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, C CARDS FROM THE N E W


,.1r1h;\--Gathering' ALLIANCES EXPANSION S

the roleplaying magazine IPINTASY • SCI-FI • HORROR

Ta es of
TERROR.
Discover how to create the K i r
perfect horror scenario
Conspiracy X
The ultimate X-Ries style RPG -
it's the best new game this year

Tinkering with time


Spice up your campaign
with a touch of time travel

You're going down!


Don't get out of jail free with
our unmissable pull-out

Also reviewed this issue • AWED Faiths and Avatars • Time Gate
Space Hulk: Vengeance of the Blood Angels • In the Shadows • Darkness
tulure Unveiled • Immortal Eyes 2: Shadows on the Hill • Super Tuesday
11 II I
911771360 7 4 7 0 0 3
11
Middle-earth: the Wizards Corn anion • And many, more...
•VMLISHING
Vow poismttc I d , . f i r J U N E 96 • ISSUE SEVEN
KICKERPACK2:
FIREWALKERS
From the roaring fires of the sun, the Firewalkers took notice of
nic battles unfolding and decided to take part.
ith hely spirits and jets of flame they come in
DRAGONDICE Kicker Pack 2, ready to burn their
way to world domination!

DRAGONDICE Kicker Pack 2. Firewalkers • TSR #1502 • Sug. Retail $6.95:


CAN $10.95: £4.99 U.K. Incl. VAT • ISBN 0-7869-0294-

Kicker Pack 2: Firewalkers


I: More valety and power tor your army.

KICKERPACK3: UNDEAD —
They claw their ways to the surface, once-fallen armies
reanimated after death and eager to rejoin the struggle!
Kicker Pack 3: Undead brings the horror of the undying unlife to the
game. Dare your army stand against creatures that refuse to stay dead?

DRAGONDICE Kicker Pack 3. Undead • ISR #1503 • Sug. Retail $6.95:


feker Pack 3 Undead
CAN $10,95; £4.99 U.K. Ind VAT • ISBN 0-7869-0462-3
' Monsters From Bevond the Gra% e!
- - -
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New rare dice. New special powers. New ways to win. Now on sale.
T5R Ltd. • 120 Church End • Cherry Hinton • Cambridge. England CBI 3LB • I r 44 -1223-212 I 7 • fax 44-1223-248066
and19 designate trademarks a6ned byTSR. Inc. 01996TSR. Inc All rights reserved
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IN
I MEO

3tTH-gTHSEPTENIBER
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TSR Limited, 120 Church End, Cherry Hinton,


Cambridge CBI 3LB, England
Tel: 01223 212517, International 44-1223-212517
Fax: 01223 248066, International 44-1223-248066
GEN CON and the TSR Logo are trademark, owned h) TSR. Inc. 01996 All Right, Re,er%ed
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Want to hear something
really scary? Then you'll
just have to check Out
this month's cover
feature, which takes a
CONTENTS June 1996 • Issue 7
look at how you can
integrate horror
REGULARS 28 Do ITYOURSELF
scenarios into any style 7 EDITORIAL In the second part of his
of campaign. series on how to write your
The editor speaks! own roleplaying system, Lee
Tales of Terror!
8DESPATCHES Brimmicombe-Wood tells us
feature how to go about matching
We bring you the latest news
on page 22
from the worlds of RPGs and rules with a background
CCGs. Plus, compos galore! 32 OF DICEANDMEN
18 GOLDENHEROES Roleplayers get far too
attached to their dice, as
RETRO' Jonathan Smith explains
We take you back to a time of 34 TINKERINGWITHTIME
caped crusaders and
punches that go, 'Thwack!' Introduce time travel into your
Just what is the RPG campaigns and you
connection between 21ANDREWRILSTONE could be asking for trouble.
roleplayers and More deliberations on the Paul Rose explains how to
their dice?
state of the roleplaying hobby avoid time-travelling pitfalls
Of Dice and Men 53 BACKISSUES 38 THESOURCE
feature
Get the issues you've missed More strange artifacts for you
on page 32
to spend your money on
75SUBSCRIBE
You know it makes sense - it 41ENCOUNTER:
saves you money, after THEPRISON
84ARCANESCRIBBLINGS There is no escape! Your
characters have been sent to
Hot debate rages in the
arcane letters pages jail in this issue's 11-page
campaign setting
The closest thing to an 87 THEINTERNET
X-Fites RPG a n d it's
Discussion from our forum
absolutely brilliant! REVIEWS
88 READERADS
Conspiracy X
review
Get in contact with other 55 GAMESREVIEWS
On page 56
readers, and sell your wares The greatest RPG to arrive so
90 IT WAS A TIME OF far this year gets reviewed -
yes, Conspiracy X has Andy
DARKNESS foaming at the mouth this
Because the lights were out month, a Mythos has had the
same effect on Paul; could
FEATURES this be the card game to blur
the lines between CCGs and
RPGs? These , and many
22 TALESOFTERROR! more find their way into this
Horror scenarios shouldn't be issue's game review section
Introduce time travel limited to horror games. In
into your RPG this month's cover feature we 78 HOTMETAL
campaigns and still take a look at how you can The latest figures reviewed
make them work.
integrate horror into any 80 THEGREATLIBRARY
campaign, and show you how
Tinkering with Time to create adventures that will Read about what we've been
feature
scare your players rigid reading over the past month
on page 34
, V I

i f i C i t 111 1 M i mYou'll
• rules. i Realities 2.0be
not only offers
ableatocomplete
deck theoverhaul of you'll
net faster, the Shadowy=
get the most
current information about Matrix law, artificial intelligences and new equipment! VR LO also
Includes rules for playing otaku, the mysterious technoshamans who seem to live in the Matrba
CON S A L E I V C P W !
Alit
FASA products are available through f l o b b y G a m e s t r i l For more Information, w d t e to U n i t S4, fludftwd
.0* industrial, Estate, Ford Airfield, N I L A r u n d e l , W e s t Sussex, BA118 ODD, U.K. or call: (0) 9 0 3 - 7 3 0 9 9 8 .
00"'•

Shadowrund is a Registered Trademark of FASA Corporation. Virtuall ReAllites i ( P. is a Trademark of FASA Corporation. Copyright 1 9 9 6 FASA Corporation. All Rights Reserved.
UPFRONT
arcane
30 Monrnouth Street, Bath BA1 28W
Tel +44 (1225)442244 Fax +44 (1225) 465982
e-mail arcanePluturenetco.uk
web site http//www.futureneLco.oki

Paul Pettengale E d i t o r
pettengale@luturenetcodk

Steve F a r a g h e r C o n s u l t a n t Editor

Andy Butcher F e a t u r e s Editor


abotcher@futurenetco.uk

M a r y a n n e Booth A r t Editor
hen I was 12 a friend at
school introduced me to a
Writers and Editorial brand-new game called
Chris Baylis, Mark Baiter, Dungeons D r a g o n s . I
Lee Brimmicombe-Wood, Dan Heart,
Tony Johnston, Gideon Kibblewhite,
remember m y first ever
Jonathan Nash, Karen Newis, Jonathan Palmer,
Cliff Ramshaw, Andrew Rilstone, Paul Rose,
session - I was a fighter in a band of six or
Lacya Szachnowski, Dave Taylor, so adventurers, and we spent a couple of
Adