Recently, readers have been sending in letters
their characters to the DM and each is allowed a vol. II. The AD&D and D&D games were origi- trying to change the magic-user character. Some
choice of monster of appropriate level (with the nally created as a battlefield of Good vs. Evil, wish to make it better in combat situations by
DMs general discretion) to name, develop a with the opposition to the players being Evil! allowing the use of armor, more diverse weap-
background on, and present in a dungeon. Your The evil-character rules were at first mostly onry, spell bonuses, etc. Each letter has its own
experienced characters are somewhere in the guidelines for creating evenly matched foes for merits, which I wont debate here.
dungeon, and your group of monsters will good and neutral characters. The reason that The one thing few realize or suggest changing
either have to work together or make alliances creatures such as Orcus dont have champions is is the minimum/maximum number of spells
with other creatures to work against your because the champion (by his alignments known per spell level due to intelligence. Cur-
characters. Its important that the DM doesnt nature) would eventually try to supplant his rently, there are 40 official spells of 1st level
harm the actual characters just the copies of master. Evil clerics, by nature, are usually too alone. Magic-users with maximum normal
the PCs statistics. selfish to use healing spells on others, anyway. intelligence are restricted to a maximum of 18
Darren Hennessey Any person even slightly familiar with the of these spells. Meanwhile, clerics and druids of
Tampa FL AD&D games alignment system should be the lowest minimum wisdom are able to receive
aware of that! any of their spells with no restrictions whatso-
Concerning Sean Jumps letter in issue #138, I Finally, it is the people who run and play in ever. I suggest dropping the minimum/maximum
am also from Corbin, Kent., and it is true that evil campaigns who have given role-playing values altogether. Is game balance really upset if
many people down here seem to prefer evil games (especially AD&D games) their bad repu- a magic-user can learn all spells of his class? He
characters. tation. Five years ago, people thought that is still restricted to casting X number per day
Originally, there was one main role-playing anyone who played D&D games was a devil due to his level.
group in Corbin, which in its prime had over worshiper. Three years ago, we had almost In my own campaign, following an example
200 regularly playing members (quite large for a eliminated that myth. Now it is back to the way found in FR4 The Magister, I have divided all
town of 8,000). There were at least a dozen it was five years ago. In my experience as a 21- magic-user spells into three different categories:
GMs, myself included, and a plethora of games year-old with four years of college and DMing common-knowledge spells, rare spells, and
being played, ranging from the AD&D game to under my belt, the only thing evil PCs do is unique spells.
Hero Games CHAMPIONS and FGUs SPACE destroy what all players have strived for for Common-knowledge spells are ones that are
OPERA games. Everything was going well; we years public acceptance. either not overly powerful for their levels, or
had even developed a measure of acceptance in Stanley Bundy have been around so long that every mage
the community (which is very hard to do in a Corbin KY knows of them. These are the easiest spells to
conservative, semirural setting). Things find and learn, and consequently are cheaper
changed, however. It started with a few new There has been much debate over a spell- economically.
members of the club who wished to play evil bonus system for magic-users. Instead of extra Rare spells are the named spells (various
characters. It went all right for a while, the evil spells for the magic-user, similar to the clerics Bigbys hand spells, etc.), which also include
characters doing their best to conceal their bonus for high wisdom, I suggest giving magic- some common spells that have different casting
alignments from their fellow party members. users with high intelligence more memory. This results than normal due to some obscure wiz-
Such is part of the fun of role-playing. allows the magic-user to memorize more spells ards research. Though many of these spells
Suddenly, though, their attitudes changed. than he can cast each day. For example, a 1st effects are well known, few mages will give
The good and neutral-aligned characters began level magic-user can cast one spell, but if he has away the secrets of casting these spells unless
dropping like flies in a sealed jar. Almost all of a high intelligence, he can memorize one or two offered a hefty price, usually involving the
the nonevil characters (and their players) disap- extra spells. The magic-user may memorize trading of magical items and more spells.
peared from the campaigns, followed soon sleep, charm person, and magic missile, but Unique spells are primarily those that I have
thereafter by the DMs. They tried to play other could only cast one of them [each day]. This personally decided should or would not be in
games, but the evils followed, due to a rule in makes the magic-user more useful, but will not the hands of ordinary mages. They can only be
the groups charter that a GM could not exclude unbalance the game like a spell-point system found in certain books, tomes, scrolls, etc., and
a player due to the players actions in a different would. are very hard to find (and thus are not well
campaign or under another GM. If these (literal) I agree and disagree with Jason Greff (issue known).
character assassinations had been a part of #133) on the issue of memorization. He is right Using a system like this, it sometimes costs the
normal game play, maybe it wouldnt have been that removing the memorization rules would be character more than its worth to gain the use
so bad; however, the majority of the killing was drastic, but Raistlin from the DRAGONLANCE of rare or unique spells. The characters will
to get even for real or imagined (mostly imag- saga is a poor example. Those books were based generally find it less costly to invent their own
ined) slights by other players. Things got worse. on the AD&D game rules. Raistlin forgot his spells. The character can then make himself
Soon the group dropped from 200 members spells because the rules say so. I do think the rich by selling the knowledge to other mages, or
into two groups of about 20 each. The first was memorization rules are a little strict, so I sug- defend himself from those who seek to steal the
primarily good-aligned but was mostly made up gest that a magic-user should only have to go knowledge.
of GMs. The second was made up of the players over his spells each morning. Committing spells Incidentally, in my campaign, there are close
who only played evil PCs. The first group col- to memory every morning should not be to 900 magic-user spells, ranging from lowly
lapsed as there were not enough players to go required. Magic-users do, as Steve Shewchuk cantrips to ninth-level spells. These spells come
around between the GMs (there were two pointed out in issue #128, become too tired from the various hardcover books, as well as
players per GM). The latter group fragmented after their last spell to cast another. from magazine articles, descriptions of my own,
further due to the back-stabbing that went on in I agree with Tim Liebergs suggestion (issue and the inventions of others.
those campaigns. The Hobby Center, the only #134) to start magic-users at 2nd level. After all, Wendell Works
gaming store for 50 miles, went out of business experience should not be given out for monster Truro, Nova Scotia
from lack of support. This finally put the good- slaying and treasure finding only. For magic-
8 MARCH 1989
How do you pronounce Raistlin?
Raistlin is pronounced RAIST-lin. The
first syllable rhymes with waist and the
second with bin.

How many DRAGONLANCE mod-


ules are there, and how many more
are planned?
There are currently 16 DRAGONLANCE
modules in the original series in print (DL1
through DL16). A new module series is
scheduled for release in 1989 (DLE1
through DLE3), with a boxed set called
Time of the Dragon (about the side of
Krynn opposite Ansalon) planned as well.

How many provinces are there in


Solamnia? Several maps published
in the various DRAGONLANCE
products differ on this point.
The Atlas of the DRAGONLANCE World
by Karen Wynn Fonstad (TSR product
#8448, $15.95) shows six provinces on
pages 94-95: Solamnia, the Plains of Solam-
nia, Southlund (which includes the city of
Caergoth), Coastlund, Throt, and an
unnamed province containing the city of
Lemish and the Southern Darkwoods.

How could Tanis, a half-elven


fighter, attain 12th level? The DLA
says half-elven fighters can only
reach 9th level.
Ninth level is normally the limit for half-
elven fighters on Krynn. But, since Krynn
is an AD&D game world, single-classed
demi-humans can exceed their class level
limit by two (Unearthed Arcana, page 8).
Where Tanis got his extra level is any-
bodys guess, but the fact that he attained
12th level is not surprising considering his
pivotal role in the War of the Lance and
the time he spent in the presence of Pala-
dine himself (in the guise of Fizban).

When will the DRAGONLANCE


trilogies come out in hardback?
How much will they cost?
Hardcover collectors editions of the
DRAGONLANCE Chronicles are available
now (TSR product #8320). This edition
contains all three books in the trilogy and
costs $16.95 (9.95 in the U.K.).

Can Dargonesti elves be PCs?


by Skip Williams Where can I get the addresses of No. This race almost never ventures out
Margaret Weis and Tracy Hickman? of the ocean depths.
If you have any questions on the You can write to Margaret Weis and
games produced by TSR, Inc., Sage Tracy Hickman c/o TSR, Inc., P.O. Box 756, How can such races as Dimernesti
Advice will answer them. In the Unit- Lake Geneva WI 53147. We will forward elves, irda, and mountain dwarves
ed States and Canada, write to: Sage your letters to them. become paladins when the Players
Advice, DRAGON Magazine, P.O. Box Handbook clearly states that only
111, Lake Geneva WI 53147, U.S.A. In humans may?
Europe, write to: Sage Advice, When will DRAGONLANCE Tales II The Players Handbook does not consider
DRAGON Magazine, TSR Ltd., 120 he coming out? what is possible on Krynn. Undoubtedly, if
Church End, Cherry Hinton, Cambridge To my knowledge, there will be no book such characters were to leave Krynn, they
CB1 3LD, United Kingdom. series called DRAGONLANCE Tales II. The would revert to being cavaliers or fighters,
This month, Sage Advice visits second and third DRAGONLANCE Tales depending on their races.
Krynn, the world of the AD&D games volumes (Kender, Gully Dwarves, and
DRAGONLANCE saga. The abbrevia- Gnomes and Love and War) are already Can a cleric from the Holy Orders
tion DLA stands for the AD&D games out, as are three DRAGONLANCE Heroes of the Stars cast both clerical and
DRAGONLANCE Adventures tome. novels (The Legend of Huma, Stormblade, druidical spells, or does each deity
and Weasels Luck). have both clerics and druids?
10 MARCH 1989
Krynn has no druids (except heathens). now Ral Partha Enterprises, Inc. has the (and their leaders) are armed with long
A cleric of the Holy Orders of the Stars license for them (see Through the Look- swords. The human archer units are
can cast any spell within his deitys sphere ing Glass in this issue). For more informa- armed with long bows and long swords,
(DLA, pages 41-42 and 120-125). tion, write to: Ral Partha Enterprises, Inc.,
5938 Carthage Court, Cincinnati OH Is Paladine Bahamut? Is Takhisis
Can a PC on Krynn opt to become 45212; or call: (800) 543-0272 toll-free. Tiamat?
an illusionist? Can a Wizard of High Yes and no. Paladine and Takhisis are the
Sorcery cast both illusionist and Wizards who change orders lose avatars or incarnations of Bahamut and
magic-user spells? two levels of experience. If a wizard Tiamat in the Krynn universe. They each
All illusionists on Krynn are renegades of 4th level or less opts to change have special powers within this setting.
(DLA, pages 13 and 36). A Wizard of High orders, he will become a student Slaying Bahamut or Tiamat in another
Sorcery can cast spells from any sphere of wizard. In such cases, does the wiz- universe will not affect Paladine or Takhi-
magic allowed to his order (DLA, pages 35- ard have to undergo a new Test of sis, and vice versa.
36 and 126-127), illusions included. High Sorcery, or is he automatically
accepted by his new order? What In DRAGON issue #98, The
Why cant wizards of the Black about wizards who are reduced dragons of Krynn said that Takhisis
Robes cast evocation spells such as below 3rd level by energy-draining fled to the Abyss, but not the one
fireball and lightning bolt? Werent undead? which is home to all demonkind.
these spells included in the AD&D Since Tests of High Sorcery are grueling, Which part of the Abyss did Takhisis
game to compensate for the magic- life-threatening affairs, it is reasonable to flee to? Where do the other gods of
users lack of melee ability? assume that no wizard who has proved Krynn live?
The order of the Black Robes simply himself once will be asked to undergo a This is a difficult question to answer,
does not teach evocation spells. To com- new test, the matter in which he lost his since Krynns exact position in the planes
pensate for this, wizards of the Black experience level not withstanding. is unclear. According to TSRs Jeff Grubb,
Robes advance faster than the other the term Abyss, when used on Krynn,
orders. Also, do not sell the Black Robes I have just finished reading the refers to the lower outer planes in gen-
short their spell selection, though not two DRAGONLANCE trilogies. I can- eral. Thus, Takhisis could have gone just
flashy, includes some potent magic. not find the Staff of Magius in the about anywhere. If you are using a planar
Dungeon Masters Guide or Unearth- set-up similar to the one detailed in the
How could Raistlin, a wizard of ed Arcana. Also, how does the time- Manual of the Planes, the first layer of Hell
the Black Robes, cast lightning bolt, travel spell work? is the obvious choice for Takhisis since she
an evocation spell? The Staff of Magius appears in DLA, is an incarnation of Tiamat. Paladines
Raistlin was a wizard who broke all page 97. The proper name for the time- Dome of Creation is located on the Deep
sorts of rules and retained his position in travel spell is timereaver. It is described on Ethereal (Manual of the Planes, page 11).
the Black Robes only through sheer power. page 38 of DLA. Being a powerful lawful-good deity, Pala-
He was intentionally created to not con- dine probably also maintains a residence
form to all of the AD&D rules on magic- What is the range of an Orb of somewhere in the Seven Heavens and,
users only most of them. Dragonkind? Module DL8 says it can being an incarnation of Bahamut, probably
call evil dragons in a radius of 111 has a residence in the elemental plane of
How do DMs play the effects of miles, but DL6 says the radius is 10- Air. Other Krynn deities probably maintain
Raistlins vision? Are there specific 40 miles. residences on the outer planes that match
game effects? Is he, for example, An Orb of Dragonkind calls evil dragons their alignments, with additional resi-
unable to determine if a log or stool within 1d4 10 miles. dences on planes that match their spheres
is safe to sit on because he sees of influence. Gilean, for example, probably
everything in a state of decay? Since death knights are a form of has residences on the Concordant Opposi-
Raistlins vision has no specific game lich, is Lord Soth immune to normal tion, the Deep Ethereal (the Hidden Vale),
effects. Raistlin sees the effects of time on weapons as liches are? Can Lord and the Astral planes.
living things; this accounts for his cyni- Soth summon demons as noted in
cism. Logs and stools are not alive, so the FIEND FOLIO tome? The rules say Silvanesti elves can
Raistlins perceptions of them are unaffect- Death knights, including Lord Soth, are be paladins but not cavaliers. Surely
ed. Raistlins perceptions of anything long- affected by normal weapons. Lord Soth this is an error.
lived, such as elves or trees, are hardly has never been known to summon No error. The Silvanesti, as a people, are
affected. demons. Perhaps his ability to control extremists. No Silvanesti with an inclina-
Soths Legions (see module DL8) replaces tion to become a cavalier would be any-
I have been trying to locate this ability, or perhaps Soth simply dis- thing but a paladin.
DRAGONLANCE game material for dains the use of demonic aid.
some time. I have visited several In module DL2 Dragons of Flame,
stores whose owners claim that it is In the BATTLESYSTEM game por- the party begins the adventure at
no longer to be had. tion of DL8 Dragons of War, each the spot marked X but there is
All DRAGONLANCE products are still in cavalry unit in the unit roster is no such mark on the area map. Also,
print. If your local hobby or book store given a two-part movement rate. where is chamber #30 on the Sla-
does not carry them, you can get them What do these numbers mean? The Mori map?
from the TSR Mail Order Hobby Shop in damage listings for most of the evil The party begins the adventure in the
the U.S. or from TSR Ltd in the U.K. Just army are shown as Spec; is the DM mountains on the east edge of the map,
write for your free catalog. The addresses free to assign weapons to these due east of Que-Kiri. Chamber #30 is the
to use are on the first page of Forum in units? unnumbered chamber just north of loca-
the publishers column. The number before the slash is the tion #28 on the Sla-Mori map.
cavalry units base move. The number
Where can I get the official after the slash is the units charge move. In encounter #93 in module DL3
DRAGONLANCE miniature figures? The draconian units do damage according Dragons of Hope, part of the trea-
TSR, Inc. once produced official to the type of draconian concerned; see sure is a map showing the route
DRAGONLANCE miniature figures, but DL8, page 27. The human cavalry units Continued on page 98
12 MARCH 1989
Imagine that an alien from a distant sheets to the players, imagine this scene in Follow with notes on the characters
planet is visiting with you for a month. your adventure: A low-level party finds a mentor, an important NPC all too often
Although it speaks perfect English and cave on the side of a shrub-covered hill. ignored in role-playing. A mentor is both
understands the basic laws of Western From inside the dark cavern, slobbering friend and teacher, and should be
civilization, it knows next to nothing about and crunching noises are heard. Thinking described with a spark of personality to
those tiny bits of knowledge you have it to be a wild animal, the PCs prepare to accent the character. I often describe a
acquired in your lifetime. Everything you attack when the druid in the party stops special bond between instructor and stu-
take for granted, from the side of the road them. Pointing to a nondescript bush, he dent, telling about the extra attention that
on which you drive to cordial ways of explains that such bushes are normally the mentor paid to the character and, in
addressing people, must be taught to this blooming with poisonous red berries. This turn, the disciplined study displayed by
being. The alien is a rapid learner, though, one is stripped bare. As the players the character. Occasionally, I pass on a
and listens as you quickly point out many exchange worried glances, the druid con- mentors experienced knowledge, such as
items of interest: Rainbows are reflections tinues with his exclusive character knowl- the recollection that the only mithral
of raindrops in the sunlight; diamonds, the edge. Only trolls can stomach such deadly armor in the realm lies far to the north in
hardest and most precious stone known to berries, and a stripped bloodberry bush is a dragons lair, or that the city guards of a
man, can cut glass; chirpings heard at a sure sign that a troll is nearby. With that, certain city are corrupt and easily bribed.
night are from crickets scraping their the nervous party unanimously agrees to Childhood friends and family are rarely, if
wings together; and four-leaf clovers are explore elsewhere. ever, used in role-playing, but a mentor is
associated with good luck. As the days Though no combat was joined, this someone that a PC may return to over and
pass, youre astonished at how much scene can be just as exciting as any melee over again. Give him the same respect and
knowledge exists. By the time the month encounter. As in real life, the players must individuality you would give to any of
ends, you realize youve hardly scratched remember what information they possess your own characters.
the surface of what you know. and when to share it. Passing a private The final part is the essence of these
This example illustrates an aspect of note to the druids player with the same character-information sheets. Here you list
fantasy role-playing hardly touched upon information moments before finding the all those bits of knowledge you think this
by most gamers. In most FRPG campaigns, cave would have spoiled the purpose of character would know if he was a real
the player characters are the aliens, the the encounter. The troll cave was designed person. Write about his knowledge of
outsiders visiting a new world their to be avoided by the weak party and to sailing or stargazing, rune-reading or
own! Here they will discover untold new display the importance of specialized metal-crafting. A character may know a
races, cultures, religions, languages, flora, knowledge. It will become apparent to the fantastic legend about a mountain of trea-
fauna, and uncountable items that appear players quite soon just how vital the infor- sure in a fiery volcano, or that a terrible
much like those of our world, yet are so mation you have supplied them can be. sea serpent lives in a deceptively tranquil
different. Unfortunately, most Dungeon lake. Cover all those aspects that make
Masters abandon such rich detail and fail Character-knowledge sheets your world unique: art, languages, herbs,
to realize how unique their worlds are. Before you write out lists of knowledge legends, magic, religion, culture, and
Just as we know so much about our own for the PCs, you must at least know the superstitions, to name only a few. As you
planet, so do the inhabitants of your realm races and classes that make up the party. develop and create these bits of informa-
understand the natural laws and social These two factors are the prime influ- tion, youll not only see the characters
conformities of their world. Farmers rec- ences over what knowledge any character deepen with personality, youll watch your
ognize tell-tale signs in clouds and animal possesses. Elves certainly know more own world grow with new details and
reactions for weather predictions, elves about nature and forests than dwarves realism.
know which wild berries are safe to eat, who live beneath the stony earth, while The following sections detail how races
and fighters remember the best prices in thieves understand knot-making better and character classes influence character
town for armor. The most important than rune-reading magic-users. When knowledge. Each is based on my own
knowledge, however, is that possessed by possible, copy down as much information interpretation of the race or class from the
the PCs. In your world of dragons and about the characters as possible, even various rule books, and serves as a foun-
knights, these characters are the only going so far as to photocopy all the charac- dation on which knowledge sheets are
footholds your players have in under- ter sheets. The more facts and statistics based. These descriptions are only stock
standing the myriad natural laws you have you have, the more refined and custom- outlines, and each DM should customize
devised or assumed exist. Some characters ized each page of information becomes. them to his own campaign.
may know about legends or survival skills, The first portion of a character-knowl-
others the herbal ingredients to make edge page should include a brief history of Racial knowledge
healing elixirs. However you as a DM the character, as developed by the player Dwarves: Because of their inbred love
decide to create and distribute such (with your approval) or by you (with the for mountains and hills, dwarves are apt
knowledge, each character is sure to have players approval), with a sentence or two to know not only the region where they
unique knowledge of the world. about the PCs parents. Establish his social grew up like the backs of their hands, but
The result of using this specialized char- standing (lower, middle, or upper class) also the surrounding countryside with fair
acter knowledge is the creation of a PC and any lineage important to your cam- accuracy. Dwarves are rugged individuals,
that is suddenly better defined, and more paign. For example, if the warriors of your and some have the ability to detect the
lifelike in your campaign. Given the pres- civilized nations proudly proclaim their reliability of weapons and other goods in
ence of such knowledge, the PC is gifted fathers and fathers fathers deeds, then addition to their skills at underground
with far more personality than one com- bestow a couple of memorable names on observation. Some have skills in black-
posed entirely of numbers and abilities. the lineage of the PC if he is a fighter. smithing, others in surviving in barren
Unless you decide otherwise, no two char- Continue with a few notes describing the mountains and hills (finding fresh water,
acters will possess the same knowledge, characters life, even going so far as to edible roots, etc.). Of course, all dwarves
further enhancing each ones individuality. explain why he chose his particular class. know the importance of their beards and
With their own storehouses of informa- Dont become engrossed in a long-winded spend a good part of each morning groom-
tion, each character becomes all the more history, however, as youll be wasting your ing and trimming these symbols of pride
real in the players mind. time and boring the player when he reads and honor.
Specialized character knowledge also it. A simple paragraph or two is perfect, as Elves: Most elves are lithe creatures
strengthens your campaigns with realism. this creates roots for the character and living in secluded regions across the land.
Having already handed out information gives him purpose and reason. The sylvan elves are sure to know survival
DRAGON 15
skills in the forest as well as how to iden- strict codes of chivalry. (A complete Euro-
tify many plants and animals. They may pean chivalric code is outlined in Unearth-
imitate bird calls to signal other elves or ed Arcana, though any of it can be
leave constructed signs (such as crossed modified for your campaign.) Cavaliers
twigs) for other elves to read. Because of and paladins are heroic figures to their
their long lives and love of nature, elves respective kingdoms and may often be
understand the basics of weather forecast- called upon by kings or mentors to fulfill
ing and long-term weather cycles, such as great tasks. They are celebrity-like figures
seasonal storms, changing tides, or tem- in the public eye, especially when they
perature fluctuations every few years. reach higher levels, and even a tiny loss of
However, although elves live hundreds of honor is greatly damaging to their reputa-
years, they are a secluded people and tions and self-respect. As for adventuring
know little of civilized human history. skills, these holy warriors have little. They
Gnomes: Although physically similar to know well the politics and codes of their
dwarves, surface gnomes rarely live societies and what their proper places are
underground, finding otherwise uninhab- in protecting their kings, but they gener-
ited wooded hills to serve as homes for ally know little about the wilderness.
their clans. Often possessing great senses Clerics: The skills of a cleric are more
of humor, gnomes may have slightly ridic- likely to center on the magical side than
ulous names or partake in silly traditions. on the fighting side. Clerics know the best
Many know practical jokes and how to places to find spell components and ingre-
gather irritating dyes and powders from dients (either in nature or shops) and
plants and animals. Gnomes also love gems know which wild herbs or fruits cure
and crystals, and possess-either the skills wounds or poisons. Because clerics have
to cut gems or estimate their worth. such strong bonds with their deities, they
Half-elves: Whether these beings are recognize subtle omens in answer to their
accepted or shunned in your campaign, prayers or feel the evil in opposing tem-
half-elves are a rare stock of character due ples before anyone else does. As magicians
to the vast differences in life styles who can heal, the skills of a cleric are sure
between humans and elves. For those half- to enhance his life-preserving abilities.
elves in your party, decide in which racial Druids: Druids are well attuned to
culture the character was raised and nature and all of its manifestations. They
assign knowledge accordingly. Chances are sure to know simple weather predic-
are, however, prejudice will result in a tion, the identification of plants (as edible,
character not as well rounded in knowl- poisonous, spell ingredients, etc.), identify
edge as others of either the elven or nonmagical animals, and perhaps survive
human race. in the wilderness without difficulty. How-
Humans: Because of humanitys ability to ever, as great as their outdoor skills are,
live in nearly every climate and geographi- they should be deficient indoors and
cal region, it is impossible to list all the underground. They have no understand-
various skills humans can have. Even a ing of crafted items and are of little help in
simple analysis of our own world should cities and towns. Druids have skills involv-
suggest many ideas. Tropical inhabitants ing the earth, sky, plants, and animals, but
know skills in fishing, sailing, and rope little else.
working; those in colder climates under- Fighters, barbarians, and rangers: Fight-
stand ways to utilize every piece of hunted ers possess great ability and knowledge
animal for food, weapons, or art. Those concerning weapons and armor. Some can
who live in cities know the best shops to fashion crude weapons from stone,
buy various goods, while country folk branches, and rope, while others can
know many of natures ways. Peasants repair their own equipment with the
probably live lives centered on family ties, proper tools. Fighters may also know rope-
simple cooking, traditions, and hard work. knotting, trap-laying, and how to recog-
Wealthy people usually center on worldly nize the craftsmanship of tools. Barbarians
goods, entertainment, fine food, and poli- share these same skills, as well as having
tics. Common sense is the best determi- survival skills of their own. Rangers also
nant for detailing human knowledge. share these fighter skills, though to a
Halflings: A quiet race, halflings have lesser degree, but should also have abili-
many skills centered on the betterment of ties that enhance their unique tracking
their own lifestyles. Cooking, art, litera- abilities. They may recognize animal foot-
ture, craftsmanship halflings share prints; bird feathers, and other natural
many skills with those most talented of the markings. Some rangers make use of
other races. Although they do not possess every part of a killed animal, while others
the survival skills of elves and dwarves, know efficient, practical ways of hunting.
halflings do have a knack for fine weapon Magic-users and illusionists: Though
crafting, object identification, and tool different in spell abilities, magic-users and
construction. The halfling lifestyle is open- illusionists share much in common in
ended, and many of their skills are deter- character knowledge. Both understand the
mined by the campaigns nature. importance of fresh spell components and
know where (and sometimes when) to find
Character-class knowledge the best places for their ingredients. Due
Cavaliers and paladins: Holy fighters, to their high intelligence, magic-users and
these pious individuals operate under illusionists are sure to know great lore

16 MARCH 1989
concerning magical items, ruined castles, ties only when they actually become world, and fill your mind with experience
enchanted tombs, and other points of bards, either through watching crowd- and knowledge. He does not expect your
interest. Because they are the weakest in pleasers or through private instruction. return for another five years.
melee, some of these magicians may know Character knowledge: (The following
evasive tactics or bargaining techniques to Integrating knowledge is known only to this character.) Ediana
escape from foes tidbits such as: orcs Other factors shape the knowledge of taught you the ancient magic-user script
despise cold water, or ogres love fresh characters. Wealth allows rich people to Felveron. It is no longer used today, but in
deer meat. As a rare bit of knowledge, focus on lifes luxuries and arts; lack of ages past it was the hidden code of all
some magic-users may know certain, wealth forces poor people to concentrate great magic-users, inscribed on books,
special spells that kill particular monsters on lifes necessities. Generally, nonhuman tombs, and chests.
instantly. Provide this knowledge with races are more immune to the social As an elf, you can create a special mark-
plenty of forethought, however. effects of wealth within their own clans or er (such as torn leaves or piled stones) that
Thieves, thief-acrobats, and assassins: tribes, but caste systems, prejudices, and conveys a simple message to other elves.
These unscrupulous individuals are sure poor living conditions have the same Signs for danger, safety and help are all
to have knowledge in some of the more effect. Typically, males dominate the rul- common messages. These markers, based
contemptible occupational areas. They ing classes and have more opportunities on the amount of time you have to make
have a great understanding of their cities than females with regard to gaining power them, are nearly indistinguishable from
layouts, including roof tops, allies, shops, and position in society (especially human their surroundings.
sewers, and guard posts, along with society), but there is no reason why you When the moon is new and the stars are
knowledge of typical crowd activities, cannot turn the tables and create a society hidden by clouds, the eerie white light
which gangs and powerful characters governed by women, or one with equal seen in some marshes comes from magical
control certain turfs, and where to buy rights for both sexes. spider moss. When eaten shortly after
and sell stolen goods. Some PCs may have The following is a character-knowledge being picked, spider moss cures wounds
exclusive knowledge in the behind-the- sheet created for an elven magic-user PC: and restores health.
scenes politics of a kingdom, while others Legends say that the Hall of Elven Kings,
can manipulate ropes, needles, and other Lithadean Mooncloud a grand tomb now far beneath the ocean
tools to perform unusual and useful acts. Female elven magic-user waves, has locked within its walls the only
These characters have few, if any, wilder- History: You were born and raised in staff of the magi known to exist. One can
ness survival skills, but their street wis- the Sealden Forest, the largest stronghold only guess the magicks that guard such a
dom makes them vital in any city of Forest Elves on the continent. Your powerful treasure.
adventure. parents, both fine artists, encouraged you
Monks: One of the rarer character class- to enter their profession, but you resisted. Of course, such a compilation of knowl-
es, monks are well-disciplined individuals. The arcane lore of magic-use enticed you edge could go on forever. You could easily
Much like the monks of our own history, into a profession commonly dominated by write pages of lore about the PCs culture,
they have some knowledge of botany, males. Although you received jests and commonly known legends, and reported
astronomy, chemistry, and other earthy ridicule from your fellow students, you magical properties of plants, but confine
sciences. In return for their studious prospered in your training and study, and yourself to just a few points of interest.
knowledge, however, monks live without graduated at the top of your class. Shortly The purpose of these sheets is to establish
worldly possessions and luxuries. They thereafter, you became an assistant under the realism of that PC and your campaign,
seek inner peace and harmony that cannot the wizard Ediana who had just returned not to bury your player with trivia.
be reached from wealth and status. to Sealdin after years of adventuring. The
Bards: As entertainers who double as two of you developed a bond of great Putting knowledge to use
adventurers, bards are sure to be skillful friendship, and he taught you everything As you design these knowledge sheets,
at delighting audiences. Bards know sim- he knew about the art of sorcery. It soon remember that they are useless unless
ple magic tricks with cards, coins, and became obvious that you held knowledge you, as the Dungeon Master, make an
handkerchiefs, various recipes for mixing superior to that of your peers, but as effort to utilize them in your campaign.
drinks, funny songs and riotous jokes, and Ediana always said, Wise ones dont The adventures you make (or modify from
important ballads and myths. However, preach; they listen. You held your tongue packaged modules) should incorporate the
because bards are created after attaining during boasting sessions and, as you real- information you are giving the players. If
levels as fighters and thieves, they are not ize in retrospect, became a better and you provide one player with knowledge
spontaneously enlightened with this char- more respected person because of it. Now that deer with silver antlers can sniff out
acter knowledge. They pick up these abili- Ediana has instructed you to explore the magical items from great distances, or that
roses growing in the shade of holy temples
cure poison, then let such marvels be
found. The best way to integrate informa-
tion like this is to determine the basics of
your next adventure, deciding primarily
on its purpose and location (forest, city,
etc.). Now list on the knowledge sheets
items that would help characters in this
adventure to cross over obstacles or gain
insight into completing the quest. For
example, you decide to have the party
stumble upon a strange temple and
explore the edifice. Give one character
knowledge of this legendary temple with
blood-red gates and grinning statues that
howl when the wind passes by them.
Inside, another character deftly fashions a
rope, bridge to cross a dank pit, as a third
character mentions that the crystal shards

18 MARCH 1989
around the chamber are caused by the never hurts to have a couple bits of knowl- will have depth, purpose, intelligence, and
touch of a rare breed of rust monster. edge that never seem to get used. uniqueness. They will pay more attention
Later, a fourth character provides a bit of As you distribute these knowledge to details and, most importantly, better
history about an enigmatic glyph on the sheets to your players for the first time, role-play their characters as they share
sanctuary alter, while another warns gently encourage them not to share all of and interact with the knowledge. Soon
about the beautiful but poisonous flowers their information with each other. You can your campaign will take on a whole new
in the temples courtyard. provide common knowledge during the dimension of realism as you spread knowl-
Designing character knowledge sheets game for everyone on knowledge that all edge and motivation to your players.
and adventures together involves consid- characters would have. Of course, this
erably more planning than the average doesnt mean character knowledge should
dungeon requires. But the results are well never be shared, either! Rather, players
worth the effort. When characters can should share their knowledge when and if
enlighten or warn the rest of the party
without any cues from the Dungeon Mas-
ter, the whole role-playing environment is
suddenly enhanced and given the depth of
the time is appropriate. If a player chooses
not to divulge knowledge at an appropri-
ate time, fine. If the party suffers because
of that players selfishness, he must suffer
1989
realism that no other element can give. the wrath of the other players a terrible Gaming Catalog!
Not only is it a good idea to photocopy fate indeed!
Depending on the knowledge you pro- The 1989 edition of the Mail
your players character sheets, but copy
their information sheets, too. This allows vide, some players may find a long-term Order Hobby Shop Catalog is
you to customize adventures to the PCs goal to strive for. For instance, the elf now available for FREE! Just
classes, races, levels, and knowledge. outlined earlier was told about the staff of send a postcard or letter to order
Occasionally collect the original knowledge the magi in an underwater tomb. She may one! In the United States and
sheets and add more items, writing some decide she wants that staff, and during the Canada, write to: TSR Mail
information on up-and-coming adven- course of her adventuring she decides to Order Hobby Shop, c/o TSR,
tures and general knowledge that can be gather information and clues from NPCs Inc., P.O. Box 756, Lake Geneva
applied at any time. Also add bits of infor- and other sources about this tomb, all W I 53147, U.S.A. In Europe,
mation that serve no immediate purpose; unbeknownst to the rest of the party. It is
write to: TSR Mail Order Cata-
this keeps the players from thinking that easy to see how you can motivate your
players with far-reaching goals for their logue, TSR Ltd., 120 Church
every time you update their sheets, they
should expect to use all of their new higher levels. End, Cherry Hinton, Cambridge
knowledge in the next adventure. If need The result of your creative effort in CB1 3LB, United Kingdom.
be, these red herrings can easily be these knowledge sheets will be instantly Write for your catalog now!
incorporated into future adventures, but it noticed. Suddenly your players characters

DRAGON 19
The most obvious period of historical
interest to AD&D game players is, of
course, the Middle Ages, since that is the
era upon which most campaigns are
based. Study of that time can provide
by Eileen Lucas many interesting details to broaden a role-
playing game. The Crusades, the Black
Death, and the Hundred Years War are a
few examples of events which can provide

O ut of the
ideas for campaigns.
But you are not limited to the people and
events of Medieval Europe when creating
your game world. Many historical situa-
tions such as revolution and civil war can
be treated as generic concepts. The
causes, characters, emotions, and effects

Textbook,
of such conflicts can easily be integrated
by a historical-minded DM into any time
frame.
For example, perhaps you know a lot
about the American Civil War. At first

Into the Game


glance, it might not seem an appropriate
setting for a D&D or AD&D game event,
but a closer look reveals an infinite num-
ber of possibilities. Instead of bringing
your characters to 19th-century Virginia,
you can bring much of that setting to your
campaign world. Suppose you have a
kingdom in which the seeds of civil disor-
Building your der have been sown. By extracting the
useful information from what youve
campaign on the learned about the American Civil War,
such as the political, social, and economic
divisions within the society, you can flesh
lessons of real out your campaign background with inter-
esting and realistic details. Take your
favorite politicians and generals and create
history NPCs inspired by some of their more
outstanding characteristics.
And what about running a revolution?
Might not a kingdom in your campaign be
P eople, places, and events: The DM is constant- ripe for an overthrow of its present gov-
ernment? The French Revolution provides
ly being challenged to come up with new and an excellent historical example of a revolt
of peasantry against the ruling class.
exciting entries in all three of these categories. This article takes these two historical
When the DMs imagination begins to run dry, events the American Civil War and the
French Revolution and shows how they
centuries full of possibilities are as readily availa- can be tailored to fit into an AD&D cam-
ble as the nearest historical reference, whether it paign. If these two particular events dont
interest you, consult the list at the end of
be a history text, an encyclopedia, or a historical this article for other ideas on how to use
novel. All you need to do is take what you know history to enrich your role-playing or to
simply draw upon the historical people,
about a particular person or event in history and places, and events in which you are most
employ it to create believable and exciting charac- interested.
ters and settings in your campaign. NPCs come The American Civil War
alive as fantasy recreations of historical figures, A civil war occurs when one part of a
country decides to do battle with the rest
and background information provided for adven- of the nation. That part of the country
turers becomes more logical if based on detail may be struggling with another for con-
trol of the whole or (as in the case of the
gathered from historical research. American Civil War) that part may want to
Using history doesnt mean being a slave to it. secede and become a nation of its own.
There may be natural or evolved differ-
Historical settings can be used as jumping-off plac- ences between the inhabitants of the origi-
es which you can tailor and embellish as you see nal state and the rebellious part which
make peaceful coexistence between them
fit. After all, this is fantasy role-playing were talk- difficult or impossible. Differences in
ing about, not historical simulation. species are examples of natural differ-
ences; differences in ways of making a
living or religious beliefs are examples of dom out of their part of the present king-
evolved differences. dom, so that their forests can be protect- Ulysses Stoneblaster
The causes of war are generally complex ed. The dwarves refuse to let this potential Military Leader of the Dwarves of the
and interconnected, and the American wealth slip from their hands. Both sides North
Civil War was no exception. The areas of realize that only by force can they achieve
difference which led the North and South their conflicting aims. AC 1; MV 6; F10; hp 54; #AT 1; Dmg
into armed conflict included: nationalistic Thus the stage is set for civil war. You by weapon type; S 17, I 14, W 17, D 14,
sentiments vs. localism and states rights; can see that this example has taken some C 14, Ch 15; AL LN; chain mail +4,
emancipation vs. slavery; the needs of an liberties with history. Ive used what I short sword +3, hand axe +2.
industrial economy vs. those of an agrari- know about a civil war which actually Stoneblaster is a veteran of many
an economy; and an urban, diverse cul- occurred to create a fantasy situation for battles, with a highly successful field
ture vs. a rural, conservative culture. civil war in my campaign world. Whatever record and the ability to learn from
These differences could appear between the grounds for dissension, the rifts mistakes, both his own and others. He
two areas of your campaign world as well. between the two sections will grow until is a wily, crafty maneuverer. Although
For example, suppose you have a kingdom the one feeling the most threatened either somewhat crotchety in nature, he is
which is largely mountainous to the north tries to secede or attacks the other. much respected by those who serve
and has heavily forested plains to the south. In the case of the American Civil War, under him. His fondness for powerful
Most of the population to the north is made hindsight reveals some specific events that spirits is well known, but so are his
up of dwarves, with scattered settlements led to the outbreak of war, such as the courage and sense of duty.
of humans, halflings, and gnomes. The words and actions of extremists on both
major northern occupations are mining and sides, the election of Abraham Lincoln in Rolwynn Leafsong
craftsmanship, with many good-size towns 1860, and finally the firing on Fort Sumter. Military Leader of the Elves of the
and population centers there. The southern Continuing with our example, the DM South
part of the kingdom, on the other hand, is could arrange such dramatic events to
mostly settled by elves who live in small raise the tension in our fantasy kingdom. AC -2; MV 9; Cav8; hp 60; #AT 1;
bands in the forests. Suppose a community of dwarves in the Dmg by weapon type; S 15, I 16, W 16,
Now, lets say that valuable ore is discov- foothills between the two territories chops D 17,C 17, Ch 18, AL LG; field plate
ered underground in the southern part of down all the trees in its vicinity, an act +1, long sword +4, long bow +2.
the kingdom. The dwarves want to see that also involves the accidental death of Leafsong comes from a long line of
this ore mined so that the kingdom will an elf. Then a king comes to power whose noble elves. He has served his people as
prosper. But this would mean cutting sympathies tend toward the dwarves. In a statesman and champion of justice,
down large sections of forest, something desperation, the scattered communities of and now as a military leader. He is
the elves are dead set against. The elves elves band together, preparing to fight to much beloved for his kindness and
decide to secede, to make a separate king- keep their trees and the war begins. gentle ways, but he can also be
dynamic and courageous in the face of
the enemy.

It is beyond the scope of this article to


go into all the leaders and battles of the
Civil War in depth. There is a great deal of
documentation on this subject, however,
and you can study it and use what you can
in your campaign. Have fun and be crea-
tive. The boxed section herein describes
two possible leaders of our fantasy civil
war, each obviously modeled after actual
historical figures.
In 1865, the South more or less accepted
its defeat, and the American Civil War was
over. In your fantasy setting, things could
turn out differently. A provisional govern-
ment might try to rule the south from
hiding, with elven commando raids mak-
ing the activities of the dwarven victors
difficult or impossible in that area.
In the disarmed and vanquished South,
desperate economic conditions prevailed
as a natural consequence of war and
because of Reconstructionist policies. The
process of picking up the pieces in a war-
torn land is difficult indeed and presents
many possibilities for good role-playing.
Evil elves could arise to dominate sections
of our previously good-controlled south;
barbarians, perhaps having been hired as
mercenaries by one side or the other,
might refuse to put down their arms and
end the fight; widespread looting and
raiding could occur; and so on.
And whats to stop the now well-trained

24 MARCH 1989
and well-armed victors from looking for words, and more followers to the cause campaign.
new territory to conquer? Many observers can be gathered.
were surprised that the victorious Union But it takes more than questions and Other ideas
Army was so quickly and thoroughly speeches to start a revolution. In 18th- These are just two examples of how
disbanded after the American Civil War. century France, as in most other revolu- history provides ideas for fantasy cam-
Perhaps your victor will be more empire- tionary situations, a combination of factors paigns. Many more possibilities suggest
conscious. Once again, the lessons of histo- coincided to produce rebellion. There was themselves as well. For example, if you
ry are there to guide you, but dont be a political crisis (the near-bankruptcy of want to develop a situation ripe for a
afraid to ask yourself: What if? the state) occurring simultaneously with military coup, study the events which
an economic crisis (poor agricultural out- occurred in Grenada, Haiti, and Central
The French Revolution put in relation to population). This combi- and South America in this decade alone.
A revolution, as opposed to a civil war, nation produced a poverty-stricken For an example of an emperor with world-
occurs when one faction within a kingdom populace that took to the streets hungry conquering ambitions, look up Alexander
tries to overthrow the present ruling body and poorly clothed, and a government that the Great or Napoleon Bonaparte. For a
with the aim of taking control of that was unwilling and unable to help them. In strong and effective queen model, check
kingdom itself. The causes of revolution the face of such a situation, coupled with out Elizabeth I of England or Catherine the
are many but often involve a struggle inept leadership on the part of the govern- Great of Russia. The possibilities are as
against injustice and inequalities, and a ment, revolution became almost an inevita- endless as the pages of history.
yearning for freedom or a better way of ble response.
life. Revolutions dont start overnight. Using history as a guide, here are the Bibliography
They build up over time, with their causes personality profiles of some of the major Beals, Carleton. The Nature of Revolu-
gradually working into a vicious circle that participants in a fantasy-world revolution tion. New York: Thomas Y. Crowell Co.,
leads more certainly to conflict the longer (you can choose the races and statistics as 1970.
the circle builds. For example: The testing appropriate to your campaign): Bradford, Ned, ed. Rattles and Leaders
of old, oppressive laws leads to harsher The King: Although he feels a sense of of the Civil War. New York: Appleton-
enforcement of those laws, which pro- responsibility toward his people, the weak- Century-Crofts, Inc., 1956.
duces victims (now martyrs for the cause), willed and awkward king is unable to stick Ferrero, Guglielmo. The Two French
which leads to increased sympathy for the to a decision and is easily swayed by Revolutions. New York: Basic Books, Inc.,
cause, which leads to paranoia on the part advice, both good and bad. 1968.
of those in control and even harsher meth- The Queen: Gracious and regal in man- Griffin, Bulkey S., ed. Offbeat History.
ods of enforcement, which all eventually ner, the queens policy of favoritism makes The World Publishing Co., 1967.
leads to armed conflict. her highly popular with some factions and Leckie, Robert. The Wars of America.
You could study either the American or equally unpopular with others. The people New York: Harper & Row, 1968.
the Russian Revolution and come up with despise her for her extravagant spending Loomis, Stanley. Paris in the Terror. New
entirely different sets of circumstances on frivolous luxuries and gambling, and York: J. B. Lippincott Co., 1964.
and personalities to incorporate into your they blame her for the kingdoms sorry Lowell, Edward J. The Eve of the French
campaign. But for a revolution which economic state and for their own poverty. Revolution. Boston: Houghton, Mifflin &
struggles against the bonds of feudalism, Leader of the Nobles: A good man of co., 1892.
the French Revolution of 1789 is a good aristocratic background, this leader is very Morison, Samuel Eliot. The Oxford Histo-
place to start. well educated and cultured. A bit of a ry of the American People. New York:
The beginning of the end for the French philosopher, he tries hard to convince the Oxford University Press, 1965.
kings arose in the form of absolute monar- king that it would be better to acquiesce to Smith, Gene. Lee and Grant. New York:
chy, which superseded many of the tenets some of the demands of the nobles than to McGraw Hill, 1984.
of feudalism. In feudalism, the ruler owed face the wrath of the people. Williams, T. Harry. The History of Ameri-
as much to his subjects and vassals as they Leader of the People: An uneducated can Wars. New York: Alfred A. Knopf,
to him. Under the absolutism of Louis XIV, peasant, either male or female, this person 1981.
the monarch was the God King and owed has a simple, direct manner of speaking
nothing to anyone. that can incite the emotions of huge
Then the democratic philosophies came crowds. With nothing to lose but lives of
along, asking questions like Why should a misery, the people are encouraged by him
few men be allowed to rule a great multi- to overthrow all in authority and set up a
tude? and Why should the mass of man- new regime controlled by the commoners.
kind lead lives full of labor and sorrow? The French Revolution went through
The answers to these questions called for many stages as it attempted to reconcile
doing away with the old ways. Philoso- the conflicting needs of the citizenry, both
phers and statesmen spoke out and wrote upper and lower classes, with the needs of
books to poke holes in the theories of the the state. While the nobles merely wanted
so-called natural order which held the to make the king more accountable to
system of absolute monarchy in place. them, the leaders of the common man
This questioning of royalty, the church, envisioned a new political structure alto-
and the aristocracy spread among more gether, one more democratic in nature.
and more people until the whole archaic Thus you have a revolution which moved
system was struck down. from an attempt at constitutional monar-
This would provide a good role-playing chy (as opposed to the absolute monarchy
opportunity for any characters in your of previous kings), to the Jacobin Reign of
campaign. Have them promote a question- Terror (mob rule), to the Empire of Napo-
ing attitude which will be noticed by both leon. Again, it is beyond the scope of this
the ruling class and the common folk. If article to give a complete history of the
the powers that be harass the PCs, take events of the French Revolution, but there
full advantage of this for the martyr are many good books on the subject which
syndrome. In any event, more and more provide the historical-minded DM with
people may take heed of the characters ideas for running such a revolution in his

26 MARCH 1989
by Thomas Kane

Keeping your campaign believable and thrilling

hat do players want? Players want to be challenged and


stirred to heroism. Players want to be thrilled by scenes
of might and beauty. Players want to feel love and grief,
triumph and terror at a comfortable distance, of course. One
person you, the game master must plan and present an
adventure that produces all these effects. To do this, you will find
the advice of writers, playwrights, actors, orators, and storytellers
indispensable.

snooping through documents. Adventures discoveries, and be surprised by the unex-


Adventure structure should always open with .a specific quest. pected. Most developmental encounters
Defining this goal at the start spares the contain hints about future events. If you
Ancient Greek playwrights listed the PCs a period of aimless wandering while plan to have something particularly unbe-
elements of drama as: action, plot, charac- players try to read your mind. (Of course, lievable occur later on, prepare the PCs
ter, thought, diction, spectacle, and music. PCs might decide to follow completely new for it with early encounters. The longer an
In a role-playing adventure, action is the goals halfway through the adventure.) adventure lasts, the more earthshaking its
most important of these features. Action Several obstacles should separate the conflicts need to be. As tension rises, you
does not always mean combat; it means PCs from their major opponents. Any can create suspense by refusing to reveal
that both players and their characters minor adventures should remain unified some vital piece of information that would
have things to say and do. Simply rolling and consistent, but unique and challeng- affect everything the PCs do if they only
dice or choosing between two doors is not ing, too. Most PCs are easily distracted, so knew about it.
enough the PCs need to make informed almost everything that happens should Then comes the climax. The PCs have
decisions. As the GM, you cultivate action pertain to the adventure. A variety of passed lesser encounters and finally con-
using the plot of your adventure. Like any encounters that require different solutions front the object of their quest. Here they
storyteller, you should plan a plot in four is best. The encounters should mix famil- resolve the adventure and either succeed
stages: opening, development, climax, and iar, realistic situations with wildly exciting or fail in reaching their goals. In the cli-
denouement. ones, so players can empathize with their max, PCs learn the nature of the foe they
The excitement should start as soon as characters and use that empathy to experi- have been struggling against. The foe and
play begins. PCs should not arrive until ence the adventure. You should also base the danger produced by him should be
the dramatic parts of an adventure begin encounters on previous events in the greater than the PCs had formerly
have NPCs set the stage first. Use as campaign, to insure that everything the assumed.
little introduction as possible: Simply PCs do has appropriate rewards or punish- The adventure ends with a short period
explain what the party needs to do and ments. When things happen randomly, the of denouement that ties up any substories
then start the game. If an adventure needs players have no incentive to plan or to created during development and lets PCs
a detailed background, the background role-play. reassess themselves. You can also intro-
can be explained in early encounters. During the adventures development, duce the background for the next adven-
Players seldom listen to a spoken para- several outbursts of combat or other fast- ture at this point.
graph of data, but they become highly paced activity are needed. PCs will proba- When PCs invent a workable new strat-
inquisitive when talking with NPCs or bly learn secrets, punish enemies, make egy, they should be rewarded. Plots should

28 MARCH 1989
contain enough alternatives so that inde- explain your subject, and end by summa-
pendent thinking cannot ruin the adven- rizing it, so the players hear everything
ture. You can control an adventure by several times in different contexts.
using natural restriction if there is only You can develop a pleasant voice by
one tunnel into a lair, PCs will meet what- improving your resonance and pitch. To
ever is at the end of it. test your resonance, pronounce a long
ahhh, and pinch your nostrils shut near
P eople-making the bottom of your nose. This should not
modify the sound, and you should not feel
vibrations. After this, say mmmmm.
The elements of drama support each When you close your nostrils now, the
other. Just as plot creates action, so do sound should stop. To find the ideal pitch
characters generate plot, and so does for your voice, plug your ears and hum
thought produce characters. NPCs should the musical scale. The pitch that sounds
have their own adventures, which just the loudest denotes the level at which
happen to coincide with the PCs adven- your voice will be the most clear.
tures. Remember that PCs do not usually Most speakers talk at a rate of 130-150
spend enough time with any one NPC to words per minute. This speed is usually
learn much about him. You should empha- easy to listen to, and it can be used to plan
size one trait in each NPC so that the play- a length for your delivery. When you take
ers can see what makes that character a breath, make sure that your pause
different from all others. Try to pick these builds interest, not interrupts it. A dramat-
traits from real people, not other charac- ic pause says something in itself; it comes
ters; this helps you avoid a series of wise when the audience knows (or dreads)
wizards and brave fighters (with one what you would have said, had you not
coward for variety). Also, choose personal- paused.
ities that affect the game. For example,
nobody cares what an NPCs favorite color
is, but if a gate guard despises bribery, it
D escribe it!
matters.
Describing something as a GM is like
T elling the players selling model kits; you want to give players
materials, not a finished scene. Let the
players imagine things the way they want
Since few GMs use music, both final them to look. Do not plod through long
elements of drama depend entirely on analyses of everything the PCs see. To
your public performance. You generate paraphrase Josh Billings: Its good to talk a
diction by speaking for NPCs, and you lot so long as you dont use many words.
create spectacle by stimulating the players Another trap to avoid is affected, over-
imaginations. To make players listen, give dramatic voice tones. Describe things in
them some minor signal that the game is explicit, direct sentences, and substitute
beginning, perhaps rolling a die or arrang- action for adjectives whenever possible.
ing miniatures. Do not shout or use other Have things happen which illustrate what
violent means of getting attention, because you are saying. For example, instead of
this makes players concentrate on you, not saying, The monster has sharp claws,
on the adventure. It also helps to start show the monster tearing raw meat with
with a stirring introductory sentence, those claws. Not only does this make a
ideally one that will provoke action, stronger impression, but it lets you give
describe the scenarios theme, and relate other hints simultaneously if the mon-
somehow to previous adventures, thus ster has raw meat, it must have killed
creating the illusion of ongoing life. something. . . .
Your voice creates an entire world for As Sherlock Holmes said, To see is not
players, so effective speech is worth work- enough. Everybody knows that a dragon
ing on. The game should be played in a is big. You need to say things that the
quiet area where your words will have full players do not know, things that might be
effect and quell extraneous conversations. obvious only to somebody who has actu-
Speak in short, direct statements with a ally seen a dragon. Even if you have never
logical sequence, and emphasize the seen a dragon yourself, study dragonlike
important word in each sentence. One can things, such as lizards and furnaces. Write
easily pick out quotations and slogans in a down many more bits of information than
clear speech. Pronounce each part of a you actually plan to use, then pick the
word without dividing it into subwords, most vivid ones during play.
and project your voice forcefully. Some When you want to give out trivial details
peoples voices tend to rise or drop away for atmosphere, mix them with vital facts.
during long sentences; if you do this, mark If the PCs suspect a guardsman shoving
your modules text, noting places to cor- through a riot is really a disguised pick-
rect faltering speech. Never give players a pocket at work, they will listen carefully
chance to stop listening. Change game to your description of that NPC, taking in
events, sentence lengths, and the tone of minor as well as major details. The GM
your voice frequently. If describing some- also needs to consider which realistic
thing complex, begin with a preview, then details improve the game and which ones

DRAGON 31
do not. In a heroic duel, the players want times of extreme excitement, talk faster NPCs talk in concise, pointed sentences. A
to see flashing blades, not writhing vic- and faster, and just as the tension reaches character can communicate almost any-
tims. However, if PCs insist on attacking a peak, pause then deliver the coup de thing with voice tone. Consider the impli-
innocent people, their players should not grace. cations of the following sentences:
escape the anguish caused. A GM can use props to make a scene She is dead!
Players need to trust what the GM tells more graphic, to help PCs remember it, or She is? . . . Dead?
them if the campaign world is to become to clarify a complex description. Most GMs She is dead!
real to them. Describe things accurately. have experimented with maps, drawing, She is dead?
Even when you want to mislead PCs, tell written treasure lists, etc. You might also She . . . is dead.
the truth but in a way that allows the create sound effects, either playing them Some actors can use vocal tones to
data to be misinterpreted. Also remember with a tape recorder or producing them engage in complex conversations while
that it is much easier for players to believe behind your screen. For examples, clap- reciting the alphabet.
in a consistent campaign world if the ping coconut shells sound like a galloping An NPC responds to PCs in three stages:
world obeys its own laws. Try to choose horse, dried peas rattling in a pan simulate sensation (noticing something), perception
names and details that fit your setting, hail, and cellophane crackles like a fiery (making plans), and attack (reacting).
possibly modeling them on actual cultures inferno. The important thing to avoid with When playing an NPC, consider how you
and places. If one NPC is named Jacques, audiovisual devices is making them more would notice, plan, and react if you were
you need a logical reason to call his father interesting than your adventure. Use that person. Also remember how the NPC
Moonlight-Bearclaw. Avoid jarring changes props after you describe things verbally, thinks. People from different cultures
in genre too, such as having flying saucers and dont let them delay combat or other (especially nonhumans) might have com-
visit an otherwise naturalistic medieval game events. pletely foreign attitudes about things we
world. If your campaign is founded on take for granted. For example, in ancient
hard science fiction, make that clear from
the beginning. For the same reason, do not B eing someone else Byzantium, people considered the maim-
ing of criminals to be an act of mercy
use canned jokes in your modules. because it gave the criminals both a
Humor needs a reason for existence (like One sentence from an NPC can replace chance and a reason to repent.
everything else). paragraphs of description. Not only do NPCs will certainly talk naturally, and
Time your descriptions carefully. Use NPCs purposely tell things to PCs, but you can easily simulate this by using con-
long sentences and slow, calm tones to characters moods and appearances can tractions and reasonably modern speech.
imply serenity, then talk in rapid short reveal histories, emotions, and struggles However, NPCs should not speak slang
sentences when things become exciting. To among people. NPCs should reveal these which clearly comes from a different
produce terror, speak slowly, with long things through tone, physical behavior, world, like saying Hot jets! in a fantasy
descriptions of everyday events. Then pauses, and words with hidden meanings campaign. Imaginative GMs can easily
shift to rapid action It SPRINGS! In not Shakespearean speeches. Have your invent their own cliches for fantasy envi-
ronments. When you imitate emotional
NPCs, be careful not to portray a stereo-
type try to actually feel what your
character does and let the tones come
naturally. Actors empathize with charac-
ters by reading poetry or imagining scenes
which evoke appropriate emotions. You
can also try making appropriate faces;
according to the James-Lange psychologi-
cal theory, moods are partially created by
facial expressions.
GMs should make their own observa-
tions about portraying characters. Try
some of these actors tricks. If an NPC is
under some sort of strain, you might lift a
heavy book or merely tense your muscles
while playing that role. High-pitched voic-
es indicate fury or wild emotion, while
deep sounds convey complex feelings. To
portray strength, talk with a deep, reso-
nant voice, and have weak characters
speak in squeaky, sharp tones. A charac-
ters age can be indicated by vocal flexibili-
ty; younger people quickly move from one
tone to another, while old characters
sound more stable. When an NPC talks in
a foreign language, you might simulate
that with an accent, if the PCs can still
understand the NPC.

O rganization
Almost nobody can create all the ele-
ments of an exciting adventure without
help. However, preprogrammed scripts
bore everyone. Run modules without a
script; know what you want to say but
32 MARCH 1989
choose the exact words as you go along. player. Since most distractions develop
As GM, you should always carefully read a during delays, start playing as soon as
module before playing in it, until you possible, end when the adventure is over,
understand what is happening and how and try not to waste time searching for
you plan to convey that to the players. obscure rules. You can copy important
Short script outlines, organized on a series data into the modules text.
of index cards, can help you remember It is as important for a GM to listen well
points you want to make. You can also pick as it is to speak effectively. Think about
a few key words which sum up the what the players tell you their characters
descriptions you want to give, such as are doing and consider how these actions
Ruined Castle: crumbling brick, ivy, rust- affect your adventures plot. Since you
ed gate. Mark any effects you want to cannot respond to everything the players
produce, noting pauses, voice tone, etc. say, attempt to pick out the most impor-
When you must read a long piece of text tant parts. Make it clear which player you
aloud, listen to yourself and try to form are listening to, and do not let anybody
groups of words with appropriate pauses, interrupt. Even if someone wants to do
bringing out a rhythm. something completely impractical, avoid
embarrassing the player but never do a
M aking players play PC favors, either. Respond to nonverbal
suggestions, too. When players enjoy
something, prolong it. If they are bored,
A GM is not only a writer, actor, orator, hurry to the next encounter. Fidgeting
and so forth; a GM is a police officer. You seldom means that people dislike your
must keep the players listening to you, at adventure it usually indicates that one
peace with one another, and having fun, certain player needs attention.
too. It is easiest to keep control when the Almost every adventuring party suffers
players also want things to run smoothly. internal disputes. When one player is
Make it obvious that you plan to have fun. clearly right, you might offer friendly
Never apologize for minor imperfections; support, but do not join fights yourself.
give titillating hints to make players anx- Unless characters actually kill each other,
ious to play. People will look at you if they you do not usually need to settle disputes
see you looking at them, so maintain eye between PCs, as opposed to players. GMs
contact. Do not constantly stare at one can even use friendly conflicts to build
person; shift your gaze from player to intrigue by having NPCs support one rival
PC or the other. When the two players
carry some personal grievance into the
game, you can either ignore it or ask them
to stop. It is almost impossible to mediate
real disputes by inserting allegories into
your fictional game, so dont even try.

F inally. . .
Do not let any guidelines, even these,
obstruct your game. Use only those guide-
lines that help you. The most important
task for a GM is to have fun. This is more
than a platitude. The players can tell if you
enjoy something, and if the GM dislikes an
adventure, they will too. Pick an adven-
ture you wish your character would have,
and run it with zest.

34 MARCH 1989
The AD&D game has had many imita-
tors, but it is still one of the only fantasy
role-playing games (FRPGs) on the market
that deserves to be called a "heroic fanta-
say" game. Consider the combat system, for
example. It is unique in that it is abstract,
designed to complement your imagination
but not replace it. There are no hit-
location tables or critical hits as in other
FRPG systems. Furthermore, the melee
round is a full minute long and includes
dozens of swings, feints, and maneuvers.
Not surprisingly, players often complain
that this isn't realistic, but they have
missed the point. The AD&D game is not
meant to be realistic at all; it is meant to
be heroic. That the fundamental philoso-
phy behind the gamethe spirit and
intent of the rules. What's more, realism
and heroism are often directly opposed to
each other.
As Gary Gygax points out in the
Dungeon Master's Guide, page 9: "As a
realistic simulation of things from the
realm of make-believe . . . [the AD&D
game] can be deemed only a dismal fail-
ure." He then adds: "Those who desire to
create and populate imaginary worlds
with larger-than-life heroes and villains
will hopefully find this system to their
taste." This philosophy differentiates the
AD&D game from most other FRPGs and
is one of the reasons for its continuing
popularity.
For years, there has been a trend
toward realism in the AD&D game. In this people want to be larger-than-life heroes especially in a game that's supposed to
magazine and others, most of the articles when they start playing. When they find provide us with escapist entertainment.
attempt to make the AD&D game more out this is not allowed, they quit in disgust. For example, who needs a scientifically
realistic. Two recent additions to the offi- accurate system to calculate falling dam-
cial rules, Dungeoneer's Survival Guide age? A hero is protected by magic power
and Wilderness Survival Guide, are High fantasy in the form of hit points. If he falls 100'
attempts at realistic simulation. and lives, so be itit just proves he's a
Does this mean that the realists are But at the last the King hero. We can't compare a hero to a normal
violating the spirit of the rules? Of course grew weary, and Morgoth human being. Besides, is there any reason
not. The AD&D game is constantly evolv- bore down his shield upon why the laws of reality must apply in a
ing. It now seems that there are tow very world of fantasy? To a great extent, scien-
different styles of play: the heroic style, him. . . . [The King] stumbled tific realism is out of place in high fantasy
often called "high fantasy," and the realistic and fell backward before the because it leaves no room for the fantastic
style, often called "low fantasy." In playing feet of Morgoth; and Morgoth and incredible deeds a hero must accom-
the AD&D game, the DM must interpret plish if he is to be heroic.
the rules in different ways depending on
set his left foot upon his In high fantasy, the game world need not
the style he uses. Using the example of the neck. . . . Yet with his last and make sense in our terms. In fact, there are
abstract combat system, it is often useful desperate stroke Fingolfin some things which should not make sense.
in low-fantasy campaigns to more fully Magic, for instance, is by nature mysteri-
hewed the foot with Ringil,
develop the rules in this aspect, adding ous; otherwise, it's just another humdrum
initiative modifiers, hit locations, etc. This and the blood gushed forth aspect of science. High fantasy must
has been done in many campaigns. In high black and smoking and filled appeal to our sense of wonder, not to our
fantasy, of course, such additions would common sense.
the pits of Grond.
be unnecessary and even harmful. More than any other form of role-
It is not sacrilegious to change some of Thus died Fingolfin, High playing, high fantasy takes us completely
the rules. The important thing is the spirit King of the Noldor, most away from the mundane world. Anything
of the rules, which depends entirely on that reminds us of the gritty details of
proud and valiant of the
what style of play you and your players everyday life is best avoided. Thus, inter-
prefer. This style of play determines how a
Elven-kings of old. nal consistency must take a back seat to
The Silmarillion
game world is developed and what goals atmosphere. This does not mean that a
the characters have. These days, there is J. R. R. Tolkien high-fantasy setting must be two-
an overwhelming emphasis on low fanta- dimensional. It means the DM must be
sy; many new players and DMs are led to The key to high fantasy is its unusual sure not to destroy the mythical, mysteri-
believe this is the only way to play the and dramatic nature; it makes no attempt ous quality of the setting with needless,
game. This is a shame, because a lot of to copy real life. Realism isn't everything, boring detail.
We all have a sense of wonder some- gaining experience levels. It is very likely
where within us. Why else are we playing that heroes will teach themselves for no
FRPGs? Like any other skill, this is devel- cost. They are, after all, among the
oped by practice. The greatest challenge in highest-level mortals in their worlds, so
high fantasy is maintaining a suspension of they arent likely to find a suitable teacher
disbelief. As we get older, we tend to anyway. Alternatively, you might allow
become more skeptical, more willing to them to find some sort of instructor, but
make up elaborate explanations for all the insist that they pay by performing some
campaigns mysteries. This is not a good quest or other service.
idea in a high-fantasy campaign, in which In all cases, players should understand
we must feel more than think. that some products or services worth
Are you suited for high fantasy? If the having cannot be bought for any price;
ordinary details of everyday life in your they must be won through great and
game world do not interest you, if you perilous deeds. As a DM, you must place
dream of doing glorious, dramatic, and the emphasis on the means, not the end. A
perilous deeds, and if you enjoy letting hero rescues maidens and slays dragons
your imagination run wild (to the extent not for any material reward, but for the
that you sometimes go beyond the bounds sheer glory of his actions and the prestige
of common sense), then this gaming style which follows. As his fame and reputation
is for you. spread, he will be greeted with awe by
If you want to create a high-fantasy normal mortals. Songs will be sung in his
campaign, you might consider the sugges- honor, and epic poems will be composed
tions given below. They are only general about his exploits. He will literally become
guidelines, and you may alter them or a legend in his own time. Not surprisingly,
ignore them entirely, as long as you are this is quite an ego boost for the average
careful to maintain game balance. Remem- player. As a result, it can be a more desir-
ber: In high fantasy, you should never able goal than piles of coins could ever be.
hesitate to bend a rule if it helps you Dominant conflicts: Heroic deeds neces-
obtain a dramatic effect. sitate stupendous dangers. It is difficult to
Campaign goals: The basis of any suc- sustain interest in a high-fantasy campaign
cessful campaign is a clearly defined pur- when the characters do not have a suit-
pose; otherwise, the players wander ably grand purpose on which to focus.
around aimlessly, bored and confused. In This can be as simple as a fundamental
both high and low fantasy, the greatest conflict between Good and Evil or Law
goal (besides having fun) is to accumulate and Chaos (this is already built into the
experience points, thereby rising in level. game to a certain extent), or as complex as
It should be obvious that bow one arrives desperate war with malevolent forces that
at this goal is as important as the goal threaten to engulf civilization. Quests are
itself. This is where high and low fantasy ideally suited for heroic characters.
differ. While low fantasy is essentially Depending on the campaign, even the gods
money-oriented, high fantasy stresses themselves may be actively involved
glorious, heroic deeds. Paradoxically, the something which would soon unbalance a
AD&D game rules, which were originally low-fantasy campaign.
intended to reflect the high-fantasy style, Fate plays an important role in high
place an overwhelming value on money. fantasy. Heroes are often channeled down
Practically all experience points are gained predetermined paths, and while they have
in this manner, and you have to raise huge the responsibility to determine the out-
sums of money to advance in level. Its no comes of individual encounters, the over-
small wonder that most characters are all scheme of things is set beforehand.
primarily interested in treasure and not in This might be undesirable in low fantasy,
heroic deeds. Theres little to gain in fight- where free will (or the illusion thereof) is
ing a huge dragon single-handedly, there- important. In high fantasy, however, the
by rescuing your comrades, if the rules characters are often the earthly represent-
dont reward that kind of thing. atives of some higher power. As such, they
To allow the characters to be more hero- have grave responsibilities and are not
ic, it is advisable to lower experience-point free to determine their own destinies. In
awards for treasure (perhaps xp per the long run, a hero has a sense of impor-
gold piece) and raise awards for slaying tance and purpose that a more conven-
monsters proportionately. Especially hero- tional character doesnt have.
ic deeds should be rewarded as well. For High-level heroes: A high-fantasy cam-
example, holding off a dragon under des- paign is suited for small numbers of play-
perate circumstances might merit up to ers. Heroes dont want to share their glory
one-half the experience points normally with others, and single combat obviously
gained by killing the thing. Remember that lends itself to heroism. Because of their
being heroic isnt being stupid; never tendency to be solitary and because of
hesitate to penalize a player who doesnt their heroic (i.e., unusual) nature, these
bother to think, no matter how dramatic characters must have a high experience
he is. The line between bravery and stu- level in order to survive. In fact, it is often
pidity is a fine one something only the wise to start new characters at high level,
DM can decide. say 10th level or so. By definition, heroic
To further limit the value of money, deeds are fantastic and incredible, and
lower or eliminate the monetary cost of low-level characters just arent equipped

DRAGON 39
to do something of this nature without ters direction, they begin to take it for the money is well spent. Not only are the
getting killed. granted and thats not conducive to characters increasing their fame and repu-
Tragic flaws: Lets face it perfect char- heroism. Keep the characters unaccus- tations, but they are actively furthering
acters or situations are boring. A hero is tomed to large sums of money; only when their goals in regard to the dominant
assumed to be better than most mortals, they are habituated to the simple lives of conflict of the campaign.
and he should have high ability scores to average heroes will they be impressed by Heroes usually fight against overwhelm-
reflect that fact. Nevertheless, a flaw or wagonloads of gold and jewels. In the ing odds. Often at the brink of doom, they
two will invariably make a character more words of Gary Gygax (DMG, page 93): seem to escape at the last instant. This, of
interesting. Perhaps, like Moorcocks Elric, What is gotten cheaply is often held in course, is simulated in the AD&D game by
the character is sickly and weak without contempt. using saving throws. Saving throws, how-
the magical healing effects of his sword. What happens to all this money once the ever, do not apply in every situation. For
Perhaps he committed some terrible deed characters have it? The rules attempt to example, suppose there is a hero who
in the past and is tormented by his con- get rid of excess money by imposing huge fights an epic battle with a huge dragon.
science. Perhaps, like Conan, he knows his costs on training for level advancement. He acquits himself admirably, but the tide
fate but is powerless to avoid it. The possi- This is not a good approach in high fanta- of battle goes against him and he is forced
bilities are endless. sy because it creates an overwhelming back into a corner, with no escape from
Alignment adherence: Heroes arent demand for treasure that is soon the char- the great wyrms fiery breath. Facing
known for their moral and ethical flexibili- acters sole aim in life. Instead, the impor- certain death, the hero mutters a prayer
ty. Typically, they are pure and single- tance of treasure should be limited, except to his patron deity and hurls his sword at
minded with regard to their alignments. perhaps as a way to get experience points. the dragons breast with all his might. The
Thus, characters that have extreme align- How one gets rid of excess treasure large- projectile whistles through the air, turning
ments are especially suited for high fanta- ly depends on the characters situation. If end over end. . . . Does the blade fly true
sy. The paladin, for example, makes a he belongs to an organization (a temple, and bury itself in the monsters black
great hero in high fantasy, though he for example), he will probably donate most heart? If the character tried this tactic
tends to be too pure and righteous for a of his wealth to that organization. If he is before, of course not he is doomed. On
low-fantasy campaign. Alignments must the king of some great nation, the money the other hand, let us say it was a truly
also reflect the central conflict of the will be swallowed up by the royal trea- inspired act; why shouldnt it work?
campaign. In a setting where there is a sury, perhaps to be spent on the raising of The fact is heroes are frequently capable
struggle between good and evil, a lawful- an army to further the characters goals. of actions that are outside the scope of the
neutral character would be ineffectual In the case of most dragon hoards, the rules. Most heroic deeds are once-only
except as a mediator and wheres the treasure may rightfully belong to some events; no character could make a career
glory in that? Whatever the characters other deserving group and should be of killing dragons with lobbed swords. The
alignment, he should stick to it at all times, returned to them (except, perhaps, for a essence of heroism is that it is unusual,
and the DM should be strict when graph- few choice items). In each of these cases, inspired, and unexpected. Still, heroism
ing alignments.
It has been pointed out by some that the
alignment system is unrealistic, and some
DMs have dropped it entirely from their
games. However, heroes are not supposed
to represent real people. In a way, they
are simply manifestations of an ethos a
fundamental, primal force. Heroes are the
creation of the mind. As such, they repre-
sent ideals that no mere mortal could
possibly live up to. Part of the fun of high
fantasy is leaving your mortality behind.
Heroic atmosphere: High fantasy is
essentially dramatic; it deals with the
incredible and fantastic, not the common-
place. In order to convey the wonder and
drama of the campaign, the DM must
counter the players natural skepticism.
This suspension of disbelief may be pro-
duced in a number of ways.
Heroism implies something exceptional
or unusual. If players become too accus-
tomed to something, it ceases to be excep-
tional or unusual, thus defeating the
purpose of high fantasy. The DM must
exercise moderation when giving the
players things which they consider impor-
tant and valuable. For example, many
successful adventures culminate with the
discovery of a great treasure a dragons
hoard or such. In high fantasy, this trea-
sure is not just valuable because it will
materially aid the characters, but because
it is impressive and awe-inspiring, thus
contributing to the heroic atmosphere of
the game. But somethings value is directly
related to its scarcity. If you regularly
throw mounds of treasure in the charac-
DRAGON 41
should not be used to justify thoughtless, For most players, the AD&D game is no your world come alive as your players
unnecessary risk. If the character does not longer a game of heroic fantasy In many interact with it and you add details to
deserve a heroic escape, the DM should ways, a low-fantasy campaign is not so the campaign that few players would ever
allow him to meet his doom dramatical- much an escape from reality as it is an be likely to know or even care about, then
ly, of course. extension of it. If you accept a few basic you are probably a low-fantasy DM. As a
Alternatively, characters can use devices things like magic, the world makes perfect player, if you are a practical sort of person
such as luck points (described in the sense; it could exist. The DM strives to and you prefer the devious and uncertain
Conan (CB) series of AD&D game modules) give the setting depth and consistency challenges of real life to the more straight-
or hero points (see DRAGON issue #118, through the development of economics, forward world of heroic fantasy, then you
A Heros Reward). Each character has a ecology, politics, climate, and a host of are probably suited for low fantasy. The
certain number of such points. Every time other details. Depending on the campaign, following guidelines will help you set up a
the character states he is using a luck even the minute details of life can be simu- low-fantasy campaign.
point, for example, he can automatically lated. For example, a character might Campaign goals: In low fantasy, the
make a saving throw or perform another spend a considerable proportion of his characters measure their successes mainly
dramatic action. Of course, if he uses playing time just buying things provi- by how much treasure they amass. The
these points up, his luck runs out and he sions, equipment, weapons, and such money earned helps pay for their training
suffers the consequences the next time he and haggling with an endless series of when they gain experience levels, and
is in a life-threatening situation. merchants, usurers, fences, collectors of magical treasures make them more power-
In high fantasy, atmosphere is more magical and rare items, and many others. ful. Thus, every adventure should have
important than substance. Heroism is This may seem trivial compared to the some material reward. However, so that
unusual and fantastic; the DM must milk heroic deeds of high fantasy. However, the characters do not become overly rich
every situation for dramatic effect. In high part of the fun of low fantasy is the con- and powerful, one must carefully limit the
fantasy, we can put ourselves in the shoes tinued interaction of the characters with amount of treasure in each adventure.
of Odysseus, Perseus, Cu Chulainn, normal people. Everything may be on a Monstrous dragon hoards with wagon-
Beowulf, King Arthur, Elric, Conan, and less-ambitious scale than high fantasy, but loads of gold and gems might be the stuff
sundry other heroes of myth and litera- that does not mean that low fantasy is any of high fantasy, but it will send low-fantasy
ture, doing glorious and noble deeds in the less fun. Many players prefer low fantasy campaigns down the proverbial tubes. The
midst of great conflict and tragedy. High because it is more down-to-earth and less players interests will be held only as long
fantasy is the stuff of which legends are cut-and-dried than high fantasy. as they remain hungry for more money
made! In low fantasy, the characters are essen- and power. There is an abundance of good
tially human beings (or demihuman advice on how to avoid the Monty Haul
beings), with all their attendant faults and trap, and it is not the intent of this article
weaknesses. In a world where there is no to further belabor the point.
Low fantasy absolute distinction between right and Low-level characters: As characters rise
wrong, the DM should allow some leeway toward high experience levels, there inevi-
Where others might be con- with regard to alignments. Even charac- tably comes a point where they are so
tent with modest gains, Jubal ters like paladins can be allowed to be powerful that the conventional goals of
more morally flexible just as the right- the campaign become meaningless. As
continued to amass his for- eous knights of the Middle Ages were beginning characters, everything they
tune with fanatic intensity. He flexible in their interpretation of good and wanted was connected in some way with
had learned a dear lesson evil. This is not to say that characters are money and power that is, the charac-
more cynical or self-centered than normal. ters never had enough money to buy
while glaring through hate- There is plenty of room in low fantasy for everything they wanted and were not
slitted eyes at the crowds courage and noble deeds. The characters powerful enough to take it by force. Their
who cheered his gory pit vic- are merely more human than high-fantasy prime objective then was to rise in wealth
heroes and are thus more believable. and power so they could obtain the things
tories. . . . Money-and Power, Because this campaign requires depth they wanted. At high levels, though, they
not skill and courage, were and internal consistency to make it believ- can buy or take just about anything they
what determined ones stand- able, the DM must be prepared to put in a please. Consequently, these early goals
ing in the social order of men. considerable amount of work. If you enjoy become meaningless.
The Price of Doing Business creating campaign material for its own Part of the fun of low fantasy is the
Robert Lynn Asprin sake just for the satisfaction of seeing extensive interaction of normal NPCs with
the player characters. But there is no
reason to bargain with a merchant if you
can buy his entire store, and it isnt neces-
sary to bribe a guard to let you into a
castle if you can smash a hole through the
wall and march right in. At high levels,
you can lay waste to the carefully bal-
anced setting and leave all the DMs work
and care in smoking ruins. In these cases,
theres no challenge to everyday life any-
more and everyday life is an important
aspect of low fantasy.
High-fantasy heroes can handle their
utter superiority to normal people; they
have greater goals to consider. In low
fantasy, however, characters are integral
parts of an intricate, extensive design.
They may become powerful, but never to
the extent that the world revolves around
them. When the characters rise past mid-
42 MARCH 1989
level, a choice must be made: Either begin other hand, characters with extreme it. As long as the players have a worth-
again with new characters, or change alignments might have problems if they while goal, they will be interested in the
styles to accommodate high fantasy gam- are forced to stick to rigid codes of behav- campaign. By the same token, dont be too
ing (a process described later). ior. Alignment works well in high fantasy, stingy either.
Realistic atmosphere: While the virtue of where we assume that Good, Evil, Law, Dont be bullied: Many experienced
high fantasy is its simplicity, a low-fantasy and Chaos exist in an absolute sense. In gamers tend to look down on unrealistic
campaign must be less abstract. In some low fantasy, this might seem contrived and campaigns, which they feel will sooner or
campaigns, for example, a more compli- unrealistic. The DM should interpret align- later degenerate into Monty Haul games.
cated combat system is helpful. Heroes ments as general tendencies, not as tangi- This is not always true. If you enjoy high
may fight by the round, but many charac- ble forces. It might be possible, in fact, to fantasy, stick with it; it can be just as excit-
ters, especially assassins and thieves, often do away with alignments completely (as ing, challenging, and playable as low fanta-
dont have that long; realistic combat is Paul Suttie suggested in For king and sy. The AD&D game is a game of the
often quick and deadly. There are other country, back in DRAGON issue #101). imagination, and no one can tell you how
elements of the AD&D game which are to use your imagination. Of course, if low
perfect for the high-fantasy style but are Which is better? fantasy is your thing and you are willing
inadequate for low fantasy. Luckily, most It would be unreasonable to believe that to put in a little time and work, thats fine
of these have been developed more fully low fantasy is necessarily better than high too. Choose the style that appeals to you
in articles in this and other magazines. fantasy because it is more realistic. Many and most of your players. Doing so will
Realism can be taken too far; it should people like to leave the world completely give you a good head start to an enjoyable
never interfere with playability. Players behind them when they play a fantasy and exciting campaign.
generally find it easier in low fantasy to role-playing game. For these people, so- Every rule has its exception: If some-
identify with the world and with their called realism actually detracts from their thing fits into your campaign even though
own characters if they find the campaign enjoyment of the game. someone says it shouldnt belong in that
is based on the laws of reality. They will Of course, some people are of a more style, thats all well and good. Your cam-
not be impressed if the campaign is so practical temperament and prefer a low- paign is your own; it should have its own
realistic that the DM must spend minutes fantasy campaign. In any case, it should be special flavor.
of valuable game time trying to resolve the clear by now that there is no one way to As a final note, you may want to read
most straightforward actions. As many play the AD&D game. Both approaches are literature or explore role-playing aids
have observed, if we arent careful, the perfectly satisfactory. A DMs style of play which reflect the style of play in which
AD&D game will drown in its own rules. should follow the natural inclinations of you are interested. This may help you
Flexible alignments: Thieves, assassins, the DM and the majority of his players. with ideas for adventures or serve to
and other characters who are known for Too many campaigns fail because they try stimulate your imagination. A brief list
their flexibility in regard to morals and to be all things to all people. follows, classified by style.
ethics are perfect for low fantasy. On the It is possible to have a campaign which High fantasy: The Conan series, by
starts as low fantasy and, as the charac- Robert E. Howard; the Elric of Melnibone,
ters rise in level, changes to high fantasy. Hawkmoon, and Erekose series, by
In my own experience, this is not a good Michael Moorcock; The Silmarillion, by J.
idea because most DMs and players prefer R. R. Tolkien; Dilvish the Damned, by
only one style of play. Thats not to say it Roger Zelazny; and the Conan (CB) series
isnt possible, however. of AD&D game modules.
As the characters rise through the mid- Low fantasy: The Thieves World series,
levels (7th to 11th, depending on the cam- edited by Robert Lynn Asprin; Saga of Old
paign), the conventional low-fantasy goals City, by E. Gary Gygax; the Harn fantasy
become meaningless; buying things is no world (Columbia Games), by N. Robin
problem and the characters get the idea Crossby; and the Fafhrd and the Grey
that the world revolves around them. At Mouser series, by Fritz Leiber.
this point, they start becoming bored
after all, they are rich, powerful, and have
risen to name level. What more is there?
At this point, the DM must change the
characters goals. Follow the suggestions
explained under the High fantasy sub-
heading. If you dont have a dominant Open your eyes and see just how many
conflict, get one so the characters have a subjects are covered in the new edition of
new clearly defined goal. Also, change the Consumer Information Catalog. Its
your emphasis from materialism (what the free just for the asking and so are nearly
PCs get) to action (what they do and how half of the 200 federal publications de-
they do it). The players may at first com- scribed inside. Booklets on subjects like
plain about the scarcity of treasure, but it financial and career planning; eating
is no longer necessary for them to have right, exercising, and staying healthy;
money to go up levels. Also, when they do housing and child care; federal benefit
get a choice item of treasure, it will be programs. Just about everything you
greatly appreciated. Make the characters would need to know. Write today. Well
feel special. After all, by now theyre prob- send you the latest edition of the Con-
ably famous (or infamous) in the adventur- sumer Information Catalog, which is up-
ing area. dated and published quarterly. Itll be a
However you decide to approach the great help, youll see. Just write:
game, there are certain things you should
always keep in mind: Consumer Information Center
Dont overdo it: Game balance is all-
important. Whatever the players are after, Department TD
dont give it away make them work for Pueblo, Colorado 81009
44 MARCH 1989
In tales that really was ignored.
In 1349, the Black Death devastated
Europe [see The End of the World, in
could be serfs who begin adventuring
when they are thrust from their land. Or
their first quest might be to escape the
mattered . . . folk DRAGON issue #138]. This ruin made
living people valuable. Nobles lost their
manor and become high-paid laborers. Or
the PCs might be the children of nobles
seem to have just serfs; artisans could no longer hire work-
ers; generals found their armies gone; and
and must find money to keep their ances-
tral lands. In none of these cases does the
landed in them the church needed new priests. Workers
could now demand high wages. Serfs on a
DM need to have NPCs hire the PCs as
adventurers, but he still knows what

their paths were fiefdom toiled constantly, and their crops


were taxed away, but elsewhere they were
quests they will undertake. This allows the
DM to carefully plan each adventure while
free and could earn amazing sums of letting the PCs think that they make all the
laid that way. money as laborers. Peasants could not
legally abandon their lord, yet many fled
decisions.
The PCs should come from a group that
despite dreadful punishments. suffers or benefits strongly from whatever
The Two Towers, J. R. R. Tolkien Nobles could no longer farm their land is happening in the DMs world. What
except with hired workers who had fled historical or fictional figures would have
from some other lord. To pay these labor- been fun to play as PCs? What made them
ers, the nobles needed money and so had do what they did? In the era of decaying
to rent their property for cash. Business- feudalism, Henry VIII and Cardinal Wolsey
In AD&D games, the DM must be sure men, many of whom had recently been would both have been interesting PCs.
that the PCs paths are laid that way. serfs, were glad to lease farmland, but Wolseys parents came from the lower
Campaigns need a theme, a saga that they did not grow food crops which classes, but by taking advantage of social
demands continuing heroics. You can required many expensive workers and confusion, he became a priest, then a
begin the game with such a plot or else sold for low prices. They wanted some- Cardinal, and finally a powerful advisor to
bring one into an existing campaign. There thing they could sell for a profit wool. the King of England. By taking Wolseys
are many times of daring and excitement One shepherd could tend hundreds of advice) Henry also rose in society, increas-
in history from which a DM might borrow sheep; therefore, merchants converted the ing the power of his crown over weak-
while creating a campaign. manors to pastures. ened barons. However, the King could not
These are the days when sheep eat produce a male heir to carry on these
men, lamented a writer in that time. projects. The rest is history. By giving PCs
Getting started Sheep merchants evicted the peasants who backgrounds and desires, the DM has
All campaigns need a conflict to keep the had remained with their barons. The few them write the history of their world.
PCs struggling. The conflict should affect workers who had invested in wool became The DM should work with the players to
vast portions of society so that the PCs rich; the rest starved. As the years after invent motivations for PCs and decide why
cannot simply get what they want and end the plague went by, wool became more they are working together. This might
the game. Each adventure needs a specific valuable and labor less so. The masses of simply be because the characters need
goal, but the greater struggle must go on. workers, who owned no land and served each others help to achieve their goals.
AD&D campaigns should occur amid no noble, wandered the roads looking for They also might be appointed to their jobs;
inexorable social changes, situations which work. They were not wanted in cities, and perhaps they are all the children of the
force the PCs to resist historical trends or the Church could not support them. same noble family or have been hired as
exploit them. One period in history which The wandering poor lost contact with scouts for an army. Most players prefer to
might make a fertile campaign is the fall of society. On a nobles estate, people had a roll up their own characters. The DM
the Middle Ages feudal system. lasting culture; what someone did one day should let them do that, but he can color
Feudalism depended on two social was remembered the next. There was also the characters with suggestions about
groups: the nobility and the peasants. the lords baliff, and in cities, there were their preadventuring lives and goals.
There were a few merchants, shop- guards and watchmen. But on the high- Almost all players enjoy getting back-
keepers, and yeoman farmers, but they ways there was no law, and there was no grounds that place their characters in the
were insignificant. Almost all people in a way to survive except by stealing. DMs world, especially if the histories
feudal society were peasants who owned If this had happened in a role-playing include useful information, friendships, or
no land and worked on a nobles farm. game, the PCs could not simply kill some heirlooms.
The landlords were usually legal rulers, evil perpetrator and restore things to There are two mistakes to avoid when
but even when some other government normal. To rescue the old manors or find trying to give PCs natural reasons to
administered justice, lords had absolute occupations for the hordes of dispos- adventure. One: Never make decisions for
power over their serfs because lords sessed, PCs would have to conduct a long a players character. People play role-
owned the land. Most of what a peasant series of projects a campaign. Of course, playing games so they can have adven-
grew went to the landowner, and the some parties might like these changes. tures, not so the DM can. Start adventures
lords word was law. They might raise sheep or recruit home- by warning the PCs about impending
Nobles were not like modern dictators. less serfs for some project of their own. events which should inspire an adventure,
A baron lived by the code of chivalry, An economic crisis can create businesses but let the party decide what to do. NPCs
obeying a duty to support his peasants. like thieves guilds and adventuring serv- might give PCs advice, but do not give the
People believed that everybody had a ices. If the DM wants a mercenary atmos- advice to players as the DM. If the PCs fail
station in life, and all places were equally phere of dungeon-looting and hired killers, to take action, they must endure the con-
worthy. Nobles were not always rich, and social upheavals make a believable back- sequences, which should also make an
they did not usually feel superior to their ground and could be introduced into a exciting adventure. Two: Avoid basing a
peasants. Landlords considered them- campaign that has already been started. whole campaign on one particular charac-
selves above crass greed. A prosperous Perhaps the PCs themselves caused the ter. If that person dies, it could ruin the
noble might cast a throne of gold, but he problem. In an isolated area, evicting even game. The victim will have to return some-
would not invest his money for profit. The a few peasants might upset the social how and that makes everyone fear
role of a lord was to govern his subjects, order. death less. It also ruins a chance for dra-
and the role of a peasant was to feed his The DM can make adventures more matic role-playing, where survivors grieve
lord. Neither could exist without the other. spontaneous by picking PCs that have an over a lost companion. Instead, give all the
The fact that serfs lived in poverty, com- interest in the campaigns conflict. If the PCs a reason to lead adventures. If one
pletely controlled by the nobles they fed, fall of feudalism is the setting, the PCs character dies, someone will take his
DRAGON 47
place. The player of the dead character fought, and except for those within the the Thirty Years War divided Europe into
can roll up a new PC. war zone, common people were unaffect- gigantic nation-states: Brandenburg-Prussia,
ed by combat. They barely knew who won France, Belgium, England, the Netherlands,
One thing leads to . . . and who lost. A spirit of honor and chival- Russia, and so on. Before then, a landed
Each time the characters complete an ry ruled the military. noble was completely independent, owing
adventure, they change the campaign, and In 1618, a new form of war emerged. feudal obligations to a king, but controlling
every change should inspire future adven- Common people would fight for religion, his own army and justice. Now lords were
tures. When a DM picks a campaign set- and in the 1600s, Protestantism grew but citizens, subject to the law like any
ting, he should make general plans for the constantly though the Catholic Church peasant.
milieus future so that it is always in tur- viewed it as heresy. Homeless serfs were In a fantasy game, a campaign could
moil. As the campaign becomes more still numerous from the ravages of the begin with the PCs in a purely feudal
complex, each character will mature, too, sheep merchants. They sought a cause, world. They might serve a lord or migrate
gaining regrets, memories, hopes, and and their numbers could form vast armies. from estate to estate, participating in
dreams. At this time, nearly 1,000 fiefdoms made minor squabbles. As the characters grow
Wars make stirring campaigns. They let up the area of modern-day Germany, and more powerful, their world becomes
PCs lead hosts into battle, make daring they allied themselves with larger empires dangerous. With nine alignments, racial
strikes deep in enemy territory, or even in their struggles against one another. struggles between elves and orcs, and
yearn for peace. Best of all, wars can Catholic lords joined with the Austrian several hundred deities in Legends &
spawn complications which last for centu- Hapsburgs, the Italians, the Dutch, and the Lore, many causes could galvanize an
ries. Many fantasy battles are fought to Spanish. Protestant nobles allied with AD&D game world. The PCs must choose
destroy some vast, evil menace, but the England, Denmark, France (which was not a side or retreat to less civilized areas (but
real adventuring might come after a Dark Protestant), and Sweden. Europe split even the most remote lands may join the
Lord has fallen. If several forces have itself into two great factions, each contain- war). For years the PCs will fight or try to
united to defeat this enemy, how will they ing hundreds of tiny members and several escape fighting. Then, later in the game,
divide the foes lands? What will they do to great ones. Religious quarrels inspired the the world changes. The characters have
prevent future wars? Will their alliances soldiers; every citizen took arms. The fuse reached a level where many PCs build
break down or strengthen? The victors was lit when Ferdinand, Prince of the their own castles and become rulers, but
may not trust their old allies. Examine the Austrian Hapsburgs, sent emissaries to a the familiar manors have vanished. PCs
peace settlements after the Napoleonic nobleman in Prague with an unwelcome who own land have not become all-
Wars or either World War to see how this message. The noble hurled Ferdinands powerful rather, they face new respon-
process can spark future conflicts. An ambassador into a heap of manure. sibilities as servants of a great nation-state.
axiom of diplomacy says, It is better to be This incited the Thirty Years War. One A fantasy equivalent of the Peace of
strong after a war than before it. out of every four Europeans was killed. Westphalia can preserve game balance.
The Thirty Years War would have made Foes were impaled on poles and carried as
an excellent fantasy campaign. It lasted for battle standards. People were burned alive An age of discovery
roughly the duration of an adventurers en masse. Alliances shifted and broke. Exploring the unknown moves many
career, and its repercussions still affect us Countries were invaded by one force after campaigns. Most fantasy worlds contain
almost 400 years later. In the Middle Ages, another. Peasants were forcibly converted magnificent tracts of unclaimed land, and
wars were limited. Nobles believed that to one doctrine, then back again. No stable other planes offer yet more territory to
they ruled by the gift of God and that arrangement could be found. When one explore. An Underdark, as described in
every fiefdom was holy. Lords never over- side began to win, some of its allies would the Dungeoneers Survival Guide, might
threw other nobles, as this would question defect to the loser. The minuscule German serve as the New World for PCs. On the
their own right to rule. Rulers might quar- States did not dare let an alliance seize other hand, fell creatures could emerge
rel over territory; children might fight Europe, because such a power could crush from the Underdark to explore surface
over inheritance; but no lord would them all. While the petty dukedoms exist- lands, perhaps conquering the surface
destroy his enemy. ed, war could not end. only to emerge and rule at night, but
Patriotism did not exist in the Middle In 1649, alliance leaders forged the Peace fleeing before daybreak.
Ages. Peasants were as happy to have one of Westphalia. The Peace eliminated 600 Columbuss well-known voyages can
ruler as another, and nobles needed every German manors, which meant that there inspire a milieu. When people realized
serf to farm. It would be foolish to draft were fewer allies to switch sides. This that Columbus had found a new continent
peasants into armies such an army treaty went further and ended the entire instead of reaching Asia, Spain claimed the
would starve. Only nobles and warriors system of sovereign lords. The generals of entire hemisphere. This terrified other
nations. Many of the intrigues surround-
ing Henry VIII began as attempts to neu-
tralize Spains new influence. At this time,
the last Moors fled Spain, and an Inquisi-
tion raged across Iberia. Then a new dis-
ease came to Europe syphilis. Herbs
which were reputed to cure it became
priceless; but they were imported from
the East. Merchants were forced to pass
first through Spains Catholic Inquisition,
then through Moslem nations that furi-
ously opposed all Christianity, and finally
across great deserts, all in search of the
precious herbs.
In a fantasy world based on Columbuss
Spain, the PCs might begin as explorer-
adventurers, driving enemies from their
homelands. When the PCs have some
experience and all the enemies are defeat-
ed, their conquests lead them to a New
48 MARCH 1989
World. This thrusts the party into politics. driven to the New World or else pursue cavalry. Later, the use of pike formations
Now the characters must pacify other old enemies there. Or they might be the and long bows helped destroy knights
nations that are jealous of their new con- equivalent of American Indians, meeting and their society. A rapidly firing magical
quests, and they have to deal with the strangers from an unknown continent. weapon could pin armies into trenches,
inquisitions at home. Perhaps PCs zealous- Perhaps the PCs are the only survivors of prolonging a war for years, the way the
ly hunt for victims, or maybe the partys an ice age, trapped by ice on a vast, unset- machine-gun did in World War I. Inven-
foes accuse them of heresy. Finally, a new tled hemisphere. tions like the printing press or some sort
disease strikes. Now the PCs return to Often, a New World is somebody elses of magical traveling device might have
their old roles as wandering swashbuck- Old World. European colonists seized dramatic effects on philosophy and mores
lers and smuggle precious herbs and medi- Africa, both Americas, and the Pacific in a fantasy world. Another impetus for
cines from Oriental lands. Islands, but Western civilization was not adventures might be a natural disaster.
Many AD&D game worlds are based on always the aggressor. Barbarian tribes What if the PCs homelands slowly flood,
Viking mythology. The Norsemen also conquered Europe after the fall of Rome. become volcanic, or dry into a desert?
discovered the new world of America, It is worth noting that some of these same Useful land becomes scarce, people fight
which they called Vinland. Archeologists barbarians the Mongols were a griev- over what remains, and eventually the
speculate that a religious ritual brought ous threat to China, then Asias most entire culture changes.
the Norsemen to the New World. Viking advanced power. PCs might explore a new Politics might keep PCs adventuring. The
sailors threw wooden statues of deities dominion or face enslavement by ruthless Greek city-states and Caesars overthrow
into the water and followed wherever the colonists. Imaginative DMs will think of of the Senate can inspire some DMs. If a
statues washed. Some statues may have many responses of the locals to the king dies without an heir, his land will be
gone to the Americas by floating along the invaders. For example, when Westerners thrown into chaos. Actions by deities also
West Greenland Drift. Most Viking colo- began to meddle with China, the Imperial can start campaigns, causing prophecies,
nists were convicts. Under Norse justice, a Son of Heaven invited more to come. He holy wars, or long quests for purity. What
criminal could be declared an outlaw and felt that Chinese society was so superior to if the official priesthood has become cor-
cast out of his homeland. An outlaw had anything the barbarians knew that their rupt, and PC clerics or paladins receive a
no legal protection, so if he was robbed or colonists would leave, ashamed. Many quest to restore the church? The idea of
killed, the assailant would not be pun- have conquered the Middle Kingdom, he an inquisition was mentioned earlier, and
ished. These outlaws often fled to the New said, and none have left unchanged. it fits into many campaigns. Such purges
World, and a few exiles or would-be kings A milieu might be inspired by some new need not involve religion, since racial
came with them. Then the climate technological or magical invention. Mili- pogroms and searches for political radicals
changed, and the Little Ice Age settled on tary innovations might change everything work in a similar way. The number of
the northern sea. No Viking settlements in a fantasy world. In our actual Middle possible themes for campaigns, like the
survived as the frigid summers starved the Ages, Charlemagne invented the entire number of possible AD&D adventures, is
settlers. In AD&D games, PCs might be feudal system to support his armored infinite.

50 MARCH 1989
Someone elses baby campaign will probably develop several
Almost every DM uses some prewritten mega-adventures, each one composed of
adventures. Few of us have time to write a many quests. Each one should climax with
new module every time we play a game, a mighty adventure that resolves some
and an occasional change keeps adven- important dispute. The PCs will try to
tures from becoming predictable. As you solve various problems, only to learn that
have certainly heard before, prewritten those issues are merely part of a greater
modules need to be adapted for each struggle.
specific world. When using a module, you These mega-adventures should gradually
should look through it for encounters to come closer and closer to the campaigns
connect, exorbitant treasures to eliminate, real conflicts. Finally, just as each mega-
and so on. Then you can decide where to adventure had a climax, you can have one
set it in your campaign world and why magnificent scenario which involves eve-
your PCs should care. Usually, introduc- rything in the whole campaign. This will
tions to adventures need the most revi- probably resolve the main conflict of your
sion. You should find a reason for your world. Then you must start a new milieu
PCs to undertake the adventure. Examine with a new crisis. If you wish, you can
previous events in the campaign and find a keep the same world and PCs. Simply
way to make the PCs want to adventure. invent a new theme, preferably based on
Change the endangered kingdom to the the old conflict.
one where your characters live. Make the Great solutions often lay seeds for new-
NPCs into people that your PCs love or er conflicts. If there had been no French
hate. Revolution, Napoleon could never have
conquered Europe; without the Napoleon-
Writing the campaign ic Wars, none of the revolution and reac-
Inventing a campaign world is quite tion of Victorian Europe would have
similar to writing an individual adventure. occurred. Sometimes, a period without
First, you should pick a conflict and a major conflicts cannot be avoided or
group of potential PCs that would be may actually be desirable as a reward to
forced to adventure in that struggle. PCs for quelling their worlds flux. You
Almost any important event can start a should rush through these periods, ignor-
campaign. Many campaigns involve at least ing rolls for random events and other
some of the following factors: social distractions.
changes, politics, economics, natural disas- DMs who base fantasy campaigns on
ters, discoveries, religious events, and history can find an almost endless supply
wars. After you have picked a theme, of background material. For example, the
draw a map of the area where the cam- details in this article on the end of feudal-
paign will occur and develop any special ism came from volume one of Naked to
ideas you have; such as new artifacts or Mine Enemies, by Charles W. Ferguson.
special monster alliances. The Wilderness Anton DePortes Europe Between the
Survival Guide explains how to design a Superpowers describes the politics
continent. Finally, you should make a between the Soviet Union and United
rough outline of major events that will States after World War II. You can find a
occur during the PCs lives. Feel free to perfect model for PCs in Columbus time
revise this future history at any time if by reading James Streets novel, The Velvet
something becomes inappropriate or if Doublet. If you are interested in a broad
you have better ideas. Nothing needs to be view of world history, you might try The
true until you tell the players. Your best World, An Illustrated History, edited by
ideas will probably come long after the Geoffrey Parker.
campaign has begun. The DM does not have to make up eve-
When you are planning your worlds rything in a campaign, as the PCs will help
future, consider how the PCs will develop. too. The five D&D game sets show how
First, the players need to decide what most campaigns develop. As Basic charac-
their characters are like and need to learn ters, PCs are buffeted by every force, but
about their world. Their early adventures once they reach Expert level, they can
should introduce them to important NPCs defend themselves. Companion-level char-
and give each character some ties to the acters are strong, masters of their own
campaign world. Some PCs might find fates, and when PCs reach the Masters
special magical items; one could fall in love set, they can influence the world. Immor-
with the barons daughter. The early tals make history with their every move,
adventures are a way to explain your but even they must go adventuring. A
campaign to PCs without boring lectures. Chinese curse says, May you live in inter-
They should also show the players what esting times. All PCs should be so
sort of campaign you plan to run. If you cursed.
want a campaign of heroic battles, give
them someone to fight. If you want PCs to
make clever plots and intrigues, start the
campaign with a mystery. These early
quests are like teaching people to swim:
You want them to get wet but not drown.
After the PCs understand their plight,
focus on one part of your theme. Your

DRAGON 51
TSE1 Web of Deceit
TOP SECRET/S.I. module
by Bob Kern
The first module in a trilogy of espionage
adventures, this product introduces the agents
of the Orion Foundation to lovely San Cristobal,
an island that has everything: Web agents, a
thriving drug trade, piracy, and even voodoo
cults. What more could a secret agent want?
Suggested Retail Price: $8.95/5.95
Product No.: 7634
NEW PRODUCTS live. Follow their adventures in the second Unless otherwise noted:
volume of the Icewind Dale Trilogy. and denote trademarks owned by TSR, Inc.
FOR FEBRUARY Suggested Retail Price: $3.95
1989 TSR, Inc. All Rights Reserved

Product No.: 8415 THE HUNT FOR RED OCTOBER & 1988 United States
DLE1 In Search of Dragons Naval Institute. All Rights Reserved.
AD&D DRAGONLANCE module
by Rick Swan NEW PRODUCTS RED STORM RISING is a trademark owned by and used under
license from Jack Ryan Enterprises Ltd. and Larry Bond.
Why are the good dragons dying? You need to
know, and soon. The power of Good is weaken- FOR MARCH 1989 Jack Ryan Enterprises Ltd. and Larry Bond. All Rights
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Everything youve ever wanted in an action- of The Crystal Shard? This anthology has all the
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52 MARCH 1989
54 MARCH 1989
The Other
broached the subject at last, feeling
safe, as she had just read my latest
poem and smiled and cried and loved
it.

Option
I, she said, and a tiny pause told
me there was something she decided
not to say, would love to. I love you.
But youll have to speak with my father before I may
accept.
This struck me as odd. Sashanna had never relied much
on her father, nor had she respected his opinion on many
things. I did not respect his opinion on any subject.
The next morning brought me a messenger with an
appointment to meet Valmadda. I acknowledged, tipped
the messenger, and dressed.
A sparrow chirped with trepidation. I whistled agree-
ment. It came to my windowsill to examine me. I chirped
a greeting. It whistled delight and flew. by Dylan Brody
Valmadda met me in the gardens behind the temple. He
shook my hand high up on the wrist in the manly way of
warriors and hunters. I tried to offer an acceptably firm
grip in response.
A slight turn of his head as he released me told me I
had not succeeded.
I tried to remember the perfect and eloquent wording I
had found in which to couch my request. I had been up
half the night composing the phrases, and I was quite
pleased with them. My hesitation, though brief, was too
long.
Sashanna told me of your proposal, Valmadda said.
I wish to tell you openly that I have no objection to this
thing at a personal level. She tells me she loves you, and
from what is said in town I have come to believe that you
love her as well. I think a marriage between you could
prove lasting and blessed.
I paused now, my timing thrown. Valmadda had him-
self spoken eloquently. Disarmingly so for one of his ilk.
And while he had said nothing dissuasive or contrary, I
could feel that there was something yet to come. Nor was I
mistaken.
However, Lloran, there is a Glymm family tradition
that must be upheld. One for which I am afraid you will
not qualify without a trial.
A trial? I asked before Id framed the thought. For
what?
A trial of courage and strength. He blew air between
his teeth slowly, as if to relieve some inner pressure. A
trial of battle.
He allowed a moment for his words to resound within
me. Then he went on.
Every man who marries into our tree must first prove
himself a man of heroic nature. As you know, I served in
the Troll Wars under my fathers command. My grand-
father once single-handedly defended this town against
three profiteering giants. And the tradition goes back for
at least ten generations beyond that.
Before Meerlam was allowed to marry my sister
Delongia, he was put through a trial. Also my Uncle
Preylah before he married Hale. Do you understand?
I understood his words. The implications astounded
me. Illustrations by George Barr

DRAGON 55
This family had always been known for its heroics. I near crack in my voice. Only killing an animal means
had known that and had thought about the sorts of dis- something?
comfort this might cause me in joining it. Ultimately, I There was pain in her eyes as she looked at me now,
had decided that, to spend the remainder of my life in the and I knew she believed her next words to be truth. It
company and the arms of the woman I loved, it would be will make us both stronger. I know youre frightened. I
worth the small inconvenience of becoming related to am too. Theres a great deal we are both to learn from
people I could never view as equals and who could never this. I can feel it.
view me as one in return. I remembered a night slightly warmer than this one. I
But to realize that the familys reputation had been had promised always to trust her feelings as much as my
maintained through deliberate and meticulous effort own, or as nearly so as I could manage. She had scolded
altered my whole view. me for this last as a disclaimer. I defended it, saying that I
Moreso, the fact that I was being asked to become one would never promise her that which I could not hope to
of them in deed before I could become one of them in fulfill. Then she had kissed me.
title. And she kissed me now. Then said, I know you can do
I was angry. I was shocked. I was disillusioned. I was it, and she walked me back to the main road before we
deeply offended. I was in love with Sashanna. went our ways.
I asked, Whom do I have to fight? As the sun was rising, I was surprised to find myself still
Whatever we can round up in time, he replied. in town, awake in time, and walking toward the site of my
When would you like to be tried? upcoming trial.
Tomorrow, I stated. I had not known that the arena could be used for pri-
Tomorrow? vate functions, but it was known that the Glymm family
I nodded. had connections with the provincial lord as well as certain
Wont you want to get in shape first? Train? Meet other lords in nearby areas.
with some hunters? Some slayers? Learn something of the I entered the arena and found that Sashannas family
crafts youll need? had already gathered on the green. It had not occurred to
Tomorrow. me to invite my family. I was glad.
He nodded. I walked to Valmadda as boldly as I could and initiated
My thinking was as follows: Valmadda had said what- a warriors shake. I got it wrong, but his correction
ever rather than whomever. This meant he would be seemed to be an approval. That bothered me somehow.
putting me up against one of the great beasts. I also In addition to the family, I discovered the town recorder
remembered something about Meerlam having been a present, as well as a few other minor officials. I supposed
dragon slayer, which suggested that the dragon had been they were there to verify the feat, though it is possible they
his trial. I hoped that by setting so near a deadline I could had just come to watch.
maximize my chances of drawing a feeble opponent. Per- One of the many distant cousins, a man with a woolly
haps in only one day, the best they would be able to find beard and a scarlet face, offered me some strong wine.
would be a winged rodent, overgrown to look vaguely like Taking the flask, I drew frowns from other family mem-
a dragon. Or perhaps a little manticore, easy to catch bers and approval from a few. I quaffed.
before it reached aggressive adulthood. After a quick explanation of the procedure, the town
My thinking by the time I was alone with Sashanna had recorder led the entire group into the stands. Once all the
changed considerably. onlookers were safe and settled, the recorder shouted for
We can run away, I pled with her. Tonight. Forget the release of the beast.
the tradition. Well start a new family. Come away with Two of the town guards there were always town
me. guards around the arena cranked open a chute gate at
My Aunt Delongia warned me you would say this. the far end of the green.
And? Once it was open, there was a pause. Then some move-
She said I must be strong. Help you through your ment in the shadows beyond the gate. The beast emerged.
fear. Not agree to run. Not let you run. My chest constricted. My legs trembled.
Why? Come on. It wont be running away. Itll be Oddly, I wondered if my fear was apparent from the
running toward something. A new life. stands. I decided the beast was pulling too much focus for
I cant do that, Lloran. You know that. anyone to notice.
I know I could be killed tomorrow. The eagles head looked angry in the sharp crest of its
She said nothing. beak. When it spread its wings, the span was at least
Wouldnt that mean anything to you? thrice my height. Rippling under golden fur, the muscles
It would mean that you had not earned the right to of a cow-sized lion bunched nervously.
wed me. I backed away a few steps as it emerged.
I felt anger rise in me and thought to walk away then. I didnt even notice its claws, then. It was really the
But working against the impulse was the memory of her beak that terrified me.
softness against me. The smell of her hair drifted to me, I had climbed the northern mountains in my youth. I
and the twin stars that danced within her eyes reminded had seen the eagles there. I had learned their ways and
me that she had read my words and understood my work. their various calls. I had seen them prey on small animals.
The poetry means nothing? I cursed myself for the They used their beaks powerfully: rending, tearing,
56 MARCH 1989
piercing. When I drew near, it shied away, but I cooed at it, and
My vision locked on that beak and would not break at last the gryphon pressed its huge feathered head against
free. my chest. The force of its affection nearly knocked me
It took a feline step toward me, the cats tail twitching, from my feet.
the eagles eyes gleaming. For a few moments I scratched the beast cooing in its
I realized that I had not yet drawn the battle sword with tickly ears. Then, grabbing a handful of feathers and com-
which Valmadda had supplied me. I was vaguely dis- forting it continuously, I led the gryphon over to the
tressed to realize that my hand and arm were conspiratori- stands where the observers were.
ally refusing to do so now. I expected cheers. I had accomplished the impossible. I
The frozen terror of nightmare gripped me waking. I had passed the test.
took in the size of the beast before me like a scientist: Sashannas family traded uncomfortable glances.
estimating its mass in numb horror, pacing the rate of its Valmadda whispered with the town recorder. Then the
massive approach against the steady rhythm of my over- recorder spoke to me, loud enough for the crowd to hear.
pounding heart. While we are not accustomed to the methods
A voice spoke within me. Men have done this, it told employed, it is merely the deed that is required by the
me. The gryphon can be killed, it said. A brief image of traditional contract.
spurting blood weakened my knees. I pushed the thought For a moment I was filled with joy. Sashanna was to be
from my mind. I decided to take one thing at a time. I my bride. All was to be well.
forced my hand to move toward the sword. He went on. All that remains, Lloran, suitor to
I knew that I was within range if it chose to swat at me Sashanna Glymm, is that you slay the beast you have
with its paws. My hand was beginning to move. tamed.
The creature tensed its muscly haunches. I shuddered at the words. I cannot! I shouted back.
My hand was almost past my belt buckle. The gryphon became nervous at the sound of my voice
Rearing back, towering on its hind legs, the beast speaking the human tongue. I cooed at it again, and the
showed me its underbelly. This was my opportunity, but I gryphon calmed at once.
could not snap into action. Only swiftness conquers size, It should be easy now, the recorder told me. You
and I was without swiftness, without feeling, detached have its trust.
now even from my own intellect. I looked to Sashanna and caught her bright eyes,
My inner voice was without words of reassurance. This excited by the scene, urging me on.
monster would pierce and tear and rend me, and then it Valmadda offered only a tight nod.
would eat me because I was a poet and had no place doing I turned and faced the gryphon, my newfound friend.
battle with it. The beast turned its head to center me in one of its coal
The voice within me found new words. Useless words. black eyes.
My own mind, filled with self-hatred and resentment, was I patted it once on the leonine shoulder, then leapt
composing the words of my epitaph. astride its broad golden back.
The gryphon threw back its head and screamed, and I screamed the eagles scream of open skies. He
fear left me. responded at once to the suggestion.
I knew the scream. It was an eagles head. It had an Powerful wings jolted us into the air with a gigantic
eagles mind. It was an eagles scream. Louder, yes, but push. Two more beats and we were well away, above the
one I knew well. It was not a scream of anger. It was not a town and gliding free in bonded camaraderie.
scream of hunger. As we passed over Valmaddas home, I dropped the
The gryphon screamed in confusion and despair. This sword hed given me, deeply hoping it might break some-
was the scream of an eagle trapped. Or falling from battle, thing he treasured.
broken, knowing its wings will not save it.
I abandoned the effort to draw my sword. My back
straightened. My right arm rose gently. The crowd watch-
ing grew tense.
I opened my throat as I offered my palm. I spread my
arms and called in the tones of a mother eagle comforting
her frightened nestlings.
The gryphon screamed again.
I called to it again.
It cocked its head and cawed questioningly.
I cried out. The volume was painful to my human
throat. I screamed mothers comfort, catching at my
opponents heart, calming its terror.
Cooing, the gryphon bent its neck and pecked at the
ground. I moved toward it, shrieking a promise that we
would find food. That there was some nearby.
It raised its head and looked at me. I slowly moved
toward it, screeching compassion the while.
DRAGON 57
This months column picks up the proc-
ess of cleaning, tooling, and painting min-
iatures started in DRAGON issue #138.
After selecting the area in which you wish
to work on miniatures and preparing it for
use (see issue #140), you are ready to go to
the next steps: gathering tools and prepar-
ing the model or figure for painting.
Tools come in a variety of different
shapes and types, each having its own
unique use. This seems like a basic state-
ment, but its true import isnt apparent
until you find that you dont have the tool
you need and you attempt to improvise.
Depending on your wisdom and dexterity,
you may get away with doing things
wrong, but all too often you end up ruin-
ing your miniature.
Lets go through a list of tools and dis-
cuss prices so you can budget your pur-
chases. The following list is arranged in
order of the importance of the tools need-
ed for miniatures work.
Wood or other thick working surface:
This is by far the most important of any of
the tools you will need for doing minia-
tures. Wherever you work, there are
bound to be occasional accidents. A sepa-
rate workspace saves you from ruining a
valuable piece of furniture (such as a desk
or table) and incurring the wrath of a
parent or spouse.
A good recommendation is to use a piece
of wood about -1 thick by 12 wide
by 18 long. Find wood with one smoothly
sanded side, or you may wind up getting
splinters every time you work. On the
rough side of the wood, apply a layer of
felt or some other thick cloth, using white
glue to hold the piece securely. Dont satu-
rate the cloth with the glue, as it will make
the cloth surface hard. Let the wood piece

Through the
dry for 48 hours before using it. The felt
will prevent the work board from scratch-
ing tables. If you have access to a router,
you can put several small indentations
about wide by 7 long on the far right
or left edge of the board (depending on
whether you are right or left handed) and
at the boards top for holding tools while
you work.
This board should cost well under $10 to

Looking
make and will save hours of trouble. Scrap
wood can be purchased cheaply from
lumber yards, and felt or heavy cloth is
available from most fabric shops.
Knives or knife set: Knives are the most

Glass
versatile tool in the miniatures inventory,
especially for the enthusiast working on a
tight budget. Proper care and handling of
a knife allows you to remove a miniature
from its molding sprue (the metal extrud-
ing from the miniature which is invariably
left by the molding process) and trim light
flash (mold overflow) from the small holes
A good workman and angles on a figure. Having a variety of
shaped blades allows you to modify fig
ures by making cuts in crucial places.
never blames his tools These modifications might include taking a
small notch from the inside of an elbow or
knee, to allow you to bend a miniatures
limb. Knives are also used to widen the
1989 by Robert Bigelow slots in plastic bases so that figures using
60 MARCH 1989
them may stand more firmly. You can even even hairstyles in some cases). As you can $40 but give you the range needed to fit
use the tip of a #11 blade to make very see, files are very valuable tools to own. any of your modeling needs.
small holes in a figure. Clipper or side-cutting pliers: Although The major virtue required with these
When working with knives, it is impor- this tool has limited usage, it can save you bits is patience. If you attempt to drill too
tant to remember several things. First, from cuts, bruises, and hours spent using quickly or if you flex the bit while drilling,
always use a knife that feels comfortable a file. Clippers are primarily used to sepa- there is a good chance you will break the
in your hand. In most cases, a trip to the rate figures from the molding sprue. For bit. Doing the job slowly not only saves
hobby shop will enable you to find a knife example, clippers are particularly handy wear and tear on the bits, but enhances
that fits well. You should never, for any in working with Games Workshops Space your chance of doing the job correctly.
reason, cut toward a part of your body Marines figures, in which each of the Magnifiers: Many modelers argue that
(either your trunk, your hand, or what- component parts is held by a molding magnifiers are a waste of time and money,
ever); knives can slip. Always cover your sprue. By placing a pair of side-cutting as objects on a normal figure can be seen
knives when they are not in use, and put pliers next to the part to be separated, a easily. Today, however, miniatures com-
them away when you are through using modeler can gently remove it, thereby panies are in serious competition to pro-
them. Pets, brothers, sisters, parents, or leaving a small nub which can be cleared duce figures with large amounts of
spouses can cut themselves easily on up by using a file or knife. These small obvious and not-so-obvious detail. The
uncovered knives. Even those of us who pliers range in price from $7 to $11 at careful painting of these exquisite details
should know better sometimes need to hobby stores, but they may be purchased is what makes the difference between a
remind ourselves of this. Make cuts or at many hardware stores for less. Be sure good model and a showpiece.
remove metal in small, even strokes; dont to test the set at hardware stores; make Magnifiers allow you to clearly see even
slash. If an action with a knife is difficult sure the clipper works smoothly, and be the smallest detail, thereby allowing you to
to perform, then dont do it! If such an sure the cutting edge is made of hard paint around that detail or highlight it as
action is that difficult, its probably the metal and isnt just plated. desired. Magnifiers can enlarge an image
wrong thing to do in the first place. Pin vise or drill-chuck adaptor and bits: by up to four times its normal size and let
As a shopper and a store owner, I can This handy tool set has one important you see places that youve missed. Most of
tell you that knives are often cheaper in purpose in life: It makes holes. Holes play all, using a magnifier saves wear and tear
sets. Individual handles run from $4 to a part in constructing larger models such on your eyes and helps prevent headaches
$12 each, and sets usually run from $7 to as dragons and giants. In these cases, a due to squinting or concentrating on very
$50, but sets usually include more than small hole can be drilled in each half of a small objects.
one handle and blade. At least try to get a divided miniature, and the two halves can Magnifiers come in many forms, includ-
#2 handle and #11 blades. then be connected by a small piece of ing those that can be worn on your head
File sets: Although file sets rate high in heavy wire stock or a very small nail. This or over your glasses. Magnifying lenses
degree of importance, they are also some provides added strength to the bond and come with self-standing platforms or small
of the most expensive tools on any list. frequently makes the difference between lights that can be held in-your hand. One
When you purchase a file set, make sure it a display model and a figure used only for of the most useful magnifiers is a position-
is a set of needle or small hobby files. gaming. The extra rods so used strengthen al magnifying glass with one or two mov-
Some hardware stores will try to sell you droopy wings and necks, and act as sup able clamps (alligator clips). These clamps
full-sized files; these only hinder rather port to allow movement and handling. hold the figure steady, leaving your hands
than help you. Swiss needle files usually Drills can be used with files on character free to work on the miniature. There are
come in sets of three or more, and they hands or fists to allow weapon changes to no safety concerns with magnifiers, except
include a flat file (flat on both sides), a fit a store-bought character. For example, for an awareness of the possibility of
half-round file, and either a round or a to change a figures handheld weapon breaking the glass.
triangular file. These files come with or from a sword to a bow, cut off the weap- Miniatures holders or clamps: Fingers
without handles, but I recommend that on at the top and bottom of the fist, using have a habit of getting in the way when
you purchase the handle, as the file ends side-cutting pliers. Use the twist drill to working with miniatures. When you least
tend to be sharp and rough on the hands. carefully drill out the previous weapons expect it, fingers slip or brush against wet
Always tell the clerk at the store that you remains until you have a small hole drilled paint and damage the work youve done.
are purchasing sets to use with metal. completely through the fist. Use a small Much of this potential damage can be
Some hobby files are meant to be used on round file to clean out the hole, leaving avoided by using a clamp or hemostat.
wood only; these quickly become useless enough metal for suitable detail on the These aids allow you to hold objects with
when used on lead. hand. Insert the new weapon, glue it in steady pressure and to control movement
Once again, care should be taken when place, and let it dry. without handling the miniature. These
using a file. Files usually work on the If you are starting out, it may be best to clamps may be purchased at your local
outward cut only (check with your hobby just get the pin vise or the drill-chuck hobby or surgical supply store.
store to see which way specific files work). adaptor. The minidrills are nice, but until By far, the best miniature holder is the
Running a file back and forth will dull the you know more about what you are doing, Extra-Hands. This holder may be adjusted
file unless it is designed to be used in both you can ruin a model quickly with them. while you work but still provides a solid,
directions. Files usually have sharp ends, Pin vises are slower, but they allow more steady surface. The holder sits on the
so all work should be made in motions exactness in handling and dont break drill table, allowing you to move about and
away from the body. Rules for covering bits frequently. Besides, at between $4 and thereby eliminating many problems due to
and storing knives apply here as well. One $8, pin vises are much cheaper than drills, shaky hands. When used with the magnifi-
should always have a stiff piece of scrap which cost from $8 to $20. ers and a small brush, this tool allows you
cloth or a file cleaner to clean metal filings Drill bits are sized by number, with the to paint the tiniest of details.
off the file after each use. larger numbers indicating smaller bits. As you can see, tools play an important
Files perform many of the functions that Generally, bit sets come in groups of 9 to part in working with miniatures. As each
the knife does; most often, a file is the tool 20 per package, all in different sizes. of us strives to produce the perfect paint
of choice in place of the knife. You can Replacement bits are available on a single- job; it becomes common sense to use all
neatly flatten or remove detail without the size basis. My recommendation is to pick the resources available. If you have ques-
worry-of incorrectly cutting the miniature up a drill-stand set, which has a marked tions on how to do things or on what tools
or yourself, flash can be removed quickly holder and 20 bits in the .61 to .80 range, to use, talk to your local hobby-store own-
but carefully, and expert modelers can use then purchase another set in the .45 to .60 er. In most cases, he will take the time to
a file to change facial expressions (and range. These two sets will run from $36 to help you make the right choices.

DRAGON 61
provide the same sense of awe and plea-
sure. The leathery wings of this model
measure 5 from shoulder joint to wing
tip, and the body is about 8 from the
nose to the tail (which is one of the sepa-
rate parts). Scale detail is excellent, with
spinal ridges just jagged enough to be
believable. There is a single saddle on the
dragon, with a hole drilled to accommo-
date the riders lance. The riders detail is
consistent and blends in perfectly.
Assembly for this miniature is well
described in simple, easy-to-understand
picture instructions. Detailed written
instructions are on the reverse side of the
page, along with recommended and
required tools for assembly.
The keys to finishing this model are
practice and a close and careful adherence
to the directions. Failure to cut the pegs as
instructed will give your model a disjoint-
ed and sloppy appearance. You must take
your time with this figure. Each assembly
step should be completely dry before you
go on to the next step. I attempted, after
trimming the parts, to assemble the
dragon quickly for a photo session. The
figure fell apart even after using glue
which normally works well under these
conditions. This is not a design fault, but
rather one of weight applied across small
surface areas at the connecting points.
These small surfaces are necessary, how-
ever, for the miniature to maintain its
proper proportions.
The only problem I can find with this
miniature concerns Ral Parthas instruc-
tions to assemble it as a flying model. The
second time I assembled the model, I took
my time and followed the directions to a T.
The dragon remained airborne overnight.
When I returned to reopen my store,
however, the wire used to suspend the
model had broken and the dragon had
fallen. To allow for the weight of this
model, I recommend drilling the hole for
the wire slightly bigger and deeper, and I
suggest using a thick wire.
I highly recommend this miniature. Ral
Partha has once again lived up to its repu-
tation for quality miniatures and has pre-
sented an excellent example of its high
standards. It also deserves a hearty well
One of the most popular and widely done for including the free quick-painting
Reviews read fantasy series is the DRAGONLANCE primer for those people who havent paint-
series. Its success and the interest of its ed before. This figure is $15.
Miniature-figure ratings readers led to a huge following for the
modules and assorted accessories, as peo- Chessex
* Poor ple attempted to bring their characters 541 Washington Avenue 16A
** Below average into the world of Krynn and recreate the 3rd Floor
*** Average roles of the heroes. The books, the atlas, Phoenixville PA 19460
**** Above average and the heroic figures are all available, but
***** Excellent something has always been missing the Large Figure Cases ***
bad guys. 2580, Regular Figure Cut-Outs
Enter the first of the DRAGONLANCE 2581, Large Figure Cut-Outs
Ral Partha Enterprises, Inc. sagas bad guys. The Red Dragon of Krynn Are figures staring at you from every
5938 Carthage Court is an awesomely detailed dragon. The box flat surface? Do you damage half the fig-
Cincinnati OH 45212 art primes you for the model; on the cov- ures you bring to use in a game? If youre
er, the dragon swoops down in attack like most gamers, youve tried everything
Red Dragon of Krynn **** mode with its rider using a deadly lance. from a jumble of boxes to multidrawer
Ral Partha 10-500 When you open the box, the materials cabinets to haul your hallowed lead. These

62 MARCH 1989
large figure cases are presented as an surrounding wall. The construction is color. Hex-shaped pieces are 12 13
alternative. molded to show a brick or formed-stone wide, while the smaller pieces vary greatly
These large figure cases from Chessex wall with a stucco or mud covering. to accommodate different designs.
measure 17 long 7 wide 2 Cracks are molded throughout the outer The material is made of lightweight
tall. They are made of polypropylene, a finish to simulate that broken covering styrofoam and is available in either green
hard, impact-resistant plastic with a fair giving way to aged brick. The covering or desert finishes. The finish on the grass
amount of flexibility. The case is made of also shows the swirls and finishes that pieces looks like Woodland Scenics grass,
simulated leather or vinyl with a sough would be present from applying the cover- but uses a good adhesive that makes the
finish that makes it easy to hold. There is a ing to the surface. grass finish difficult to rub off. Roads are
flat surface on the lid especially made for Entry to the outpost is through a molded textured in appearance and vary from
labels. door (unfortunately closed). The door is piece to piece.
The box is hinged by two pieces of mold- high enough to allow a 25mm figure to Unfortunately, while this material is
ed flex-plastic that connect the lid to the enter, or a 25mm horse (provided it has no extremely light, it also does not wear well
box proper. This could be the one weak rider). There is a building to the right of with heavy usage. The Basic Set, which
spot in an otherwise good product, as I the gate, with outside stairs leading to the covers a 4 8 table, comes in three very
have seen these types of joints rip after roof (a fighting platform) or to a door bulky boxes. The material also stains per-
extended use. The case is held closed by a which leads to the watchtower that comes manently when exposed to fluid spills.
pair of latches with a built-in childproof with the kit. Even with these disadvantages, I still
hook that is almost adultproof as well, Constructing this piece is easy for almost recommend this product in the strongest
leaving you with the idea that you dont anyone. There is some mold flash, but terms possible. I have bought large
have to worry about the case opening on most of it can be easily removed with light amounts of it. Geo-Hex donated some of
its own. tools. The dowels that support the watch- this product for the miniatures gaming
Both cases have two levels of thick foam, tower roof came cut in my review version, demonstrations at the 1988 GEN CON/
with a thin level of foam to cover them. but they are uncut in both kits present in ORIGINS games fair, and I purchased
The cases differ only in the number and the shop. The picture instructions includ- more to expand the gaming area to 6
sizes of compartments (cut-outs) available. ed with the kit are simple to understand, 16. Starting with this month, you may
Case #2580 has room for 80 standard and the only complaint I have is that they also see it as a background for some of the
25mm figures, with spaces big enough in a dont specify the length of dowel used in review shots, with trees in scale so you
couple of spots to fit horses or mules. Case the roof support. To resolve this, carefully can compare the size relationships.
#2581 has 54 spots made to fit large fanta- measure all eight supports before you This is a product with good potential for
sy game monsters (giant-size and smaller) begin cutting. convention gaming. The terrain contrib-
or BATTLETECH game figures. There is I would hate to be assigned to this post, utes greatly to any game, and the finish
room in this case for all your figures. as there is little protection (except in the lends a professional look. The price range
Although I highly recommend these tower) and the walls are, in scale, only is $34 and up.
figure cases, I have a couple of suggestions 8 + tall. Some friends and I have made
which may make using them even easier. alterations to this outpost so it can be used TAG Industries
If you live in a cold climate and you leave as either a 15mm or 25mm structure. 316 Main Street
one of these cases outside overnight (guess I recommend buying this structure; I Castalia OH 44824
who did), let the case warm up before you think youll have fun with it in games of
try to open it, or else you will crack the almost any type or era. Greenfield Garri- Children of the Nile
case. Another suggestion is to keep the sonss Walled Outpost has great potential. NL 109, Sphinxes with Serpent and
square foam pieces that come out of the This kit is $15. Human Head ***
figure spaces. By cutting these pieces, you NL 114, Egyptian Gods: Ra and Bast ****
can mold them around your figures and Geo-Hex TAG Industries has released another
give the figures better support, thus pro- 528 NE Hancock Street series of miniatures based on a particular
tecting swords, wings, etc. One more thing Portland OR 97222 historical culture. This section covers
you can do is to glue the foam piece with Egyptian mythology and includes the gods
the cut-outs to the thin piece of foam Geo-Hex Terrain **** held sacred by the Children of the Nile.
below it. This prevents figures from slid- Basic, Small Hill, and Large Hill Sets The two packs used in this review are
ing to one end of the case if the case tips The terrain and land features of an area representative of the different types of
over. These cases list for $20. are a vital part of fantasy and historical characters available to the miniature
games Caves, trees, streams, roads, and so enthusiast. The Egyptian gods are cast in
Greenfield Garrisons forth are difficult to visualize in your action poses and are accoutered with the
2814 Inman mind, but most gamers are reluctant to symbols and dress of that place and era.
Ferndale MI 48220 use or build the props needed to illustrate The fierce scowl and open beak of TAG
these important points. In the past, it has Industriess hawk-headed Ra corresponds
GG 2435 Walled Outpost **** been necessary to spend large amounts of to most interpretations of this unrelenting
Greenfield Garrisonss latest introduction time, money, and patience to build scenery and unforgiving Egyptian deity. Similarly,
to the hobby audience is its new 25mm to bring an area to life, but many gamers Bast is cast with the head of a cat, which
Walled Outpost. This outpost can be used never use the same scenery again. Specific signifies the religious belief that felines
in either a fantasy or a historical setting as confrontations often require a one-use- were sacred; the rest of her body is
a road guardpost, frontier station, or a only board that is frequently thrown away humanoid. Sphinxes of ancient Egypt were
convenient place to gather a party. or played on again and again until no one portrayed as having different combina-
The model is made of the same light- can stand it any more. tions of bodies and heads, and this pack
weight, injection-molded foam material as Now comes Geo-Hex. Geo-Hex Terrain is contains two frequently mentioned types.
Greenfield Garrisons large castle reviewed a variable scenery system designed to The body detail on the sphinxes is a bit
in issue #140, pages 68-70. This material allow the average player to model almost plain, but it depicts the lines and graceful-
deserves further mention because you can any battlefield or area they wish. Pieces ness accurately. The scales on the cobra
paint it with regular water-based or oil- available range from sheer cliff sides to head are sharp, as is the overall head
based paints without having the material gently sloping terrain., Each piece is two- detail (though it is slightly exaggerated).
dissolve, as does styrofoam. The outpost sided; one side has either a 1 - or 2 -wide The details on both sphinxes give the
measures 6 6 1 tall at the road, and the other side has unbroken impression of muscular activity and great
64 MARCH 1989
strength.
The detail on the clothing of the gods is
also very good. Unlike the Norse gods
described in issue #140s column, these
gods wear beautiful and intricately
designed clothes and gowns, ornamented
with jewelry and breastplates. Likewise,
their hair is worn in a fashion specific to
that era. These figures show those details
well, though not as well as I would like.
Another contributing factor to the high
recommendation given to this series is the
number of items available in the line. With
some doubling of packs and a few modifi-
cations to figures (such as guards and
merchants), you could fill an entire cam-
paign or have figures to play the AD&D
games Desert of Desolation modules (I3-5).
You can even use a chariot, as one is avail-
able with this line.
Open your frontiers and play off-
country campaigns. This is one of those
figure series that is made to encourage
campaign use. Prices for these figures are
$2.50 and up.
TAG Industries Children of the Nile: Two of many gods.
Games Workshop U.S.
1220 Key Highway
Baltimore MD 21230

Games Workshop U.K.


Chewton Street
Eastwood, Nottingham
United Kingdom, NG16 3HY

Realms of Chaos ****


GWS 3201, Warriors of Chaos
GWS 3203, Champions of Chaos
Games Workshop increases its line of
evil characters for both the WARHAM-
MER and WARHAMMER 40,000 games
with the release of its new Realms of
Chaos figures. These figures are meant to
be used with its new book, Realms of
Chaos, but the figures make tempting
targets even without the book statistics.
The samples for review were split
between figures suitable for WAR-
HAMMER Fantasy and those for WAR-
HAMMER 40,000 games. Pack 3201 is
basically a WARHAMMER 40,000 pack
with what looks like two cyborgs and a
gentleman in space armor carrying a very
large blaster. Both cyborgs have chainsaws
either built into or held by their left
hands. Both carry blasters, but it is here
Games Workshops Warriors of Chaos: Born to be bad.
that the similarity ends. One cyborg wears
only half a suit of armor and shows obvi-
ous signs of grafting. The other cyborg
appears to wear full armor and has leering detail as the other figures, but they have a have either a goats head, a bare skull, or
skulls on its shoulders. All three figures in bit more flash. The figures did have to be Skaven (rat-man) appearance. Carefully go
this pack have good to excellent detail and trimmed (particularly in the bent parts of through the packs and find fighters not
a minimum of flash. All three look believ- the arms) before they could be primed. resembling demons if you wish to avoid
able as space nasties. This might have been a prerelease batch, problems with relatives who might object
In Pack 3202, Champions of Chaos, the as the other group of Realms of Chaos to them.
figures are armed with a wide variety of figures at my store exhibit none of these In all, these are well-detailed sets, and
medieval and primitive weapons. These problems. the figures are of the highest quality. If my
five troops bear strong resemblances to My only worry about the last group of reservations regarding the appearance of
well-known nasties. The variety of weap- figures is their resemblance to demons in these figures do not bother you, then
ons they hold stretch from a mace to a their classic, pictured sense. The five enjoy them. Prices for Realms of Chaos
near scimitar. This gang has the same good figures have cloven hooves, and several figures range from $3.50 to $5.95.

DRAGON 65
any attacks aimed at her arms. Mink is
immune to the nauseating effects of her
Mink-Stink.

SKILLS: Mink is a peerless cat-burglar. She


by David Edward Martin
has Amazing criminal skills, as well as Excel-
lent acrobatic, acting, and disguise skills. She
has a Remarkable knowledge of gemology
and can accurately appraise the value of any
gem or jewelry. She has an Excellent knowl-

The
edge of chemistry, a skill she uses to modify
her chemical weaponry.

Marvel -Phile
HISTORY: Mink was one of Nighthawks
oldest and most glamorous adversaries.
Originally a spoiled rich girl, she was an
heiress who turned to crime because she
craved excitement. Crime also fueled her
considerable ego; she felt naturally superi-
or to those she so easily preyed upon.
Mink was primarily a jewel thief and cat
Back from Earth-S: the Redeemers (Part 2) burglar. Although her claws give her dead-
ly combat skills, she preferred not to kill
but rather to maim (after all, how can a
dead man remember the Mink defeated
This month, we return to Earth-S (which him?). She maintains her preference for
we last visited in issue #141) and examine the finer things in life, especially jewelry,
and still mingles with the well-to-do. She
three other members of the supergroup that can often be found in expensive restau-
fought the Squadron Supreme for the fate of rants and haunts of the very rich, which
their world These three freedom-fighters remind her of her past (she was also able
to scout out targets for future heists).
had less-than-heroic beginnings, however, and When the Squadron Supreme announced
were once troublesome villains in their own its Utopia Program, Mink realized her proba-
right. Once the Squadron Supreme began its ble fate was eventual capture and repro-
program of brainwashing criminals, these gramming by the Behavior Modification
Machine. She joined forces with two other
three fled to an alternate Earth the Marvel longtime foes of Nighthawk (Remnant and
Universe Earth but were soon recruited by Pinball), then sought out Master Menace (see
the leader of the Redeemers, Nighthawk, in The Marvel-Phile, issue #141). They were
sent to the Marvel Earth where, coinciden-
the coming battle against Nighthawks former tally, Nighthawk had come seeking help.
allies in the Squadron. Fight they did but After a brief battle for old-times sake, Mink
only two of the three survived. agreed to join Nighthawk. During the six
months she worked alongside Nighthawk,
her attitude toward him changed. She felt
real and felt that she was finally accom-
Claws: Mink originally wore large metallic plishing something meaningful. Then, too,
MINK bracelets on each wrist. When she jerked even when they were foes, Mink was physi-
Real name unrevealed her hand downward in a specific manner, cally attracted to Nighthawk. By the time of
three large steel claws (Remarkable mate- the Redeemers battle with the Squadron
F EX (20) Health: 66 rial strength; Excellent edged damage) Supreme, they were well on the way to
A RM (30) popped out. The claws retracted with a becoming lovers. But during the final battle
S TY (6) Karma: 36 different hand movement. The bracelets with the Squadron Supreme, Foxfire killed
E GD (10) were later incorporated directly into her Nighthawk. Enraged over his death, Mink
R GD (10) Resources: GD (10) Mink-Stink cannisters. broke her normal aversion to killing and
I EX (20) gored Foxfire, who died shortly thereafter.
P TY (6) Popularity: 2 Mink-Stink: Cannisters around Minks
forearms contain a nauseating perfume of FUTURE ADVENTURES: Minks future
POWERS: None. Excellent potency. When she jerks her actions are unclear. Because of Night-
hand upward in a specific manner, the gas hawks effect on her, it is unlikely she
EQUIPMENT: Minks normal costume jets out over two areas to form an ochre would return to her previous lifestyle as
consists of calf-high boots, a leotard, and a cloud. Victims within this zone must make an elegant burglar. She may adopt a crime-
mink tunic. The tunic is slightly padded to an Endurance FEAT or suffer incapacitat- fighting life in Nighthawks memory. Quite
give her Poor protection from physical ing nausea. A successful FEAT enables the possibly she might combine the two paths
attacks. The tunic also gives her torso victim to fight at - 1CS. The ochre color and become an apparent outlaw secretly
Poor protection from the cold, but her temporarily blinds a victim for two turns working on the side of the law.
bare legs and low-cut costume otherwise (Fighting reduced by - 3CS). The cannis- During her brief foray on Marvel Earth,
negate this protection. ters provide Excellent protection against she encountered Captain America (Steve

66 MARCH 1989
Rogers) and felt she could trust him. She resembled an incredibly obese man with failed an Agility FEAT.
also thought he was attractive. If Mink stumpy arms and legs. He was normally While inflated, his suit provided him
should travel to Marvel Earth, she may able to move at a slow waddling speed and with Good protection against physical
seek out whoever wears the Captain had Good Body Armor at this point. Full attacks. Special padding could deflect
America uniform. Should Steve Rogers inflation took five seconds; in this form, normal police ammunition. He could sur-
discover her presence, he may come look- his arms and legs withdrew completely vive falls of up to five stories by bouncing.
ing for her, if for no other reason than to into the sphere, his head was locked in Subsequent rebounds each decreased his
find out what happened duping the crisis place, and he gained full use of the suits speed by 5 MPH. Unfortunately, Pinball
on Earth-S. abilities. Deflation occurred automatically could not control the direction of these
if the suit was punctured. He could volun- rebounds and he was in danger of receiv-
tarily vent the suit completely in 10 ing a head injury unless he could make a
PINBALL rounds. Capsules stored within the suit Yellow Agility FEAT with each bounce. His
Real name unrevealed provided the volatile, nonflammable gas suit would bounce 1-6 times per story
for inflation; Pinballs suit had room for six fallen, with one bounce per turn, even
F TY (6) Health: 32 capsules. A pocket held a patch kit to after his speed was reduced to zero.
A GD (10) repair punctures or leaks. Repairs took 10
S TY (6) Karma: 56 minutes for each leak. SKILLS: Pinball was naturally resistant to
E GD (10) Within the fully inflated sphere, Pinball vertigo and dizziness. He had Good Reason
R EX (20) Resources: PR (4) was able to shift his weight enough to in the field of inflation devices and had
I TY (6) rotate the sphere and travel at Poor speed Excellent acrobatic skills, although these
P RM (30) Popularity: 0 (30 MPH). He accelerated at 2 MPH per talents applied only to his control of his
turn. Steering was difficult at best; he inflatable suit.
POWERS: None. could shift only 10o per turn. Rebounding
against an immovable object automatically HISTORY: Pinball was one of Nighthawks
EQUIPMENT changed his direction. A Green Agility more bizarre foes. He was an obese man
FEAT enabled him to choose a specific who was frequently mocked because of
Inflatable suit: By pulling a neck cord, direction; otherwise he simply vectored his ball-like body (We dont want you to
Pinball could inflate his suit to become a off in an uncontrolled flight. When rolling play, we just wanna use you for a ball!).
human pinball 7 in diameter. Partial infla- against a human target, Pinball did Excel- An inspired bit of inflatable engineering
tion took two seconds; in this form, he lent stunning damage to anyone who gave him the means to avenge himself

DRAGON 67
against society (No more will I be mocked mands (see Powers). It is not known how hawks offer to join the Redeemers;
as a rubber ball. Instead, I shall wreak wide a variety of effects Remnant can gain besides, he didnt really have any other
terror as . . . THE PINBALL!). Unfortu- with his cloth, but he is extremely ingen- option. Remnant was a valuable member
nately, Pinball was still a jerk whose career ious. Past examples of his special cloth of the Redeemers, especially when provid-
was limited by his single gimmick. He was include: ing resources like transportation and
rejected by the Institute of Evil and was in * Flying carpets These are various costumes (Redstones suit, for example, is
near-retirement when the Squadron rugs able to carry different passenger made from magical fabric).
Supreme took over Earth-S. Pinball sought loads. A one-passenger rug flies at Poor Note that Remnant has a preference for
out his only friend, Remnant, another of airspeed (60 MPH). Two- to four-passenger places and targets whose names or
Nighthawks foes. When Nighthawk rugs travel at Feeble airspeed (30 MPH). natures are somehow related to cloth. For
recruited Remnant for the Redeemers, Larger rugs travel at proportionally slow- example: The Magic Carpet disco might be
Pinball went along because he knew he er speeds. The rugs are controlled by his hangout; a rare Persian rug possible
was no match for the Squadron. Remnants mental commands. booty; or banker Steven Tweed a kidnap
During the final battle with the Squad- * Concussion grenades These are victim.
ron Supreme, Pinball was knocked out by napkin-size swatches thrown a maximum
the Whizzer. The blow also inflated his of one area. They do Good stunning dam- FUTURE ADVENTURES: Remnants
suit. When Blue Eagles wings were ren- age to everyone within a 10 radius (or future plans could go in any direction.
dered powerless by Lamprey, Blue Eagle within one area). With the disbanding of the Squadron
spotted Pinball and thought that the inflat- * Incendiaries These are napkin-size Supreme, he could reenter his moderately
able suit might cushion his fall. He was swatches thrown up to one area and doing criminal lifestyle. On the other hand, his
wrong. The crash proved fatal to both Good fire damage. disgust at the more violent super villains
characters; Pinball died without regaining * Bindings Each binding is a 20 strip like Lamprey might well turn him toward
consciousness. of cloth that ensnares a target with Excel- superheroics of his own unique style. In
lent Strength. such a case, he might possibly ally himself
FUTURE ADVENTURES: Pinball is d-e-a-d * Cages These are nonflying rugs that with Mink. Like Mink, Remnant met Cap-
and is thus unlikely to have any more adven- can surround 1-4 victims in a bundle of tain America (Rogers) during his brief
tures, unless someone is tacky enough to Excellent material strength. sojourn on Marvel Earth. If seeking help,
make him into a zombie. Pinball was proba- * Punchers These are napkin-size he would look for whomever was in the
bly buried in his costume, but other copies swatches thrown up to one area. Each Captain America uniform.
of the suit may exist. As Pinballs only friend, does the equivalent of an Excellent blow to
Remnant may know of such duplicates a single target. Marvel, Marvel Universe, Marvel Super Heroes, and all Marvel
character names and likenesses are trademarks of Marvel
locations. Duplicates may be hidden in the * Whips These are 6 strips that are Entertainment Group, Inc.
Redeemers lair as well. Should a duplicate used like normal whips. They strike for 1989 Marvel Entertainment Group, Inc. All Rights Reserved.
inflatable suit be found, a new adventurer Poor damage. If they strike a target, an
may take on the fearsome identity of . . . Agility FEAT twists them around the target
the Pinball! for one turn. This permits Remnant to pull
people over to him, yank weapons from
opponents, and so on. If you decide
REMNANT Players may create additional cloth to write to us
Real name unrevealed weapons by means of Power Stunts. at DRAGON
Magazine,
F TY (6) Health: 24 Bottomless pocket: This is a pocket dimen- please label
A TY (6) sion sewn into the left leg of Remnants the outside of
S TY (6) Karma: 36 costume. The exact size of the pocket is
E TY (6) unknown. Remnant can store his supply of your envelope
to show what
R GD (10) Resources: TY (6) magic fabric here, as well as previously
I TY (6) sewn items and more mundane materials. your letter contains a letter
P EX (20) Popularity: 0 Searching the pocket and removing the to the editor, Forum sub-
desired item takes 1-4 turns. The bottom- mission, request for guide-
POWERS: Remnant has no obvious natu- less pocket may in some way be similar to lines, gaming article, short
ral powers, but he may have unconscious Shamans medicine pouch. If so, turning story, artwork, cartoons, or
magical or super powers. If magical, con- his pocket inside-out may have disastrous subscription problem. This
sider his powers to be forms of Enchant- consequences. ensures that the letter you
ment specifically oriented toward
send gets to the right person.
manipulating cloth. If treated as super HISTORY: Remnant was a longtime foe of In the United States or Cana-
powers, consider them forms of Matter Nighthawk. He is an eccentric man with a
Control and Power Creation, again specifi- bizarre appearance, and considers himself da, write to: DRAGON Maga-
cally directed toward manipulating his an amiable, society-mocking lunatic. He zine, P.O. Box 111, Lake
special cloth. disliked the newer, more savage super vil- Geneva WI 53147, U.S.A. In
lains of the now-disbanded Institute of Evil Europe, write to: DRAGON
EQUIPMENT and prefers the company of established, Magazine, TSR Ltd, 120
gentler villains like Pinball and Mink. How Church End, Cherry Hinton,
Magical fabric: This multipurpose fabric is he came by his magic cloth and bottomless Cambridge CB1, 3LB, United
the key to Remnants powers. It is a pocket remains a mystery; they may be Kingdom.
maroon cloth of possibly infinite supply. magical or scientific in nature. Regardless,
The fabric has the potential to develop one Remnant used his tools to maintain a profit- DRAGON is a trademark of TSR, Inc.
of a variety of powers. By choosing a able, albeit illegal, lifestyle. 1989 TSR, Inc. All Rights Reserved.
length of fabric, then cutting and sewing it Remnant was bright enough to realize
into shape, Remnant can cause that piece that society was turning against him in a
to have a specific power. Evidently the very serious way when the Utopia Pro-
cloth responds to Remnants mental com- gram began. He almost welcomed Night-

68 MARCH 1989
GREYHAWK Adventures mon languages, calendars, political divi- arrives later this year.
AD&D hardcover rule book sions, and geographical features. In addi- As a sourcebook which further elabo-
TSR, Inc. $15.00 tion, it contained essays on the major rates on an existing world, GREYHAWK
Design: James M. Ward religions and details on the worshipers Adventures is a collection of independent
Additional design: Daniel Salas, Skip Wil- and clerics of the deities, a detailed sections with little in the way of crossover
liams, Nigel D. Findley, Thomas Kane, weather-generation system, and informa- between each one. The writing style
Stephen Innis, Len Carpenter, and Eric tion on racial characteristics, economics, reflects the large number of contributors
Oppen encounter tables, adventure outlines, and involved, with the tone varying from lively
Editing and coordination: Warren Spector some very powerful NPCs. Some of this and evocative to dry and rules-orientated,
Editing: Anne Browne, Karen Boomgar- information had originally appeared in the with the emphasis on mechanics.
den, Steve Winter, Mike Breault, Scott pages of DRAGON Magazine, but now it While it is aimed primarily at WORLD
Haring, and Jon Pickens was all in one place. OF GREYHAWK setting fans, players of
Special developmental work: Jon Pickens The lands of Greyhawk had finally AD&D game campaigns set in other
Cover illustration: Jeff Easley arrived. Yet instead of becoming the set- worlds will find much to interest them in
ting for all AD&D adventures and supple- GREYHAWK Adventures. New spells, magi-
To place GREYHAWK Adventures in ments published by TSR, the WORLD OF cal items, and monsters are all usable in
perspective, a quick look at the history of GREYHAWK setting became reserved for other campaign settings. The descriptions
the WORLD OF GREYHAWK fantasy the personal use of Gary Gygax a situa- of NPCs and of Greyhawks deities and
setting is in order. The WORLD OF tion which led to only sporadic releases of clerics can easily act as templates for
GREYHAWK setting had already been in modules in the WG series. Gamers were similar deities and characters in other
existence for quite a few years before it promised lots of things; a supplement on campaigns. The adventures and the sec-
first saw publication in 1980. As the house the City of Greyhawk was one of them, tion on zero-level characters are fairly
campaign setting developed by Gary Gygax but six years later it still hasnt appeared. universal.
(the designer of the AD&D game), it was Who knows? With the departure of Gary Less likely to be of interest to non-
the place where many of the rules for the Gygax from TSR, this long-awaited city Greyhawk campaign players are the essays
AD&D game were first conceived and put may yet see the light of day. [It is sched- describing the geography of Oerth, but
into practice. Snippets of this setting had uled for release this July as a boxed set.] here again these can serve as a source of
already appeared in such classic adven- While the WORLD OF GREYHAWK set- inspiration. GREYHAWK Adventures has
tures as the G1-3 Giants series, the D1-3 ting languished, TSRs adventure modules something in it for everyone, but its wide
Drow series, and Q1 Queen of the became generic for a time. The UK, N, and diversity of topics tends to dilute its over-
Demonweb Pits module. These brief I series of modules contained sufficient all impact and usefulness.
insights made the setting an eagerly await- background to run the adventures but Deities and clerics: The religions of
ed addition to the AD&D game. Yet when lacked cohesive world settings. The suc- the WORLD OF GREYHAWK setting were
it finally arrived, the first edition of the cess of the DRAGONLANCE series of one of the second editions greatest
WORLD OF GREYHAWK set was disap- modules and books also pushed aside the strengths, and in GREYHAWK Adventures
pointing. Consisting of a 32-page booklet, WORLD OF GREYHAWK setting as TSR they receive further useful elaboration.
two large color maps, and a folder depic- concentrated on expanding and defining We are first introduced to the concept of
ting the coats-of-arms of the major states, the world of Krynn. But all was not quiet avatars low-powered physical manifes-
this edition was a little thin (there is only on the Greyhawk front. In 1985, six years tations of the various deities. These super-
so much information you can cram into a after the release of T1 The Village of Homm- natural beings can be encountered
32-page booklet, particularly when cover- let, the epic module T1-4 The Temple of wandering in such places as the streets of
ing such a large area). Elemental Evil was published. In 1986, this the City of Greyhawk. After a run-in with
Make no mistake, the WORLD OF was followed by two revised-format collec- an avatar, any hack-and-slash party is sure
GREYHAWK setting is big. The land mass tions of earlier WORLD OF GREYHAWK to think twice before attacking a lone NPC;
covered in the first edition is less than a modules: A1-4 Scourge of the Slavelords that harmless old man may not be all he
quarter of the landmass of Oerth, the true and GDQ1-7 Queen of the Spiders. Togeth- appears. Each avatar receives a portion of
name of Greyhawks world. Rather than er, the T1-4, A1-4, and GDQ1-7 adventures a deitys power and is sent to the Prime
detailing the entire world, this setting formed an epic campaign which kept the Material plane to carry out the deitys
concentrates on the eastern part of the WORLD OF GREYHAWK alive and well. wishes. The descriptions of the avatars
continent of Oerik, but this is a large area The release of GREYHAWK novels, the forms vary from colorful to little more
in itself, containing approximately 60 first two written by Gary Gygax and the than notes on the avatars clothing and
states and a wide diversity of geographical rest by Rose Estes, further added to the weapons. This section is useful as far as it
conditions. With so much area to cover, it supply of Greyhawk material. The WORLD goes, but it would have benefited by
was no surprise that the product gave OF GREYHAWK setting is now experienc- describing the things that avatars do and
only the most basic descriptions of each ing a role-playing rebirth. providing motivations for why a particular
state. In fact, DMs were expected to elabo- WG7 Castle Greyhawk appeared in deity would send an avatar to Oerth in the
rate on these areas in order to make them January last year (see Short and sweet in first place.
an integral part of their own individual Role-playing Reviews, DRAGON issue The second edition of this setting made
campaigns. Also, numerous projects were #136) and, in response to requests from various special powers available to clerics
planned to add further depth and detail to Greyhawk fans, TSR has released depending on the deity worshiped. These
the setting but, for various reasons, many GREYHAWK Adventures. With the history powers helped to differentiate clerics and
of these projects never appeared. Instead, of this long-running campaign setting out gave them distinct flavors. Certain deities
1983 saw the publication of the second of the way, its time to examine even granted the use of edged weapons to
edition of the WORLD OF GREYHAWK set. GREYHAWK Adventures. their clerics, and the process of making
The second edition was much larger Presentation: GREYHAWK Adventures clerics more individualized is continued in
than the first and addressed itself to mak- is a 128-page hardcover book, the thir- GREYHAWK Adventures. Clerics are now
ing the WORLD OF GREYHAWK setting a teenth one to date for the AD&D game. As defined by their alignments, the color and
more detailed and vibrant place. Consis- GREYHAWK Adventures has been type of their robes and ceremonial gear,
ting of two large color maps and two designed to be compatible with the AD&D and by the extra experience points they
booklets with a combined page count of 2nd Edition game, it has the distinction of require (if any) for the use of special
128, the second edition included first- being the book most likely to survive powers granted by their deities. Details
edition material on Oerths history, com- when the new edition of the AD&D game are given on the types of weapons they

DRAGON 71
must use, including compulsory weapon this part of GREYHAWK Adventures. One they dont go even further.
proficiencies for 1st-level clerics. The hundred and six new spells drawn from Zero-level characters: Hey! Tired of
types of spells a cleric may employ (an the spell books of such notables as Bigby, high-level types running riot across your
optional rule in the AD&D 2nd Edition Mordenkainen, Nystul, Tenser, and Rary world? Then maybe you need zero-level
game) are indicated together with any are presented here. Youll find valuable characters! This system for fledgling char-
special powers or spells. Most of this infor- additions to each mages specialty: lots of acters allows PCs to grow into their
mation is readily accessible, but the rules new spells concerning hands, fists, and character-class roles and gives them spe-
on spheres are not very clear and will only digits from Bigby; new ways to improve cial abilities not normally associated with a
come to light when the AD&D 2nd Edition memory and spell-casting abilities from character class.
game arrives. Rary; and spells to enhance any fighters While the idea is appealing, I found the
While the descriptions do a good job of combat abilities, courtesy of Tenser. amount of record keeping and number
defining clerics in game terms, they are A fair bit of thought has gone into crunching off-putting. It is also not a sys-
very loose when it comes to detailing designing the magical items so that they tem that lends itself to gaming groups who
clerics religious beliefs. Personally, I are more than just a bunch of magical enjoy lots of combat. Zero-level adventures
would like to have seen more information effects contained in devices. Each one are more suited to role-playing encounters
on how clerics should conduct themselves comes with a background that neatly ties and problem-solving. For those willing to
in the pursuit of their deities aims and it into the campaign setting. DMs will find put up with the paperwork, zero-level PCs
more information detailing the myths and good material here for starting quests, and are certainly intriguing as they let players
legends associated with the deities. Never- each player will appreciate his PCs magi- have a greater influence on how their
theless, this section does a good job of cal items more if he knows where theyve characters turn out than is available using
differentiating clerics by providing them been and who killed whom to get them. A any random-generation method.
with individual powers. wand isnt just a wand; instead, PCs can Evaluation: GREYHAWK Adventures
Monsters: Fans of new monsters will lay their hands on such famous items as attempts to be many things to many peo-
find some useful critters here. Again, we the dark wand of the Sulhaut Mountains ple. Assuming this is its aim, it succeeds
get an insight into how the AD&D 2nd or the wand of the Suloise names to admirably, for everyone who looks at it
Edition game is likely to be presented. conjure with (ahem) and items with a will find something of interest. However,
Each monster is classified as in the existing history. Think about it: Wouldnt you rath- considered as a whole, it is less successful.
Monster Manuals, but with additional er wield the Equalizer of Gran March than Even hardened fans of the WORLD OF
information provided on its habitat terrain just another sword +1? GREYHAWK fantasy setting may be disap-
type (city, hills, swamp, desert, etc), orga- Geography of Oerth: Theres far pointed as GREYHAWK Adventures adds
nization (tribal, solitary, pack, etc.), active more valuable material here than just little to the background of Oerth, instead
times (night, day, any, etc.), diet, reaction bland descriptions of various geographical providing useful add-ons and enhance-
modifier (used for determining a monsters locations. What you get is a number of ments. More in-depth looks at the individ-
initial reaction), THAC0, and morale. The adventure outlines which show the kind of ual countries of Oerth and more epic-style
new morale rules are a great improvement encounters that PCs entering different adventures would have made GREYHAWK
on the old, involved, and often convoluted geographical areas are likely to experi- Adventures more vibrant and exciting.
system. Morale is rated from 1-20, as is ence. The information on each area acts as Dont get me wrong GREYHAWK
done in the BATTLESYSTEM supplement, a spur to the imagination and comes com- Adventures includes some very good mate-
and is checked by rolling 2d10. plete with notes for DMs to show how the rial, and its a useful purchase for those of
The Monsters of Greyhawk section is featured locations can be turned into you looking for new spells, magical items,
neatly laid out with all the essential infor- vibrant adventure settings. ways to make clerics more interesting, and
mation presented in a tabulated form. The adventures: Six adventures are for inspiration in the adventure depart-
When youre looking for a particular mon- provided here, but they are little more ment. Its just that I cannot shake the
ster for an adventure, a quick glance at than outlines for DMs to fill in. No maps feeling that GREYHAWK Adventures has
the entry will tell you whether its likely to are provided, though they would have spread itself too thin.
fit the bill. If it does, then you can read been very useful. A wide range of topics is
through the text to find its appearance, covered. Two are for zero-level characters The Chronicles of Talislanta
combat tactics and abilities, habitat/society, struggling to work up to 1st level (see Bard Games $12.00
and its niche in the food chain. Zero-level characters). The other adven- Design: Stephen Michael Sechi
Hall of heroes: Here are detailed tures include a dive to a sunken ship to Illustrations: P. D. Breeding-Black
descriptions of some of the key non-player recover treasure, entry into the Valley of 116-page perfect-bound book
characters active in the world of Oerth. the Mage, a rescue mission set in a house,
Some of the most powerful and influential and an evenings entertainment in a gam- The Talislantan Handbook
characters of the setting are put under the bling house. Bard Games $9.95
spotlight, including the City of Greyhawks The adventures are only connected to Design: Stephen Michael Sechi
Lord Mayor, Constable of the City, Captain- each other in as much as they take place Illustrations: P. D. Breeding-Black
General of the Watch, and the heads of the in the WORLD OF GREYHAWK setting, 88-page perfect-bound book
Thieves and Assassins Guilds. We are also and they are basically short one-offs
introduced to the mysterious Jaran Kri- which could be set almost anywhere. I A Naturalists Guide To Talislanta
meeah, the Mage of the Vale; Jarans hen- cant help feeling that this section would Bard Games $12.00
chwoman, Tysiln San; two members of the have been put to better use if it had con- Design: Stephen Michael Sechi
Scarlet Brotherhood of evil monks; and a tained adventures with a more epic flavor Illustrations: P.D. Breeding-Black
few other champions and mages from or even acted as leads into such epics. 118-page perfect-bound book
elsewhere on Oerth. The descriptions are Adventures in which PCs become caught
well presented, with each characters up in great events which determine the Talislanta Sorcerers Guide
motivations and outlook being clearly future of Oerth would have made far Bard Games $12.00
given along with a physical description better use of the campaign background Design: Stephen Michael Sechi
and combat. abilities. These NPCs are use- and would have stamped the adventures Cover illustration: P. D. Breeding-Black
ful as foes and patrons. with a distinctive flavor. Even so, as a Illustrations: P. D. Breeding-Black and Patty
Magical spells and items: Anyone source of ideas, the included adventures Sechi
looking for new magical goodies will enjoy are fine as far as they go. Its a pity that 104-page perfect-bound book

72 MARCH 1989
The vast majority of fantasy settings The lands of Talislanta are home to all detailed charts for combat, critical hits, or
borrow liberally from the works of J. R. R. manner of strange and intriguing cultures for that matter any other compli-
Tolkien; dwarves, elves, hobbits, and orcs and races: the Phantasians, who distill the cated rules. All game mechanics are han-
can all usually be found in the pages of essence of dreams and sell it to those rich dled by rolling 1d20, adding any applicable
fantasy role-playing games. Indeed, most enough to afford it; the crystal-gazing modifiers, and comparing your score to
fantasy worlds bear more than a passing Xanadasian Savants, who are the self- the Action Table. The Action Table consists
resemblance to Tolkiens Middle-earth. appointed chroniclers of Talislantan histo- of three columns: Combat, Magic, and one
After all, Tolkiens masterly descriptions in ry; the amphibious Imrian slave traders; combining Skill and Attribute tests. If
The Lord of the Rings helped to define the the Mirin of LHaan, who dwell in crystal- youre engaged in combat, you roll on the
lifestyles and cultures of the races that line ice castles and are renowned as great Combat column; when youre casting a
populate our fantasy gaming worlds. But artificers. Talislanta contains many other spell, you roll on the Magic column; and so
not all campaign worlds look to Tolkien for cultures ranging from the highly civilized forth. The results vary from mishaps to
their ideas. One world which is distinctly and decadent to the savage and brutal. superior successes, with normal failures
different is Talislanta. Tamerlins account of his travels is lively and successes lying in between.
The world of Talislanta is the creation of and informative. We get to see how he When using the tables, you tell the GM
Stephen Michael Sechi, who chose to draw interacted with the various peoples, and what you hope to achieve. He then
his inspiration from the works of Hugo- and how, using his cunning and skill, he informs you of any modifiers you need to
Nebula-award winning fantasy and science- escaped more than one dreadful fate and take into account, then you roll. Its quick,
fiction author Jack Vance. Even though avoided others by sheer luck. The Chroni- easy, and quite elegant in its simplicity.
Vances works had a great influence on the cles of Talislanta is not a collection of And, as it covers everything you are likely
design of Talislanta, Stephen Sechi has not entries to be dutifully plowed through in to attempt in a game session, you have no
simply set out to recreate the settings of order to learn about this fabulous land. need to keep track of any complicated
Vances novels. He has instead captured Instead, its fun to read and very colorful. rules. In short, it lets you get on with the
Vances tone and used it to good effect in Written as a guidebook rather than as a role-playing with a minimum of fuss. As
creating a world which is strange, exotic, rulebook, its usable with any fantasy the system is very simple, the GM is
and quirky. This is not the first time that system. required to respond by providing dramatic
Jack Vance has provided inspiration for The Talislantan Handbook: Whereas accounts of your actions. Anyone with any
game designers; Gary Gygax used Vances The Chronicles of Talislanta introduces us experience of role-playing games will not
magic system (as presented in the Dying to the world of Talislanta, The Talislantan find this a problem, as the results can
Earth novel series) to good effect in the Handbook is concerned with presenting easily be extrapolated from the type of
D&D and AD&D games. But Talislanta is the Talislantan game system and providing action attempted.
not so much based on Vances rationales for role-playing information for players and Character creation is also very simple.
his worlds but on his descriptions of strange GMs. The Talislantan system is very There are over 80 different character
and alien societies. streamlined and easy to use. Youll find no types, each one defined by race, national-
Vance is not the only writer to have
made his mark upon Talislanta. H. P. Love-
crafts Dreamquest of Unknown Kadath,
Marco Polos Travels," and Sir Richard
Burtons collection of the Arabian Nights
have all been cited by Stephen Sechi as
having played their part in inspiring the
creation of Talislanta. With sources like
these, you can expect something out of the
ordinary, and Talislanta is certainly that.
Presentation: Talislanta game material
is currently available in four perfect-
bound books: The Chronicles of Talislanta,
The Talislantan Handbook, A Naturalists
Guide Talislanta, and the Talislanta
Sorcerers Guide. The books are impres-
sively illustrated by P. D. Breeding-Black
(joined by Patty Sechi for the Sorcerers
Guide). The art is visually appealing and
does an excellent job of conveying the
atmosphere, places, and peoples of
Talislanta. A flick through any of the four
books reveals that Talislanta is special.
The Chronicles: In this book, we
follow the wizard Tamerlin as he journeys
through the world of Talislanta.
. . . Through a veil of blue mist did I first
behold Talislanta: dreamlike and surreal, as
if suffused in amberglow. At once it became
my goal to investigate and explore this
radiant new world, to unearth its ancient
mysteries, to marvel at its myriad colors.
And so I embarked upon a journey that
would take me through many lands and
across thousands of miles. All manner of
strange sights did I encounter along the way:
Seas of ice, firefalls, lakes like polished green
glass, and mountains of black basalt.

DRAGON 73
ity, skills, special abilities, equipment, and an adventure, and some very brief adven- because youre dont want to abandon
background. Simply pick which type of ture ideas round out the book. your existing game system, as its back-
character you want to play, then custom- There is lot crammed into this book, but ground is easily convertible to other
ize it by increasing one attribute by three it is also fairly complete, providing you games.
points, decreasing one attribute by one have access to A Naturalists Guide and to
point, and by choosing an additional skill The Chronicles of Talislanta to put it all in Short and sweet
for your character. How does this actually perspective and provide monsters for the MEKTON II game, by Mike Pond-
work in practice? PCs to deal with. The simple rule system smith. R. Talsorian Games Inc., $12.00.
Say Im going to be a Thaecian means that large numbers of pages do not Danger, romance, and giant robot combat?
Enchanter. Looking at the description, I need to be dedicated to explaining and Youre sure all these fit together? Yep.
see that my character is between 6 and clarifying rules. The only real drawback is From the designer of the TEENAGERS
66 tall, weighs 100-160 lbs., and has the burden the system places on the GM in FROM OUTER SPACE game comes the
silvery skin, deep blue hair, distinctive determining modifiers and situations. MEKTON II game. Based on Japanese
features, and a slender physique. His More help and examples would have made cartoon shows, the MEKTON II game casts
attributes are listed as Intelligence +3, the game system easier to use for GMs not the player characters as pilots of huge,
Charisma +3, and Perception +3. His used to improvision. Help and examples awe-inspiring metal constructs. But this is
other attributes are rated at zero. This would also have shown how to build color more than just an exercise in mass
means that whenever he checks against and atmosphere into a gaming session. destruction; true to the genre, the player
his Int, Chr, or Per, I roll 1d20 and add 3; A Naturalists Guide: This is effective- characters have mysterious pasts, families,
and if he uses any skill based on these ly a Monster Manual for Talislanta, with and loved ones to protect. The game
abilities, he receives a bonus as well. brief descriptions of the deities worshiped employs a neat rule system and easy-to-
I decide that hes going to be smart, so I by its various cultures and races. All of the generate player character backgrounds
add 3 to his Intelligence, making it +6. Ive creatures and plants discussed are accom- which make the heroes more than just the
also got to deduct 1 point, so hell be slight- panied by illustrations which add greatly operators of killing machines. Power up
ly weaker than normal ( -1 to Strength). to the atmosphere of the work. This book the mecha and roll, but dont forget
He starts with some skills which are deter- will also be of interest to anyone looking youve got a date tonight.
mined by whether he has a city, village, for new creatures to use in other game
wilderness, or nomadic background. As a systems. GAZ7 The Northern Reaches, by Ken
Thaecian Enchanter, he also has a variety Sorcerers Guide: This work elabo- Rolston. TSR Inc., $8.95. On the eastern
of magical skills. I take the gambling skill rates on the magic system presented in seaboard of the D&D games Known
as his additional skill, and hes almost The Talslantan Handbook by describing World lie the Viking kingdoms of Soderf-
ready to enter play. The character descrip- new spells, ancient and powerful books of jord, Vestland, and Ostland. This 96-page
tion tells me what equipment and wealth magic, and enchanted items, with entries pack introduces these cultures in a highly
he starts with, and also gives a brief on magical and alchemical research. If entertaining and informative manner. Join
description of his personality: Thaecians your PC is serious about magic, he should your guides Helfdan Halftroll, Onund
are devout pleasure seekers who shun enroll at the Lyceum Arcanum, the fore- Tolundmire, Saru the Serpent, and Dwa-
hard work in favor of more pleasant pas- most institute of magic in Talislanta. There linn the Dwarf as they take you on a tour
times. They are enamored of magic, and he can choose from a wide range of cours- of the Northern Reaches. The Northern
are partial to Thaecian nectar, a drink es, from Basic Alchemical Techniques all Reaches is packed with adventure ideas,
noted for its exotic favor and exhilarating the way up to such advanced studies as an epic campaign outline, details of the
properties. To find out more about his Sorceries of the Forgotten Age. nonhuman races who share these wild
culture, I need only check out the entry in The Sorcerers Guide also looks at Viking lands, and a look at a new system
The Chronicles of Talislanta. Now Ive got a Talislantas magical races, the Omni- of clerical magic: runes. It even includes a
well-detailed character and enough back- verse (the dimensions of which Talislanta complete 3-D card village which can be-
ground information to make playing the forms only one part), and the beings assembled and used as the setting for two
part of a Thaecian Enchanter fun. which dwell in the Omniverse. To provide of the detailed adventures. With its solid
Skills: Skills are divided into these an insight into what life for a Talislantan role-playing excitement and easy to digest
general types: common abilities, combat, wizard would be like, a short story has background, this Gazetteer belongs in
magical/alchemical, performing, scholarly, been included. The story moves along at a every D&D game collection.
thieving, trades and crafts, wilderness, good pace and makes good reading.
and special abilities. Initially each skill is The Sorcerers Guide is a useful addition THE WILLOW GAME, by Greg Costi-
rated at +1, plus or minus any bonuses or to the Talislanta series, but it is not essen- kyan. Tor Books, $19.95. In this board
penalties for relevant attribute ratings. tial as magic is adequately covered in The game for six players, the four good players
Characters can improve existing skills and Talislantan Handbook. However, it is a must keep the baby, Elora Danan, out of
learn new skills by spending experience valuable sourcebook to anyone interested the clutches of the two evil players. It has
points. Experience points are also used to in studying the magic of Talislanta and its been foretold that Elora Danan will one
increase a characters level of ability, with associated planes of existence. day destroy the evil Queen Bavmorda
rises in level bringing additional hit points Evaluation: If youre looking for some- unless the baby is found and brought to
and improving a characters skill ratings. thing out of the ordinary in your fantasy Nockmaar Castle. The evil players have to
Experience points are awarded in small gaming, then Talislanta is definitely worth accomplish their aims quickly or else the
amounts, and as most characters need a look. Travel the skies in a Phantasian forces of good will grow too powerful for
only 25 points, there is very little book- windship, or simply lose yourself in hours them to defeat easily. Beautifully illus-
keeping required. of enjoyable role-playing exploring trated and great fun to play, this game is
The remainder of the handbook con- Talislantas myriad cultures. Some may based on the Lucasfilm production of the
cerns itself with providing weapon and find the Talislantan game system thin on same name. The only drawback with the
armor statistics, and basic equipment rules and mechanics, but it does an admi- game is that it is not really suited to being
prices and weights. It also provides some rable job of handling all kinds of tests played by less than six players; its possi-
nifty tables for determining a characters without-interrupting the flow of the game. ble, but players then have to handle multi-
past history, contacts, and enemies. The With only a few rules to learn, you can ple characters. For maximum enjoyment,
Talislantan calendar, a glossary of Talislan- concentrate on role-playing rather than grab another five players before spending
tan terms, a weather-generation system, rule-playing. Dont overlook Talislanta just a few hours in the world of Willow.

74 MARCH 1989
dwarven fighter), Footsore (our halfling
thief), Lady Patricia (our cleric), Ellwylly
(our jack-of-all-trades), and myself. We
have already managed to clear Sokol Keep
on Thorn Island. Fortunately, we had
amassed a small fortune in gold and plati-
num pieces prior to taking the boat to the
island. This money enabled us to purchase
the silver weaponry we needed to defeat
the gangs of undead that inhabited that
dread place.
There are many places of note within
Phlan. When characters have earned
enough gold to purchase training to their
1989 by Hartley, next levels, they must visit the training
Patricia, and Kirk Lesser areas. Characters of each class take a
different door into the area; once through
the portal, each character is examined and
advanced if 1,000 gp are in hand.
Phlan-tastic adventures at the Pool of Radiance There are also three temples within
Phlan, each possessing the restorative
power so hungrily sought by those who
In an unusual step, this month we fea- adventure programs some worthy of are wounded, poisoned, or afflicted in
ture the review of only one adventure that genre, others not. But never before some manner. The temples even have the
game. We feel the first true AD&D game has such an environment existed as this power to fully restore deceased comrades!
for computer gamers requires this one: a world based upon the authentic The price of this restoration is high, but
columns full attention. ADVANCED DUNGEONS & DRAGONS what value can one place on the life of a
game rules. friend? The temples are dedicated to a
Strategic Simulations, Inc. Enough chat. Our last battle with a variety of gods. Not surprisingly, one can
(distributed by Electronic Arts) large force of hobgoblins and orcs has left find shopkeepers within Phlan who might
1046 North Rengstorff Avenue me bereft of spells. I need several hours sell specific holy items for each temples
Mountain View CA 94043-1716 perhaps days of rest. There are spell worshipers items that can be worn by
(415) 964-1353 memorizations I must accomplish, and I adventurers. These sales are worth your
need to inscribe new spells into my spell investigation.
Pool of Radiance **** book before our party can once again Other businesses include a jewelry shop
Commodore 64/128 version $39.95 attempt to clear the slums. The wounds that sells some surprising items, and sev-
MS-DOS (Tandy 4000) version $49.95 we have received and the death of a com- eral retailers who can provide all manner
The following is taken from the journals rade will seem less severe when we gain of things, from the most basic arms and
of Aessopp, a human magic-user: the 500-gp reward offered by the City armor to advanced weaponry. The loca-
These writings are for those who follow Clerk for this accomplishment. Unfortu- tions of all shops should be recorded, for
me. They discuss basic information, hints, nately, it appears that the slums go on sales of your treasures to these retailers.
warnings, and enlightenments that may forever. will enhance your fortunes.
provide that extra bit of data needed to It may sound as though we have been Youll soon locate the gateway to the
conclude a successful adventure. I have unsuccessful, but we havent. Our party slums, the nesting place of the evil crea-
experienced the terrors of numerous consists of Lord Hart, Ironsmyth (our tures that the City Council wishes eradi-
cated. A city park and several taverns are
also present, as well as the latters attend-
Pool of Radiance ant rumors. Parties with little experience
The first true AD&D might wish to avoid these drinking halls,
computer game as fights among patrons are common, and
from SSI. few patrons are as lowly in stature as a
beginning party.
Pay close attention to the warrants
offered by the City Clerk. Read well the
proclamations found fastened to the halls
within the City Hall. Each offers an inter-
esting bit of information that can aid your
party in its cause. These coded clues are
deciphered by using the Adventurers
Journal included in the game. Listen to
each NPC encounter. Several citizens of
Phlan (and those from beyond) offer valu-
able items of knowledge, ranging from
information on a sudden invasion of
undead to details on places where gems
Most product names are rumored to be hidden. You should also
mentioned in this column use your own mapping skills during every
are trademarks owned or licensed turn within the adventure to keep track of
by the companies that produce your current location.
those products. Use of the name
of any product without mention of What lies ahead for our group?
trademark status should not be Through the deciphering of rumors, map-
construed as a challenge to such status. ping, and other skills, we have learned

76 MARCH 1989
that beyond the slums lie areas that
include Podol Plaza, Valjevo Castle, Kutos Pool of Radiance:
Well, and more. Certainly, if we survive to Lizardmen hiss
collect the reward for clearing the slums, threats in MS-DOS.
there are hundreds of exhausting hours of
adventure ahead.
The two NPCs we hired at the dueling
grounds have signaled they are ready to
move onward. My spells, as well as Lady
Patricias and Ellwyllys, have been memo-
rized. Ironsmyth has readied his heavy
crossbow, and Lord Hart has spent most
of the evening sharpening his two-handed
sword. Were off for a final assault on the
slums. We can only hope our reward will
be the continuation of life itself!

Aessopp and his companions have been


our software adventure testers for nearly
a decade, through a variety of software
entertainment offerings. This group has
been deeply involved in both the MS-DOS
and C64/128 versions of Pool of Radiance,
a computerized FORGOTTEN REALMS
adventure. The scenario was written by
TSR designers and coded by the crack
programmers at Strategic Simulations, Inc.
Pool of Radiance falls into the must-buy Pool of Radiance:
category for avid AD&D game players, as Goblins make poor
it is the first offering that truly follows conversationalists.
AD&D game rules.
You create your own save-game disks,
assuring character continuation no matter
what might happen to your PCs during the
game. If you have an MS-DOS machine
(such as our Tandy 4000), you can copy
the game to your hard-disk drive. When
you save a game, simply select a storage
area from Game A to Game J, and wait for
the program to save your current game
status. One warning: When using the
installation program included for MS-DOS
machines, you must have the patience of
Job. SSI has packed so much code onto
three disks that the program had to be
compressed. Uncompressing the code took
nearly 30 minutes. However, we can hap-
pily say that the final product is more than
worth this timely effort. If you are gaming
on a C64/128 computer, you must have a
separate save-game disk.
What a great fantasy role-playing game
Pool of Radiance:
Pool of Radiance is! It plays truer to the
An adventure
AD&D game rules than any software begins on the
adventure we have yet experienced. Only C64/128.
a few minor differences exist in the crea-
tion of your characters, which is normally
accomplished by using multisided dice. In
Pool of Radiance, you tell the program
whether or not you want a character
created for you, and you decide whether
or not to keep the statistics that the com-
puter generates.
Our testing on the C64/128 version
required 207 such rolls to create an
acceptable human fighter with an 18
strength. (Granted, there were many
opportunities for a character to possess
17s as its primary characteristic, but we
wanted to see how many rolls would be
required for an optimum character). Our
second fighter, a dwarf, needed only six

DRAGON 77
The only negative aspect of the C64/128
version of Pool Of Radiance is the technol-
ogy of the computer itself. The C64/128 is
Mars Saga: Journey notoriously slow. Due to the large number
across the red of disk accesses required for the various
prison planet. scenes and activities throughout the game,
and due to the agonizingly slow disk
reads, the game tends to bog down, espe-
cially during lengthy combats where the
computer must manage numerous ene-
mies. Casting a spell can also lead one to
prolonged yawning while waiting for
various screens to appear; the screens
allow you to decide who will cast what
spell on whom. Strategic Simulations does
have a software-based fastloader utility
integrated into the game; without this aid,
the game would become nearly unplay-
able. The MS-DOS version, certainly our
favorite format, is extremely fast so
much so that in order to catch on-screen
Modem Wars: An messages, we had to slow the game opera-
electronic arsenal. tion down. We enjoyed the Enhanced
Graphics Adapter (EGA) graphics mode
and found ourselves playing at twice the
speed of the C64/126 version.
We advise you to rush out to your local
dealer and buy Pool Of Radiance! We also
recommend you buy the FORGOTTEN
REALMS campaign set and FR4 The Magis-
ter (a FORGOTTEN REALMS accessory
sold by TSR) to further your enjoyment of
this world of enchantment and adventure.
All AD&D game players will appreciate
Pool of Radiances attention to detail, its
forthrightness in adhering to all applicable
AD&D game rules, and the hundreds of
hours of game play incorporated into the
different scenarios within the Forgotten
rolls to get an 18 as its primary character- Zhentil Keep and Melvaunt. The civilized
Realms. You will receive enormous value
istic; our halfling thief required 110; the area of the city possesses just about every
for your dollar, for the Forgotten Realms
magic-user required 50; the cleric sort of shop needed to outfit a party of
stretches far beyond Phlan. Adventure,
required 73; and a cleric/magic-user/ stalwart characters. Dont worry about
excitement, advanced programming, ani-
fighter with acceptable attributes in all shopping around prices are constant
mated graphics, puzzles all can be
prime requisites required 350. The num- from one shop to another within Phlan.
found in Pool Of Radiance. This is truly
ber of rolls required with the MS-DOS Two quests immediately available to new
Strategic Simulations flagship product and
version were about half these numbers. adventuring parties require the clearing of
will undoubtedly bring thousands of com-
We required strong characters right specific geographic locations (known as
puter enthusiasts into the adventure-filled
away in order to enter the game and blocks) that lie beyond the citys civilized
worlds of TSR.
quickly build up experience points and hit area. One of the blocks is in the slums of
points, allowing us to investigate as many Phlan; the other is in Sokol Keep. These
areas as possible. Missing during character quests are designed to allow starting par-
ties to build up experience points, but not
News and new products
creation are your rolls for the initial num-
ber of gold pieces owned and languages without plans of action. Youll lose several
known. The gold-piece figure is automati- parties before you realize exactly what is Antic Software
cally assigned by the computer to your needed to clear each area. 544 Second Street
character, and it appears as though lan- Successful combat earns your characters San Francisco CA 94107
guage does not become much of a problem the right to search captives, the lame, and (415) 957-0886
as long as your intelligence is above medi- the dead for whatever they might possess Antic has launched several new enter-
an range. So far, we havent run into any (as in a regular AD&D game). Our PCs tainment offerings. The first is Star Quake,
one or anything that didnt understand the took everything they could get their hands an arcade-style adventure game for the
common, orc, hobgoblin, dwarven, or on. Items such as weapons and armor Atari ST that takes place in deep space and
elven tongue. were then sold at the stores in Phlan so offers 500 action-packed screens, 30 on-
Encounters seem to be based on the that enough gold and platinum pieces screen colors, beautiful animation, and
encounter tables in TSRs AD&D game could be accumulated to buy the silver fast play. The players mission is to repair
manuals. Even the countenances of those weaponry and armor required for our the very fabric of the universe by replac-
that confronted our party looked as assault on Sokol Keep. With the turning ing the nine core elements inside a rogue
though they had jumped from the pages of ability of our cleric and a keen edge to our planet that has gone out of control. Pyra-
the Monster Manual. silver weapons, the undead there melted mids, space locks, antigravity lifts, and
Phlan is quite a settlement, having risen away like butter on hot toast. Getting secret passages are encountered as the
from the ashes, so to speak. Located on enough money to purchase these special player travels through a maze of caverns
the northern shore of Moonsea (known items is not easy, though. It takes many to make or break the mission. The price
earlier as the Dragon Sea) within the For- one-encounter forays into the slums to for this game is $29.95.
gotten Realms, Phlan is situated between build up the contents of your purses. A new game for the Amiga is Pioneer

78 MARCH 1989
Plague, in which the players mission is to another in a standoff. Suddenly, a mon- Electronics (ICE) systems. The game is
stop an out-of-control, self-replicating, strous enemy ship appears out of currently released for the Apple II family
terraforming robotic spaceship from nowhere. Youve volunteered to guide and the C64/128; versions for the Commo-
invading and destroying other planets as it your ship to the alien space cruiser and dore Amiga and MS-DOS machines are
heads toward Earth. The price is $39.95. destroy it. There are six scenarios and coming.
Two other entertainment-related offer- three-dimensional scrolling graphics. The
ings include STOS, the ultimate game- price is $39.99 for MS-DOS machines. Konami, Inc.
writing machine, and STAC, a new 815 Mittel Drive
graphic-illustration adventure creator. The Epyx, Inc. Wood Dale IL 60191
former is the ideal game-writing program 600 Galveston Drive (312) 595-1443
for the Atari ST, having an easy-to-use P.O. Box 8020 Konami has released several new video
interface and 320 commands that suit any Redwood City CA 94063 games. The first is Castlevania II Simons
user level. Three games, Zoltar, Bullet (415) 366-0606 Quest. Count Dracula remains powerful
Train, and Orbit, are included, plus a Epyx introduces The Legend Of Black- even beyond the grave, and his curse
sprite editor, room designer, character set silver, the new adventure title in the com- haunts this adventure. To restore peace,
and icon editor, music editor, a screen panys Masters Collection line of software your only hope is to discover and destroy
compactor, and STOS Basic. The price is for the advanced game player. Blacksilver, the Counts body, piece by piece. This
$59.95. The latter product, STAC, features a sinister substance capable of emptying gruesome quest takes the player back to
a quick-start file, a demo adventure, char- oceans and cracking the very surface of Transylvania to the Counts eerie castle.
acter fonts, STAC, and a complete 150K the Earth, has been discovered by treach- Your search for clues to the whereabouts
adventure and slide show of sample erous Baron Taragas. Corrupted by the of the Counts hidden remains takes you
adventure screens. With STAC, gamers are malevolent mineral, the Baron seeks to through a maze of mansions, graveyards,
able to produce professionally illustrated, rule the world by submerging the land of and dark, haunted forests.
top quality, graphic-adventure games. The Thalen and raising another continent, Also from Konami is Defender of the
price is $69.95. which he intends to populate with crea- Crown, a game that takes players into a
tures created from his own vile mind. The world of chivalry, gallantry, and fantasy.
Electronic Arts Baron has kidnapped the King and is hold- Its a time of war as you, a brave Saxon
1820 Gateway Drive ing him hostage. Princess Aylea needs one knight, prepare to battle the evil Norman
San Mateo CA 94404 warrior to do what many have failed to forces and save Britain. But all wars
(415) 571-7171 accomplish: rescue the King and save require careful planning. Before you wage
Dan Buntens Modem Wars is the first Thalen and its persecuted people. Heroes your first battle, you must test your wits
game designed specifically for modems. are up against terrifying odds and journey to raise the money, gather the weapons,
This is an action-packed grudge match to ancient castles to acquire important and build the armies necessary to over-
between two opponents, either human or clues and useful items. Vast wealth can be power your foes. The game will be
computer, that tests players strategic skills found, but only at great cost. released this spring.
at seven different levels of battle. It takes There are 16 different towns in this
the concentration of a speed-chess game game. As a players rank increases, he can Mindscape Inc.
and combines the unpredictable action add advanced magic spells. This game is 3444 Dundee Road
situations of Milton Bradleys BATTLESHIP presented from the first-person perspec- Northbrook IL 60062
board game. Players see only their units tive, and three-dimensional effects put (312) 480-7667
and the enemy units theyve spotted on gamers right in the heart of Thalen. The Mindscape introduces Deja Vu II: Lost in
the horizon. Players set their troops and game comes with a full-color map and Las Vegas, the newest interactive graphic-
artillery prior to battle, but once the con- position stickers. Currently, The Legend of adventure game from the creators of Deja
frontation begins, the unexpected should Blacksilver has been released for the C64/ Vu, Uninvited, and Shadowgate. The noto-
be expected, as enemy Riders come out of 128 at a price of $39.95. The Apple II and rious mobster Tony Malone is after you. If
nowhere, Grunts are on blitz orders, and a IBM versions will be released later this you dont come up with $100,000 in the
Spy may spot your ComCent and promptly year. The latter system offerings will be next seven days, you may be trying on a
blow it away. Dan Bunten designed priced at $49.95: pair of cement shoes. The odds are defin-
M.U.L.E. and Seven Cities Of Gold. The itely against the player. For the Apple
price for Modem Wars is $34.95. Interplay Productions Macintosh, the price is $49.95. Other
The third new offering is Mars Saga, a 1575 Corporate Drive versions are expected for the Atari ST,
science-fiction role-playing game. The time Costa Mesa CA 92626 Commodore Amiga, Apple IIGS, and MS-
is 2055 A.D. Earth has sent its worst con- (714) 549-2411 DOS machines at the same price.
victs to Mars to mine the planets mineral Interplay Productions has been awarded
wealth. The environment is cold and hos- the Best Computer Adventure Award by Paragon Software Corp.
tile, and the weather is even worse. You Video Games and Computer Entertainment (distributed by MicroProse)
must learn to survive on this prison plan- magazine. The prize-winning game, Neuro- 600 Rugh Street, Suite A
et, and youd better learn quick. You cre- mancer, is based on the award-winning Greensburg PA 15601
ate and control characters to explore the cyperpunk novel by William Gibson. (412) 838-1166
planet, increasing their abilities, wealth, Neuromancer combines adventure, Paragon has signed an exclusive agree-
and intelligence along the way. The goal is intrigue, intellect, and acquired skills that ment with Marvel Comics to create a
to find out what happened to the city of you use to hack your way through the series of games featuring some of the
Proscenium, which has fallen as silent as future. Neuromancer places you in the greatest comic-book characters of all time.
the Martian desert sands. Success depends run-down world of Chiba City, which you The first release in the Marvel Comics
on savvy, combat tactics, strategy, and must explore in order to meet up with series will be an exciting, fast-paced, inter-
using your characters skills to your best hackers like yourself. As a cowboy, you active comic and arcade adventure entitled
advantage. The price is $34.95. can tap your consciousness into a data- Spider-Man and Captain America in Dr.
A newly released Arcadia arcade game is base. This electronic universe, known as Dooms Revenge. The background plot,
Sidewinder, the home-computer version of Cyberspace, ties together all other com- conveyed through a comic book, has Dr.
the popular coin-operated shoot-em-up. puter networks. Each computer system Doom mastermind the theft of a U.S.
The action begins after the Federation and has different defenses; your task is to nuclear missile in a twisted revenge
Leviathan galactic empires face one break their Intrusive Countermeasure against all those who ended his evil

80 MARCH 1989
designs years earlier. This game will ini- (209) 683-4468 mankind, a defense must be launched
tially be released for the C64/128 and MS- This company has introduced a radically immediately. As a Betadroid KAL, you are
DOS micros. Future projects will revolve different science-fiction adventure, the only one to handle the last space fight-
around the X-Men and the Punisher. ManHunter: New York. Features are pro- er created by the stellar league: Thunder
Newly released is Guardians of Infinity: vided that have never before been found Cloud II. You must stop the invasion. The
To Save Kennedy, a highly advanced strate- in a Sierra 3-D animated adventure: win- game is available for the Commodore
gic text adventure for MS-DOS machines. dowing effects, split-screens, close-ups, Amiga, Atari ST, and MS-DOS machines for
Two years in development, this game and new programming that enables you to $44.95.
features a new, natural language parser see more screens without changing disks.
that allows communication as if the player A new interface for ManHunter allows the Before we present our game hints, we
were holding real conversations. This is an player to view the action from first- and would like to make note of a letter we
adventure that challenges the mind. The third-person viewpoints, and it requires received from Thomas Zuchowski of
year is 2087, and the time continuum is virtually no typed commands to play. Clemmons, North Carolina. Tom publishes
unraveling by the hour, threatening to There are over 250 scenes, including a small newsletter dedicated to the Eamon
destroy the planet Earth. Only one man realistic on-screen maps of New York City. gaming environment. Eamon is a public
can save time: temporal physicist Adam ManHunter combines horror and humor domain role-playing system for the Apple
Cooper. Cooper and his partner trace the in the tradition of Stephen King. You are II computer; it has been around for at
cause of the time crisis to the events of placed in New York two years after an least seven years. Some of the games are
November 22, 1963: the assassination of alien invasion and subsequent world boring, but perhaps 50 or so of at least
President John F. Kennedy, a tragedy that takeover. As a detective (or manhunter), 165 adventure scenarios rival commercial-
should never have occurred in the normal your goal is to track and monitor subver- ly produced text-adventure games.
course of history. The player assumes the sive human agitators. Currently for IBM The Eamon system has been through a
identity of Adam Cooper and journeys micros, other versions are being devel- number of major revisions over the past
back to 1963 to prevent the assassination. oped for Atari ST, Apple IIGS, Macintosh, few years; the latest version is fast and
Apple II family, and Amiga. The price for powerful. Eamon adventures may be
Psygnosis Limited the IBM version is $49.95. obtained from almost any Apple public-
First Floor domain software distributor for only a
Port of Liverpool Building Sir-Tech Software, Inc. few dollars per disk. This makes Eamon a
Liverpool L3 1BY P.O. Box 245 worthwhile bargain. However, probably
United Kingdom Charlestown Ogdensburg Mall the best news about Eamon is that a com-
Intl.: 44-51-236-8818 Ogdensburg NY 13669 plete set of tools is readily available to help
Psygnosis has released a simultaneous, (315) 393-6633 gamers write their own adventures.
two-player, collaborative arcade game The fifth Wizardry scenario has been The Eamon Adventurers Guild is a non-
entitled Captain Fizz Meets the Blaster- released in formats for Apple II and MS- profit organization dedicated-to promoting
Trons. This game was allegedly so addic- DOS computers. Wizardry V: Heart of the Eamon and selling the public-domain
tive that the company had to ban Maelstrom has been released after 23 Eamon disks. If you are interested in con-
employees from playing it at the office in months of development work. Several new tacting Tom or in subscribing to his
order to make the offerings release dead- features are included in this scenario, informative newsletter, you can write to
line. You simply cannot win this game which is not dependent upon any of the the following address:
without planning a strategy, watching previous four Wizardry scenarios for
Tom Zuchowski
your partners back, and even (when the game play. There are dozens of new spells,
7625 Hawkhaven Drive
chips are down) sacrificing your own life an asymmetrical maze, new graphics,
Clemmons NC 27012
so that your fellow player may go on to interactive talking encounters, pools,
serve the noble cause. If the attitude is hidden items, locked maze doors, and
taken that its every player for himself, the larger-than-life monster pictures. The
Blaster-Trons will finish you off in no time. price is $49.95. Clue corner
The game is available for the Commodore Also for Apple II and MS-DOS machines
Amiga and the Atari ST. is another new adventure from Sir-Tech Bards Tale I (Interplay)
entitled The Usurper: Mines of Qyntarr. By following these simple steps, your
SEGA of America, Inc. This is a lighthearted, text-based romp into characters can gain hit and spell points, as
(distributed by Tonka Corporation) magic and illusion, but with a serious well as ability scores, quite easily. You
573 Forbes Boulevard purpose. The adventurer must overcome must either have a specter mace or a mage
South San Francisco CA 94080 obstacles and uncover the concealed route with the 4th-level magician spell called
(800) USA-SEGA (toll free, outside Calif.) to the long-lost Orb of Qyntarr. The Orb is Specter Touch. Step 1: Go to the Review
(415) 742-9300 (within Calif.) said to hold the power needed to accom- Board and make certain everyone is train-
Headlining this years schedule is Altered plish the adventurers ultimate goal: top- ed to their highest levels. Step 2: If you
Beast. The player assumes the role of a pling the evil King Aken to free the have Specter Touch, go to the Party Attack
centurion warrior called up from the peoples of Qyntarr. The price is $29.95. option and cast the spell on a party mem-
grave to rescue the daughter of Zeus. By ber. If you do not have the spell but have
defeating enemies, the player gets power- Titus Software Corporation the mace, attack a party member with it.
up atoms which gives him the ability to 20432 Corisco Street In either case, make certain the screen
transform into a wolf man, dragon, bear Chatsworth CA 91311 states that you have drained a level from
man, and tiger man. Each shape has spe- (818) 709-3692 the attacked person. Step 3: Go back to the
cial, supernatural powers. Another new Just in from Titus Software is Galactic Review Board and train the drained char-
SEGA game is R-Type, a licensed title with Conqueror. Located in the center of the acter. Repeat these steps until you have
a deep-space, science-fiction theme. The galaxy is Gallion, the supreme headquar- the desired amount of HP, SP and Ability.
company claims that this game has phe- ters of a stellar league that protects man- Just be sure you dont damage your char-
nomenal graphics, sound, and playability. kind. In a remote corner of the galaxy, the acter below zero points!
surveillance units of Gallion have detected Bruce Norman
Sierra On-Line, Inc. what appears to be a small enemy inva- Kingston, Ontario
P.O. Box 485 sion. Nobody knows how dangerous this
Coarsegold CA 93614 invasion could be, but in order to protect The Legend of Blacksilver (Epyx)

82 MARCH 1989
There are some awfully stout doors
thatll succumb to the wave of a feather.
Guardians of Infinity:
Search for the etherium for additional
magical training. The island caverns con- a desperate
meeting in 2087.
tain a special ring. Dont speak to pris-
oners unless you pay the guard first.
Prices differ in the various towns, but
always go for the Superb weapons. Sneak-
ing can sometimes access the singing crys-
tal. The Eagle Temple lies to the northeast.
Look for Beaverton on a spit. Make certain
you are prepared for travel to Maelbane!
Hartley, Patricia, and Kirk Lesser

Pool of Radiance (SSI)


About halfway through your search of
the slums, youll come upon one particu-
larly nasty assortment of goblins that are
rather accurate with their bows! Allow
them some rest before taking them to
task. All may not be well near the Well.
Until good old Norris has been dumped,
Guardians of Infinity:
ambush is the name of the game near a
November 22, 1963
secret door. When you are making your
you are there.
way to the Nomad Camp, try to find a way
through the trip wire quickly. If not,
expect no aid in fighting off the kobold
attack. As is true in life, respect for ones
elders is worth a stand at the keep where
the lizard folk reside. However, to get into
their good graces, perhaps you should
have set free a particular group of like
types on Sorcerers Island! An important
word should have been given to you to get
into the chieftains good graces. In the
northwest corner of Valjevo Castle, should
you make entry during daylight, the giants
may be lying down on the job.
Hartley, Patricia, and Kirk Lesser

Ultima V (Origin)
It seems that Mr. Hogans letter in Guardians of Infinity:
DRAGON issue #140 drew at least two They had better be
letters to our attention. They are from friendly.
David Beals of Westport, Mass., and Adam
Fields (no address). These hardcore
gamers state that the best way to handle
the Shadowlord and Shard destruction is
to combine the operation by throwing the
Shard into the flames when the Shadow-
lord stands upon it. A massive explosion
follows, destroying both the Shard and the
Shadowlord. This is a worthwhile tip, to
be sure. Adam adds, There is a free magic
axe in Jhelom. Just search everything,
making sure you dont leave anything
out. David ends his letter: To save Lord
British from his unusual prison at the
bottom of Doom, you must have the san-
dalwood box hidden in Lord Britishs
chambers at his castle. The box is hidden broom, and leave the cat alone. Also, look now in progress. The voting will end with
behind a secret door that can only be behind the painting to get out of the cas- the July issue (147) of DRAGON Maga-
opened by playing the song Stones by Iolo tle. Be certain to read Corkys note after zine. If youd like to vote for your favorite
on the harpsichord in the room. he leaves! Free the princess, too. Answer software game, please print your name,
yes to all the questions in the library. address, and the system version on a card
Wishbringer (Infocom) Chris Carmen or in a letter. Mail your ballot to us at the
Put the blanket on the baby grue so he Oxford, Ohio following address:
wont wake up. To get the platypus out of Hartley, Patricia, and Kirk Lesser
the hole, put the branch in the hole and Thats all for this issue. We would like to 179 Pebble Place
pull the branch up. Dig in the X and thank everyone for their letters. We also San Ramon CA 94583
blow it immediately. The gold coin is coun- want to remind all that the 1989 Beastie
terfeit; flip the second switch off. Get the Awards for best games of the year are Until next month, game on!

DRAGON 83
1989 by John C. Bunnell curiously obscure. Perhaps its most promi-
nent feature is a unique richness of lan-
guage or more properly, of linguistics.
Williams takes remarkable care with
names and phrases, drawing on old roots
from Saxon, Nordic, and Celtic tongues

The Role of
(and likely others I dont recognize). If the
result isnt quite up to par with Tolkiens
invention of an entire elvish language, it is
at least a respectable second.

BOOKS
A similar aura of authenticity, or at least
depth, shows in the books sense of histo-
ry. While Williams avoids long lectures
and expository dialogue, he nonetheless
provides extensive background on the
world of Osten Ard. The data comes in
chips and shards, as characters explicitly
and implicitly refer to the historical people
and events that have shaped their social,
political, and religious destinies. (For
instance, the Christ-like figure of Usires is
often mentioned, but we dont stop to read
chapters from a Usirian Bible.)
Not surprisingly, Williams principal
characters emerge from all this as well-
rounded, complex personalities. Simon,
the scullery boy whose explorations of the
vast Hayholt wander into arcane intrigues
and counterplots, is the key example,
initially wide-eyed but eventually compel-
ling and compelled. His two closest
friends, the scholar Dr. Morgenes and the
sly traveler Binabik, display similar philos-
ophies yet differ in approach. And the
exiled Prince Josua is a revolutionary who
is both driven and doubting.
The Dragonbone Chair is clearly meant
to be compared to Tolkiens Lord of the
Rings there are too many parallels
between the works for the echoes not to
be deliberate. Its at just that point,
though, that the analysis begins to fail.
Williams extraordinary craftsmanship is
not in question; what is uncertain is his
artistic vision, and this time, its too early
to tell isnt a satisfying hedge. Future
volumes of this epic could turn all too
easily into Important Books.
The one safe prediction is that the
sequence will succeed or fail on a grand
scale. It may even do both in which case
opposing camps of readers will argue
about it for years to come. And as yet, I
really dont know which side Im on.

THE LABYRINTH GATE


Alis A. Rasmussen
Baen 0-671-69793-6 $3.50
Alis Rasmussens first novel has an eclec-
tic literary heritage. There are exploited
children out of Charles Dickens, a
New worlds without number research expedition in the Jules Verne
tradition, a host of romances borrowed
largely from 18th century English theater,
THE DRAGONBONE CHAIR self-capitalized Important Books usually beings and encounters inspired by Celtic
Tad Williams create sleep-inducing paperweights myth, and a villainess worthy of the Broth-
DAW 0-8099-0003-3 $19.95 instead, but Tad Williams has managed ers Grimm. The blend may sound far too
The Dragonbone Chair is large and something else in this venture. strange to be appealing, but in fact, The
intimidating. Its style is formal and liter- A comprehensive description of that Labyrinth Gate is a highly enjoyable tale
ary. And it is the first volume of a trilogy something else is elusive. Several ele- with a remarkably coherent atmosphere.
ostentatiously labeled Memory, Sorrow ments of Williams sculpture are identifi- Newlyweds Sanjay and Chryse Mukerji
and Thorn." Authors who set out to write able enough, but the overall design is (his roots are in India; hers seem to be

84 MARCH 1989
Native American) arrive in Rasmussens ing audiences, since only gamers will fully
realm of Anglia via the unusual tarot deck appreciate the premise that the universe is
someone has left as a wedding gift. But shaped like a twenty-sided die. Each point
one card vanishes somewhere in transit, of the die represents a particular virtue
and without it, they cant get home. Lucki- Good, Evil, Patience, Intolerance, Reality,
ly, local nobility comes to their aid in the etc. and each of the twenty sides repre-
form of Julian Haldane and his household, sents the sphere of a God tied to three of
where the couple takes up residence as the twelve nexus points. The system is
they adjust to their surroundings. well-defined and clever, leading logically to
Two more major plots emerge as the the crisis which arises when two Gods
adventure unfolds. One involves Anglias destroy each other. (One apparent copy-
reigning Regent, who secretly plans to editing glitch: Both the God Promenthas
dispose of the child Queen and take over and the Goddess Evren are described as
the throne, while the other traces the deities of Goodness, Charity and Faith.)
eccentric Professor Farr and his daughters Equally well-defined are the mortals and
as Farr searches for a legendary lost city immortals drawn unknowingly into
where mysterious treasure is said to rest. another deitys scheme to displace the
The treasures supposed mystic powers remaining seventeen gods. Among them
attract the Regent and the Wizard Earl of are Khardan and Zohra, offspring of
Elen; it is also another sages price for opposing desert chieftains who are unwill-
Sanjays and Chryses safe return home, ingly joined in a marriage that may be
and the professor wants it for its historical more than political; Sond and Fedj, the
value. chieftains djinni and agents of yet another
A few strands are looser than others; an god; Mathew, a castaway sorcerer forced
obscure plot point requires Chryses res- to masquerade as a woman in order to
cue of several children from a factory that avoid execution; and Meryem, agent of a
drains their life energy, but Rasmussen rival sultan sent to seduce Khardan into
makes little use of the youngsters thereaf- betraying both tribes.
ter. And though the tarot deck at the tales The abundant cast and multileveled plot
heart is apparently an important magical structure combine to create the novels
device, little time is spent exploring its flaw. Weis and Hickman have handled
uses and powers. each situation before, but not both at
But if bits of plot sometimes slip from once. The first DRAGONLANCE trilogy
Rasmussens grasp, its because her fingers successfully balanced a large group of
rest firmly on her characters pulses, The heroes by binding them all in the same
various couples (some of whom are clev- quest, while the Darksword novels fea-
erly masked) treat the business of tured a wide-ranging plot with a single
romance with refreshing diversity; Chryse character as its linchpin.
and Sanjay especially unsettle Anglian This time, several stories develop at
society by having married for love. The once. Three or four mortal wars are brew-
forbidding Earl of Elen has several star- ing, the djinni have intrigues on their own
tling yet logical secrets. And even minor planes, and something else may be tran-
characters such as Aunt Laetitia and Prin- spiring among the Gods themselves. Few
cess Georgianna receive at least a few of the protagonists truly interact until late
moments in the spotlight. in the book, and even then no two charac-
An appendix provides extensive notes on ters have quite the same agenda. Readers
Rasmussens imaginary tarot deck, which cant effectively choose sides there are
draws on Celtic symbols and forms at too many sides, most of which seem
some variance with the more familiar right to some degree.
patterns. But while gamers may find the Weis and Hickman are also victims of
deck of Gates an intriguing artifact and bad timing, as The Will of the Wanderer is
divining tool for characters to explore, the a late arrival in a sudden surge of Arabian
real merit of The Labyrinth Gate lies in its Nights sagas. That lessens its distinctive-
origins. Rasmussen is a refreshing writer, ness and may prompt readers to view it
one who has clearly read a wide variety of more critically than they otherwise might.
literature and built her own unique vision In the long run, thats good it produces
on its foundations. Thats a claim too few sharper readers and more skillful writers
authors can make, and one to which more but the present volume may suffer
should aspire. economically in the process.

THE WILL OF THE WANDERER EURYALE


Margaret Weis & Tracy Hickman Kara Dalkey
Bantam Spectra 0-553-27638-7 $4.50 Ace 0-441-22336-2 $3.50
I wanted to like The Will of the Wander- DRAGON Magazines ecology series of
er; an Arabian Nights adventure told by monster-related articles has become more
skilled writers Margaret Weis and Tracy and more sophisticated over time, such
Hickman is powerfully attractive. But that the SF trade journal Locus occasional-
despite a striking concept and the teams ly reports them as short fiction. Kara
usual solid characterization, this first Dalkeys latest novel is the next logical
volume of their fourth trilogy is seriously extension of that trend: a full-length tale of
and frustratingly flawed. the ecology of the medusa.
Thats especially disappointing for gam- First, some definitions. In Greek myth,
DRAGON 85
Medusa was a gorgon slain by the hero comic adventure, a complex Japanese tale, their works was to showcase the work of
Perseus; her description corresponds to and a quiet legend of imperial Rome. In an his namesakes bards and storytellers
the AD&D games medusa. Dalkeys Eury- age of series and specialization, Dalkey is a and his collection aptly fulfills its goal.
ale is Medusas sister, another gorgon, who writer of unusual strength and versatility. In particular, Bradleys two stories (which
has migrated to imperial Rome in quest of Thats rare enough to be worth encourag- concern the mage Lythande, once a traveler
a cure for her petrifying gaze. Neither is ing all by itself. in Robert Asprins Thieves World series)
related to the AD&D games gorgon, which carry a richly descriptive narrative rhythm,
is another creature entirely. THE HORSEGIRL and Ru Emersons contribution is logically
As she searches, Euryale encounters the Constance Ash less ornamental in style than her Nedao
Roman senator Gnaeus Cornelius Scipio Ace 0-441-34275-2 $3.50 novels. By contrast, Lackeys two linked tales
Hispallus, the Chaldean philosopher- Constance Ash creates a strange world are almost too casually written and distant
wizard Archidemus, and the Marsi witch in her first novel. The strongly feudal of viewpoint to convey the mood Newcomer
Simaetha, and learns that Roman politics social and political structure suggests a seeks. All, though, are solidly plotted sword-
and obscure magic can be a dangerous medieval setting, but flintlock rifles and and-sorcery adventures.
mixture. Before the tale is done, Euryales competing religious systems convey deep These adventures are mostly of novella
curse has touched all four lives and forced echoes of Englands 17th-century Puritan or novelette length, allowing Newcomers
her to leave Rome. era. Appropriately, The Horsegirl is a writers greater freedom than short fiction
The quietly written, moving narrative strange novel; while the writing is very generally offers. Each handles the chal-
incorporates substantial quantities of good, the storys events and ideas are lenge differently: Lackey presents a pair of
valuable lore for gamers with interest in more unsettling than appealing. tales which combine to form a whole,
classical campaign settings. Besides exten- Theres no doubt that Ash is firmly in while Roberson and Emerson choose plots
sive information on Euryale herself, read- control of her story and language. The that skillfully balance short-story compact-
ers will find a pragmatic, senator's-eye narrative captures readers quickly, skill- ness with a novels richer detail. Bradleys
view of the citys politics neatly twined fully using action and image to create two stories are the books shortest, a fact
with descriptions of Roman religious prac- atmosphere and propel the plot. Title likely dictated by the magazine markets in
tices (orthodox and otherwise). Hack-and- character Glennys transformation from which they first appeared.
slash enthusiasts will find little excitement, peasant girl to horsemistress under Editor Newcomer has chosen these
but there is emotional intrigue in plenty. wealthy Baron Fulk, and her struggle stories well, and readers should be aware
A final aside: All three of Kara Dalkeys against diverse emotional and societal that this volume originally appeared,
novels (The Curse of Sagamore, The Night- pressures, are told with power and style. under the title Bardic Voices One, as a
ingale, and Euryale) have been discussed Despite her skill with language, how- handsome limited-edition book from his
in this space. That surprised me when I ever, Ash sends conflicting signals con- own Hypatia Press imprint. Inquiries to
noticed it, but what surprised me more cerning a troubling yet critical plot point. Hypatia Press (86501 Central Rd., Eugene
was the diversity of the three books: a The expertly stage-managed twist will OR 97402, U.S.A.) should reveal if copies
startle readers, but should have been no are still available; the quality craftsman-
surprise to Glennys. (Warning: Discussing ship and popular group of writers make
the problem requires revealing the twist.) the anthology a worthwhile collectors
The Horsegirl appears at first to be a item, independent of the enjoyment
straightforward coming-of-age tale. In fact, gamers can derive from the reading.
Ashs novel has enough complex psycho-
logical baggage to keep a closetful of FOOL ON THE HILL
Freudians busy for years. Its heart is a Matt Ruff
classic Oedipus triangle: Glennys, her Atlantic Monthly Press
peasant mother, and Baron Fulk, who is 0-87113-243-5 $19.95
Glennys mentor, lover, and father. Single- There are no fantasy gamers in Fool on
minded Reverend Tuescher adds another the Hill, though you might expect them in
dimension, fueling a strong but underex- a novel set on a university campus. At
plained religious conflict. But though Ash Matt Ruffs shadow version of Cornell
creates enormous subliminal tension, she University, theyd be redundant the

I f you want to write articles


for us, get a copy of our writ-
ers guidelines first. If you live in
firmly dodges the questions she raises and
minimizes their impact.
Stranger still, the books conclusion
promises a sequel focused on a world of
whole campus borders Faerie, and is pop-
ulated by Shakespearean sprites, canine
philosophers, ring-wielding Tolkien lovers,
benign crusaders for various causes, and a
the United States or Canada, glamour and intrigue. Ash may be a tal- storyteller in search of love.
just send a self-addressed, ented word-spinner, but she seems deter- Instead, there are stories within stories
stamped envelope to: Writers mined to write stories with split within stories. Some of them are
personalities. Until she can effectively romances: Aurora Smiths father hopes to
Guidelines, DRAGON Maga-
focus her literary vision, gamers are best find her an unconventional husband; a co-
zine, P.O. Box 111, Lake Geneva
advised to look elsewhere for campaign president of the reclusive and wondrous
WI 53147, U.S.A. In Europe, ideas. Tolkien House offers membership to a
send a self-addressed, stamped band of nonconformists in trade for an
envelope to: Writers Guide- SPELL SINGERS introduction to one of them; and star-
lines, DRAGON Magazine, TSR Alan Bard Newcomer, editor crossed sprites rebuild a relationship
Ltd, 120 Church End, Cherry DAW 0-88677-314-8 $3.50 tarnished after an unfortunate incident in
Hinton, Cambridge CB1 3LB, This was a small project that grew. The a library display case.
United Kingdom. Our guidelines growth itself isnt surprising, given the Greek mythic elements, including a
are free. Dont start your type- authors involved. Marion Zimmer Bradley cosmic Storyteller (with a capital S), also
is an institution, and though Ru Emerson, have a place. So do tidbits of fairy tale,
writer without them.
Mercedes Lackey, and Jennifer Roberson epic, and Shakespeare, as well as a host of
DRAGON is a trademark of TSR, Inc. are newcomers by comparison, each has other subtly acknowledged literary influ-
1989 TSR, Inc. All Rights Reserved. gained a respectable following. Editor Alan ences. At least half the major and minor
Bard Newcomers intent in assembling plots operate on more than one level,

86 MARCH 1989
some quite openly and others very subtly Elsewhere, The Crystal Keep finds Sheila even if well deserved, given the crowd of
indeed. And Ruff gets away with the dan- Gilluly gathering strength; the intimate air new material being published. Dont stop
gerous plot device of giving his characters of her previous Greenbriar Queen suggesting them, though; perhaps the
Significant Names, because the names are remains, improved this time by better editor would publish a short article focus-
invariably, perfect matches for the charac- character definition and a more distinctive ing on classic works and readers favor-
ters personalities. villain. ites, and you may alert me to watch for
The overall atmosphere is one of wry Finally, good news is out for devotees of newer works by the same writers. Please
humor and benign good will, but the fre- Krynn and the Forgotten Realms. remember to sign your note (and print
quently light tone can be deceptive; Ruff Stormblade (TSR, $3.95) is Nancy Varian your name also; I may mention some let-
has an equally good eye for drama and Berbericks skillfully told chapter of ters in this space, and I want to spell cor-
danger, and he can conjure fear at appro- DRAGONLANCE history, populated with a respondents names correctly). And while
priate moments. At its heart, though, Fool solid cast of dwarves, a memorable min- alternate forms of storytelling, such as
on the Hill is a novel about the power of strel, and a surprisingly distinctive kender. TV programs and videotapes, appear
dreams and the spirit, and about stories Jeff Grubb and Kate Novak, meanwhile, rarely in this space at best, they may again
that arent recorded on paper. make Azure Bonds (TSR, $3.95) an intri- pop up in extra articles from time to
In that light, its a book for every gamer cately plotted adventure set in the time.
who has ever fudged a die roll in a good FORGOTTEN REALMS setting. Notable in
cause, about a world that might very well the cast are an inspiringly nasty red
be our own if we believe in it strongly dragon, a lizardman who isnt a lizardman,
enough. If Ruff, a 22-year-old first novelist, and enough villains to staff a minor war.
never publishes anything else, Fool on the Yet the tale is focused strongly on Alias, a
Hill will undoubtedly become a cult favor- swordswoman with a missing past and a
ite. If he keeps writing this well for very peculiar tattoo. Both are excellent
another six or seven books, it may wind tales from comparatively new writers.
up as an out-and-out classic. Where does TSR find these people?

Recurring roles Readers roles


An unexpected sequel highlights the lists Many thanks to the readers (and writers)
this month. House of Shards (Tor, $3.95), is who have written in recent months; I
Walter Jon Williams second tale of Drake appreciate the feedback and am familiar
Maijstral, interstellar Allowed Burglar with many of the books mentioned. Keep
extraordinaire. This time, hes in competi- the cards and letters coming!
tion with a rival both for ratings points Meanwhile, some general responses.
and for the priceless Eltdown Shard, in a First, reviews of older titles are unlikely,
space-station setting updated from the old
English country house. Williams, as
before, provides a stylish adventure full of
double reverses and debonair repartee.
(Perhaps someone will buy the movie
rights to this!)
Also a minor surprise is Stairway to
Forever (Baen, $3.50), beginning a new
fantasy series by Robert Adams. This one
may have possibilities despite a very slow
start and a viewpoint some readers will
undoubtedly consider chauvinistic. The
plot concerns a passage to another world
hidden beneath a Florida hillside, and the
possibility that hero Fitz Fitzgilbert was
born there, not here. Unlike Adams Casta-
ways in Time series, this one holds at least
the promise of a solid ongoing plot.
No surprise at all is the latest anthology
set in the City of Luck. Liavek: Spells of
Binding (Ace, $3.50) is notable both for
several strong individual stories and for
the threads crossing between them. A
three-way collaboration draws several
writers characters together for a major
climax, and two more authors describe the
same play from different perspectives.
Editors Will Shetterly and Emma Bull
continue to put Liavek at the top of the
shared-world lists, but may need new
characters to populate future volumes.
In the middle volume department, David
Eddings Demon Lord of Karanda con-
tinues what is becoming an incredibly long
chase sequence in his Malloreon series.
The writing remains solid if traditional,
and a new character emerges as a foil and
love interest for master trickster Silk.
DRAGON 87
indicates an Australian convention. for a day pass. Send an SASE (or international
Convention Calendar Policies indicates a Canadian convention. reply coupon) to: WOLFCON, c/o Acadia Stu-
dents Union, Wolfville, N.S., CANADA, B0P 1X0;
This column is a service to our readers
* indicates a product produced by a company other than TSR, or call Brian McGee at: (902) 542-7133.
Inc. Most product names are trademarks owned by the
worldwide. Anyone may place a free listing companies publishing those products. The use of the name of
for a game convention here, but the follow- any product without mention of its trademark status should not GAME MASTER TOURNAMENT DAY,
ing guidelines must be observed. be construed as a challenge to such status. March 4
In order to ensure that all convention The Game Master presents this single-day
BASHCON 89, March 3-5 event of role-playing and war-gaming competi-
listings contain accurate and timely infor- BASHCON 89 is the seventh gaming convention
mation, all material should be either typed tions, open gaming, and miniatures contests.
held by the University of Toledos Benevolent Events will be held in the Village Mall Audito-
double-spaced or printed legibly on stand- Adventures Strategic Headquarters (UT-BASH).
ard manuscript paper. The contents of rium, located in the lower level of the Bergen
This event features an auction, a miniatures con- Mall Shopping Center in Paramus, N.J. Featured
each listing must be short, succinct, and test, movies, game exhibitors and dealers, an
under 150 words long. activities will include a single-round RPGA
RPGA Network AD&D tournament, and more Network AD&D tournament. Gaming will
The information given in the listing must than 130 role-playing, miniatures, and board-
include the following, in this order: begin at 10 A.M. and will conclude at 6 P.M. Write
gaming events. The convention will be located in to: The Game. Master, Bergen Mall, Paramus NJ
1. Convention title and dates held; the Student Union, third floor, at the University of
2. Site and location; 07652; or phone: (201) 843-3308.
Toledos Main Campus. The special guest of honor
3. Guests of honor (if applicable); will be Poul Anderson. Send an SASE to: Student
4. Special events offered; CALCON IV, March 10-12
Activities Office, UT-BASH (BASHCON 89), 2801 This gaming convention will be held at the
5. Registration fees or attendance West Bancroft Street, Toledo OH 43606-3390; or
requirements; and, Sandman Inn in Calgary, Alberta. Events will
call: (419) 537-4654. feature a large variety of games, including an
6. Address(es) and telephone number(s)
where additional information and confirma- AD&D tournament miniatures contests, guest
SIMCON XI: The New Beginning speakers, and more. Send an SASE to: CALCON
tion can be obtained. March 3-5
Convention flyers, newsletters, and other IV, P.O. Box 204, Station M, Calgary, Alberta,
This convention will be held on the University CANADA, T2P 2H6.
mass-mailed announcements will not be of Rochesters River Campus in the Wilson
considered for use in this column; we Commons. Events will include role-playing
prefer to see a cover letter with the BATTLEDAY, March 11
tournaments, war gaming, miniatures, movies, Cosponsored by the Cincinnati Adventure
announcement as well. No call-in listings demos, and a dealers room for war-gaming,
are accepted. Unless stated otherwise, all Gamers and Wanna Play? The Game Store, this
role-playing, miniatures, comics, and science- one-day affair will be held at Saints Peter and
dollar values given for U.S. and Canadian fiction fans. Registration fees are $10. Write to:
conventions are in U.S. currency. Paul Hall in Norwood (Cincinnati), Ohio. Events
SIMCON X, P.O. Box 29142 River Station, Roches- will include all-day gaming, a BATTLETECH*
WARNING: We are not responsible for ter NY 14627; or call: (716) 275-6186.
incorrect information sent to us by conven- event, AD&D games, miniatures events, and
tion staff members. Please check your more. Write to: Wanna Play? The Game Store,
TOTAL CONFUSION, March 3-5 1555 Cedar Avenue, Cincinnati OH 45224; or
convention listing carefully! Our wide TOTAL CONFUSION will be held at the Shera-
circulation ensures that over a quarter of a call: (513) 542-3449.
ton Worcester Hotel and Convention Center. It
million readers worldwide see each issue. will feature RPGA Network AD&D tourna-
Accurate information is your responsibility. METROMEET 3, March 11
ments, an RPGA Network GURPS* event, and This role-playing and war-gaming meet will be
Copy deadlines are the last Monday of other role-playing and board-gaming events. A
each month, two months prior to the on- held in the Student Union I Building on George
costume competition and several seminars have Mason University in Fairfax, Va. Sponsored by
sale date of an issue. Thus, the copy dead- been added to this years schedule. Guests of
line for the August issue is the last Monday the Gamesmasters, the featured events will
honor include Verne Wetherholt, John Astell, include AD&D game BATTLETECH* tourna-
of June. Announcements for North Ameri- and Brent Nosworthy. A dealers room, a
can and Pacific conventions must be ments. CHAMPIONS*, CAR WARS*, and other
miniatures-painting contest, and benefit events open gaming events will be featured. There will
mailed to: Convention Calendar, are also planned. Costs are $8 per day. Hotel
DRAGON Magazine, P.O. Box 111, Lake also be a dealers room and a room for Japani-
convention rates are available. Write to: TOTAL mation. The event will take place from 10 A.M. to
Geneva WI 53147, U.S.A. Announcements CONFUSION, PO. Box 306, Northbridge MA
for Europe must be posted an additional 10 P.M. Registration will be $3 before March 1
01534-1302. and $5 at the door. Write to: Gamesmasters,
month before the deadline to: Convention
Calendar, DRAGON Magazine, TSR Student Organizations, George Mason Univer-
WOLFCON, March 3-5 sity, 4400 University Drive, Fairfax VA 22030-
Limited, 120 Church End, Cherry Hinton, Atlantic Canadas only science-fiction and
Cambridge CB1 3LB, United Kingdom. 4444; or call Ahsan Khan at: (703) 670-8539.
fantasy convention in 1989 is taking over Acadia
If a convention listing must be changed Universitys Beveridge Arts Centre for a three-
because the convention has been can- COAST CON XII, March 17-19
day, multimedia extravaganza. All genres from This science-fiction and fantasy convention
celled, the dates have changed, or incor- Japanimation to horror and from cyberpunk to
rect information has been printed, please will be held at the Gulf Coast Coliseum Conven-
high fantasy will be covered. There will be tion Center in Biloxi, Miss., with accommoda-
contact us immediately. Most questions or competitions in AD&D, STAR FLEET BAT
changes should be directed to either Robin tions at the Howard Johnsons (call (601)
TLES*, GURPS*, and other games, with short 388-6310 or (800) 654-2000 for reservations).
Jenkins or Roger E. Moore at TSR, Inc., stories, films, costumes, and a live game. Events
(414) 248-3625 (U.S.A.). Questions or Guest of honor is Joel Rosenberg, author of the
include medieval fighting, Kenny Syinides Guardians of the Flame series. Other guests
changes concerning European conventions House of Horror, lectures, workshops, a Fantasy
should be directed to TSR Limited, (0223) include: Steven Sechi, designer of Talislanta and
Field Trip scenario playtesting, an art auction, Atlantis; P. D. Breeding-Black artist for Talislan-
212517 (U.K.). lots of role-playing, board, and strategy games, ta; and John Levene (Sgt. Benton on Dr. Who.)
and a host of other activities. Tickets are $10 Events include an RPGA Network tournament,
90 MARCH 1989 (Canadian) for the weekend, or $5 (Canadian)
video rooms, a meet-the-guests party, a costume include AD&D, TALISMAN*, ROLEMASTER*,
contest, filk singing, a charity auction, an art SQUAD LEADER*, STAR FLEET BATTLES*, and TECHNICON 6, March 31-April 2
exhibit and auction, and a dealers room. Regis- BATTLETECH* tournaments. Other events Sponsored by the Virginia Tech Science-Fiction
tration is $20. Write to: COAST CON, Inc., P.O. include ROLLOUT*, SUPREMACY*, WAR- and Fantasy Club (VTSFFC), this sixth-annual
Box 1423, Biloxi MS 39533. HAMMER*, THIRD REICH*, DIPLOMACY*, and science-fiction, fantasy, and gaming convention
PRIVATEERS & GENTLEMEN games. Preregis- will be held in the Donaldson Brown Center on
NEO-VENTION VIII, March 17-19 tration is $7 (Canadian), or $8 (Canadian) at the the Virginia Tech campus in Blacksburg, Va.
NEO-VENTION VIII will be held at the door. Prizes will be awarded in several game Guest of honor is John M. Ford, author of two
Gardner Student Center at the University of categories. One-day memberships may be pur- Star Trek books and the PARANOIA* game
Akron in Akron, Ohio. Featured events include chased at the door for $4. Special events include module Yellow Clearance Black Box Blues (win-
RPGA Network and miniatures events, a games a miniatures-painting contest, demonstrations ner of the 1984 World Fantasy Award and the
auction, and more. Write to: UGS, University of by the Society for Creative Anachronism, Inc., Charles Roberts award for best role-playing
Akron Gardner Student Center, Office #6, as well as various seminars. Send an SASE to: A module). Fan guest of honor is Chip Livingston.
Akron OH 44325. Send a 25-cent stamp or SASE. Collectors Dream, ATTN: Bob Tait, 51 York Convention activities include three 24-hour
Street, 2nd Floor, Fredricton, New Brunswick, video rooms, three tracks of continuous gaming,
OWLCON X, March 17-19 CANADA, E3B 3N4. a dealers room, panels, the TECHNICON play,
Rice Universitys WARP and RSFAFA will hold computer gaming, a masquerade, science-fiction
this gaming convention at Rice University. I-CON VIII, March 31-April 2 Jeopardy, a dance, parties, and more. Preregis-
Registration will take place in Sewall Hall. Held at the State University of New York at tration is $12 for students and $15 for others, if
Events include RUNEQUEST*, PARANOIA*, CAR Stony Brook, Long Island, I-CON (Island Conven- paid in advance. Otherwise, fees are $15 for
WARS*, TRAVELLER*, DIPLOMACY*, ILLUMI- tion, not Iowa Convention) will have guests of students and $18 for others paying at the door.
NAT I*, CIVILIZATION*, BATTLETECH*, STAR honor including Frederik Pohl and E. Gary Write to: TECHNICON, P.O. Box 256, Blacksburg
FLEET BATTLES*, ADVANCED SQUAD LEAD- Gygax. Other guests include Joe Haldeman, VA 24063-0256.
ER*, and AD&D tournaments, with open Barry Longyear, Julius Schwartz, and the cur-
gaming and with prizes awarded in some rent Dr. Who, Sylvester McCoy. Gaming guests CHIMERACON 89 (LA CONVENTION DE LA
events. Admission fees are $10 for all three days include Martin Wixted and Greg Costikyan. CHIMERE 89) April 1-2
before March 3, or $12 at the door. One-day More guests are confirmed daily, and a Star The Knights of the Imaginary bring you this
passes are $4 for Friday or Sunday, and $5 for Trek actor-guest is in the works. Featured gaming convention, which will be held at the
Saturday. To preregister, send a check payable events include speakers, movies, autograph University of Quebec in Trois-Rivieres. Among
to RSFAFA. Write to: OWLCON Preregistration, sessions, and AD&D, CHAMPIONS*, STAR the activities planned for this fantastic weekend
P.O. Box 1892, Houston TX 77251. WARS*, and DIPLOMACY* games. Game mas- are: a video room, a costume party (with prizes
ters are welcome. Advance tickets are $16 until for best costumes), computer games, real-life
ABBYTHON 7, March 18-19 March 17, or $18 at the door. One-day passes armored combat, a dealers room, the Battle of
The Abbyville Community Center in are also available. Send an SASE to: I-CON VIII, the Three Rivers of Time, workshops, numer-
Abbyville, Kans., becomes a Guild Hall once P.O. Box 550, Stony Brook NY 11790. ous contests, lectures, a royal fest, open gaming,
again as the Abbython Adventure Guild hosts its and lots more. The costs for the weekend are $4
seventh-annual 24-hour role-playing games MARCH FANTASY REVEL for members of the Knights of the Imaginary
marathon. New members are welcome. Best March 31-April 2 and $10 for nonmembers. Preregistration for
players will be awarded prizes for their efforts. Come to the fourth-annual MARCH FANTASY nonmembers is $6 if received before March 10.
Preregistration is $6; admission is $7 at the door. REVEL at the Harborside Holiday Inn in Write to: Daniel Gelinas, 5565 Roland #1, Trois-
Send an SASE to: ABBYTHON, P.O. Box 96, Kenosha, Wis. Activities will include a war- Rivieres-Ouest, Quebec, CANADA, G8Z 4E7; or
Abbyville KS 67510. gaming area, a silent used-game auction, a call Daniel at: (819) 378-9279. There are still a
dealers area, and role-playing events. Featured few tables left in the dealers room; interested
GAME-A-THON 1989, March 24-26 RPGA Network events include an AD&D parties should contact Daniel Gelinas.
The Sante Fe Springs Gamers Association will Grand Masters, AD&D Masters, AD&D Fea-
again sponsor this annual gaming convention in ture, TOP SECRET/S.I. Feature, and MARVEL CONNCON, April 1-2
the Town Center Hall, 11711 Telegraph Road, SUPER HEROES Feature tournaments. Other Held at the Quality Inn in Danbury, Conn., this
Santa Fe Springs, Calif. The festivities com- activities include workshops, a gamers banquet convention features role-playing, board-gaming,
mence at 5 P.M. on Friday and dont stop until 9 (please make reservations early), and an RPGA and miniatures events. Two RPGA Network
P.M. on Saturday. Events will include AD&D and Network members meeting. Special guests tournaments will be held, one open to all play.
other role-playing games, board-game tourna- include Harold Johnson, Jean Rabe, and Skip ers and one for members only. A benefit event
ments, fantasy and military miniatures battles, Williams. Fees are $10 a day, or $20 for the will be held; proceeds will go to the American
seminars, demonstrations, continuous movies, weekend. RPGA Network members receive a Heart Association. Preregistration is $10 for the
and a dealers room. Preregistration is $4 until $2 discount on registration, Write to: Keith weekend, if paid in advance. Registration paid at
March 17, or $6 at the door. There are no Polster, 2432 Park Avenue, Apt. 6, West Bend WI the door is $15. Write to: Hobby Center, 366
separate event fees. Write to: The Santa Fe 53095; or call: (414) 338-8498. Gamers may also Main Street, Danbury CT 06810.
Springs Gamers Association, ATTN: GAME-A- contact: Janice Ours, P.O. Box 840, Silver Lake
THON 1989, P.O. Box 2434, Santa Fe Springs CA WI 53170; or call her at: (414) 889-8346. DU PAGE GAME CON, April 1
90670; or call Callahan at: (213) 863-7893. Come join the April Fools Day festivities, to be
STELLARCON XIV, March 31-April 2 held once again in the SRC Building at the
GAMES 89, March 24-27 This science-fiction, fantasy, and gaming College of Du Page on 22nd and Lambert in
This major Australian games convention will convention will be held at the Elliott University Glen Ellyn, Ill. Various role-playing, board, and
offer role-playing, war, computer, and other Center on the University of North Carolina at miniatures game events are planned, including
game events on a massive scale. Nongaming Greensboro campus. This years convention AD&D, BATTLETECH*, ARENA OF DEATH*,
events include a formal dinner Saturday night features authors Jean Lorrah and Allen Wold, CIVILIZATION*, SQUAD LEADER*, Napoleonics,
(followed by other social events, such as cocktail and game designer Steve Jackson. Guests will and other games. Other attractions include a
parties, Easter egg hunts, etc.), show bags, films, conduct panels, lectures, and readings from dealers area, a silent auction, and prizes to be
lectures, and more. Convention fees are $16 new or soon-to-be-released works. In addition, awarded in all events. Admission for the day is
(Australian) for the weekend, or $5 (Australian) there will be an RPGA Network AD&D tour- $5; event tickets cost $2 each. Send an SASE to:
per day. Write to: GAMES 89, P.O. Box 242, nament, a CAR WARS* event, other game tour- DU PAGE GAME CON, 6636 West 23rd Street,
Lilydale, Victoria, 3140, AUSTRALIA; or call: naments, a trivia contest, a costume contest, and Basement Apt., Berwyn IL 60402; or call: (312)
(03) 726-7525. an art contest with entries from convention 749-1597.
patrons (no charge), and a dealers room; films
BRUNTOURN, March 31-April 2 will also be shown. Preregistration runs until GAME FAIRE 89, April 7-9
This gaming convention will be held in the March 1. Admission prices until then are $12 The 10th-annual GAME FAIRE convention will
ballroom of the Student Union Building of the for the weekend, $8 for two days, or $5 for one beheld at the Spokane Falls Community College
University of New Brunswick in Fredricton, day. After March 1, admission prices at the door in Spokane, Wash. Events will run from Friday
N.B., Canada. Special guest for this tournament are $15 for the weekend, $10 for two days, and night through Sunday afternoon, and include
will be Field Marshal Duhr, representing $8 for one day. Write to: SF3, Box 4, EUC, UNC game tournaments, microarmor and historical
Supremacy Games, Inc. Scheduled events Greensboro, Greensboro NC 27412. miniatures, a video room, dealers tables, role-

92 MARCH 1989
playing games, board games, family games, a Special guests include Hal Clement, Nancy tion, this two-day convention will be held at the
games auction, and a demonstration by the local Springer, Brad Strickland, Phil Foglio, Mary Student Center of the University of Wisconsin-
SCA. Registration for GAME FAIR 89 is $10 Hanson-Roberts, Allen Hammack, Dr. Maureen Platteville. Gaming events will begin at 9 A.M.
prepaid or $12 at the door. One-day member- Kendrick, and many others. Featured events and run until 9 P.M. on Saturday and will begin
ships are available at $5 for Friday or Sunday, include author and artist panels, an art show at 9 A.M. and run until 5 P.M. on Sunday. Our
or $6 for Saturday. All profits go to the Wishing and auction, a Friday night ice cream reception, featured guest will be E. Gary Gygax. Special
Star Foundation, a charity dedicated to helping an AD&D game team tournament with $210 in events include a LASER TAG* competition, a
children. Write to: Merlyns, W 201 Riverside, cash prizes, many other tournaments with miniatures contest, and an RPGA Network
Spokane WA 99201; or call: (509) 624-0957. prizes, filksinging, author readings, a Saturday AD&D game tournament. Other game events
night costume contest (with cash prizes), a will be announced at the door. Admission for
ROUNDCON IV, April 7-9 masquerade ball (right after the contest), and an both days is $7 at the door, or $5 if paid in
The Round Table Gaming Society will hold this all-you-can-eat banquet ($6, scheduled for Sun- advance. Send an SASE to: Platteville Gaming
gaming convention at the Russell House Student day at 10 A.M.). Preregistration is $20, or $25 at Association, P.O. Box 109, Platteville WI 53818.
Union on the University of South Carolina the door. Dealers tables are $40 (includes one
campus. Events will include multiple-round free membership). Hotel rates are $29.38 for AMIGOCON 4, April 21-23
AD&D and CHAMPIONS* tournaments, single- one to four people (mention BAMACON III). This science-fiction, fantasy, and gaming
event role-playing games of all types, miniatures Write to: BAMACON III, University of Alabama, convention will be held at the Holiday Inn
events, a video room, a miniatures-painting P.O. Box 6542, Tuscaloosa AL 35486; or call: Sunland Park in El Paso, Tex. Melinda Snodgrass
contest, board games, and rooms for open (205) 758-4577 or (205) 758-2186. is author guest of honor, and Frank Kelly Freas
gaming, with awards and door prizes. Preregis- is artist guest of honor. Other guests include
tration is $3 if postmarked before March 15; for LEPRECON 15, April 14-16 Walter Jon Williams, Rick and Pati Cook, Jenni-
confirmation of preregistration, please send an LEPRECON is an art-oriented science-fiction fer Robertson, Mel White, and George Alec
SASE. Write to: ROUNDCON IV USC Box 80018, and fantasy convention with a strong gaming Effinger. Advance membership fees are $12.
Columbia SC 29225; or call: (803) 254-2601 or focus. Events will be held at the Phoenix Hyatt Registrations purchased at the door are $15 for
(803) 772-4784. Regency in sunny, downtown Phoenix, Ariz. all three days, or $7.50 for one day. Write to:
Guests of honor are author Chelsea Quinn AMIGOCON 4, P.O. Box 3177, El Paso TX 79923.
MOUNTAINTOP 89, April 8-9 Yarbro and artist Richard Hescox. Gaming CHATTANOOGA COMICS, CARDS, &
This gaming convention will be held at Lehigh events include AD&D (Monster Mash and COLLECTABLES SHOW, April 21-23
University in Bethlehem, Pa. Events include an morel, BATTLETECH*, microarmor, WAR- This semiannual collectors show will be held
AD&D tournament, a games auction, and a HAMMER* FANTASY BATTLE, GURPS*, STAR at the Eastgate Mall on Brainerd Road, just off I-
swap meet. Board, role-playing, and computer WARS*, and EMPIRE BUILDER* games. Other 75, in Chattanooga, Tenn. Show hours are 9 A.M.
games will also be played. Preregistration is $8 events include special workshops and panels, a to 9 P.M. Friday and Saturday, and 11 A.M. to 6 P.M.
before March 15; thereafter, registration is $10. miniatures-painting contest, a used-games Sunday. Guests will include representatives
Send an SASE to: Earl Kinsley, U.C. Box 276, auction, open gaming, plenty of check-out from Marvel Comics. Events will include: an
Lehigh University, Bethlehem PA 18015. games, and more. Regular convention activities AD&D tournament (which begins Friday, with
include an art show, a dealers room, movies, winners announced Sunday); an ongoing
SCRYCON 89, April 8 Japanimation, computers, panels, parties, and DRAGONLANCE board game; video showings
Able adventurers are needed to regain lost other great stuff. Registration is $25. Write to: of Star Trek Bloopers, The X-Men, and more; an
shards of the Famous Crystal Monolith at SCRY- LEPRECON, P.O. Box 26665, Tempe AZ 85282; auction hosted by our own Freddy Krueger; and
CON 89, the seventh-annual one-day tourna- for gaming information, write to: Don Har- a costume contest Saturday night. Admission is
ment sponsored by the seekers of the Crystal rington, 3505 East Campbell #14, Phoenix AZ free! The entire mall is the showroom area; it
Monolith Gaming Club. This years convention 85018; or call: (602) 956-1344 (before 10 P.M. will include comic books, baseball cards, Star
will be held at the Red Hook Methodist Church MST, please). Trek and Dr.Who memorabilia, Japanese anima-
in Red Hook, N.Y. (approximately 60 miles south tion, gaming, and more. Dealer tables are $100
of Albany on Route 9). The tournament will DEF-CON I, April 15-16 each, or $150 for two. Tables are 8 long. Write
consist of AD&D tournaments, alternate Sponsored by THE CLUB, this gaming conven- to: Amazing World of Fantasy, 2518-C Shorter
games, miniatures-painting contests, and our tion will be held at the Howard Johnsons in Avenue, Rome GA 30161; or call: Dana Pinkard
popular used-game flea market. Admission is $5 Portage, Ind. (intersection of Route 20 and U.S. (show chairperson) at (404) 235-2179, or Patrick
for the whole day. Send an SASE to: SCYRON 249). Special events include group vs. group Swinford at (404)234-5309.
89, P.O. Box 896, Pleasant Valley NY 12569. role-playing, and RPGA Network and computer
tournaments. Other events include AD&D, GALACTIC TREKFEST, April 21-23
VALLEYCON II, April 8-9 MARVEL SUPER HEROES, CHILL*, TWILIGHT: This science-fiction and gaming convention
Sponsored by the Northeast Wisconsin Game 2000*, and BOOT HILL games. Fees are $3 will be held at the Henry VIII Hotel in St. Louis,
Players Association (GPA), this gaming conven- preregistered, or $5 at the door. Prices are from Mo. Guests of honor include Richard Hatch,
tion will be held at the University of Wisconsin- free to $3 per game. Write to: David Machin, Merritt Butrick, Bill Mumy, and others. Special
Green Bay. All forms of gaming will be 719 Juniper Road, Valparaiso IN 46383; or call: events include a banquet, open gaming, con-
presented, including a 40 39 miniatures (219) 759-2530. tests, costuming, regional science-fiction meet-
battle of the Assault on Hoth, strategic minia- ings, convention rooms, and dealers tables.
tures and board-game battles, and role-playing GAMEMASTER 89, April 15 Weekend passes by preregistration are $20;
events ranging from the D&D and AD&D Boise, Idahos favorite gaming convention will other passes are available by inquiry or may be
games to science-fiction games. Other events again be held in the Student Union Building of purchased at the door. Over 33 events in all will
include a miniatures-painting contest, door Boise State University. Featured games will be sponsored at this convention, including an
prizes, and more. Ticket prices for game mas- include AD&D games, MEGATRAVELLER*, acting class by Richard Hatch, all-night videos
ters are $3 plus $2 per event entered in the CAR WARS*, WARHAMMER*, BATTLETECH*, and gaming, and more. Write to: GALACTIC
convention for one day, or $4.50 plus $2 per GURPS*, STAR TREK*: The Role-Playing Game, TREKFEST, 640 White Street, Belleville IL 62221;
event entered in the convention for two days. STARFLEET BATTLES*, MARVEL SUPER or call (618) 233-2404.
To preregister, send your name, address, tele- HEROES, and Zomax*. We will also have open
phone number, game system you wish to run, gaming, miniatures contests, and an auction. SALUTE 89, April 21-23
and the admission and entry fee (check or Our guest of honor, Gary Thomas, will explain This gaming convention will be held at the
money order only) to: VALLEYCON Headquar- how to get your role-playing modules published. Best Western Kings Inn, 5411 Kingsway, Burna-
ters, 1211 Morris Avenue, Green Bay WI 54304. We will also have a Star Trek trivia competition. by, B.C., Canada. Featured events will include
Game-master packets. and schedules are at the Registration will be $5 at the door or $4 if your table-top miniatures, board gaming, and fantasy
convention. Send an SASE to the address above, preregistration is received before April 8. To role-playing. In addition, 7th-edition 15mm
or call: Brian Severa at (414) 494-7313. preregister, or to obtain more information, Ancients, SQUAD LEADER*, and D&D game
write to: The Gamemasters Guild, 4948 Koote- tournaments and a miniatures-painting contest
BAMACON III, April 14-16 nai, Suite 204, Boise ID 83705; or call the Game- will be held, along with trade stands and a swap
This science-fiction, fantasy, and gaming masters Guild at: (208) 338-1410. meet. Write to: Barry Kemp, Convention Direc-
convention will be held at the Econo-Lodge tor, SALUTE 89, 5850 Rumble Street, Burnaby,
(formerly the Stagecoach Inn), located at 4810 PLATTECON BETA, April 15-16 B.C., CANADA V5J 2C4; or call: (604) 526-4463
Skyland Boulevard East in Tuscaloosa, Ala. Sponsored by the Platteville Gaming Associa- or (604) 437-3038.

DRAGON 95
96 MARCH 1989
DRAGON 97
Sage Advice ciencies in weapons and combat where were they?
gained by a Rose Knight? There were once five towers. Their
Rose Knights gain the cavaliers weapon locations were: Palanthus, Wayreth, Istar,
Continued from page 12
of choice bonuses in addition to the Crown Daltigoth, and the Ruins (DLA, page 29).
Knights weapon specializations and Sword
from Skullcap to Thorbardin, but no such Knights spells. Why are PCs on Krynn limited to
map is included with the module. Similar 18th level?
information is given in DL4, but Thorbard- What happens when a Crown Krynns deities remove characters from
ins location is not given. Where is Thor- Knight of, say, 8th level opts to Krynn when the characters exceed 18th
bardin in relation to Skullcap? become a Sword Knight? level (DLA, page 13).
Thorbardin is about 10 miles (as the The Knight in question must petition a
crow flies) south of Skullcap, in the moun- Knightly Council and complete the Do Solinari, Nuitari, and Lunitari
tains directly south of Skullcaps swamp. required quest, just as any other candi- have clerics?
date. When he completes the quest, he These deities are not part of the Holy
I am having difficulty understand- receives three weapon and two non- Orders of the Stars and have no clerics.
ing the roles of the Primary PCs and weapon proficiencies, just as any other
Dreamshadow PCs in DL10 Dragons new Sword Knight. From this point on, he
of Dreams. How many Dreamsha- is treated just as any other 3rd-level Sword
dow PCs are there? Which tracks do Knight, although he keeps his current hit
they follow? Who controls the points, saving throws, and combat ability. Editorial
Dreamshadow PCs? As he accumulates experience as a Sword
Each Primary PC follows a different Knight, he does not gain additional hit Continued from page 2
track from every other Primary PC, points or weapon proficiencies until he
exceeds his Crown-Knight level, but he that keep the game going. (Some
accompanied by Dreamshadow replicas of
RPGs are constructed so that the
his companions. Each player controls his does begin getting spells when he reaches
6th level. PCs, evil or not, do not stick togeth-
Primary PC and all its Dreamshadow rep-
er; West End Games PARANOIA
licas in all tracks. The DM should not tell
game comes to mind. It uses clones
the players who is the Primary PC in each There seems to be some confusion
to overcome the high turnover
track. over the range of ability scores for among PCs.)
the tinker gnome in DLA. The rules
The PARANOIA game and the
In the spell summary on pages 126 on page 21 do not agree with the recently released D&D campaign
and 127 of DLA, spells are listed by tables on page 117, and the tables on pack GAZ10 The Orcs of Thar point
sphere. Some spheres are listed as page 117 do not agree with each out another way to keep evil-PC
combinations, such as Conjuration/ other. campaigns alive run them as
Summoning. Does a wizard have to A tinker gnomes ability scores must fall comic campaigns. The module Mon-
be able to use spells from both within the following ranges: sterquest from DUNGEON issue
spheres in order to cast spells from #10 makes use of several evil but
such a combination sphere? Ability Min/Max hilariously stupid characters. Who
No. A wizard can cast the spell as long as Strength 6/none cares if you are evil, if you are being
at least one of the spheres is open to him. Intelligence 10/none* completely silly?
However, some spells are limited to one Wisdom none/12 Those who want serious evil char-
sphere of the combination. For example, Dexterity 12/none acters can still have a good cam-
the armor spell is strictly a conjuration; Constitution 8/none paign if they play with honor. It is
only a wizard who has the conjuration Charisma none/none important to avoid tastelessness and
sphere open to him can cast an armor to promote a certain sense of repu-
spell. * Tinker gnomes with an intelligence of 15
tation and integrity among the bad
or greater gain 10% on earned experience.
guys. The movie The Wild Bunch
Does the user of an Orb of Drag- depicted a band of outlaws who
onkind have to make a save each Are the demi-humans of Krynn
stood up for one another even
round he uses the Orb? allowed to become multiclassed though it meant facing death (it also
A save vs. charm spell is required each characters? helped that they fought bandits who
time a power is used, not merely once per Yes; see Arcana update, part 1, in in some ways were far worse than
round. DRAGON issue #103, for the multiclassed
they were).
combinations allowed. Be sure to exclude
Running an evil-PC game is a
Do Solamnic knights have cavalier combinations using classes prohibited by tricky affair, and not everyone is
abilities? the racial descriptions in DLA.
able to play by the special rules it
Knights of Solamnia are cavaliers but do involves. It can be nice not to be
not gain the cavaliers weapon of choice The DRAGONLANCE rules say that
good all the time, as my article
bonuses until they become Knights of the gold has no value on Krynn, and say noted. But even when youre bad,
Rose. that steel replaces gold. What does being good about it helps.
this mean, and what is Krynns mon-
Are the abilities of each order of etary system?
knights cumulative? For purposes of conversion, one Krynn
Yes. A Crown Knight retains his weapon steel piece (usually called an Emas) equals
specialization ability when he becomes a 2.2 AD&D game gold pieces. Krynns two
Sword Knight, and a Sword Knight keeps monetary systems are explained in detail
any spell earned when he becomes a Rose on page 29 of module DL1 Dragons of
Knight (but he does earn more spells as a Despair.
Rose Knight).
Exactly how many Towers of High
What exactly are the special profi- Sorcery were there originally, and

98 MARCH 1989
100 MARCH 1989
102 MARCH 1989
104 MARCH 1989

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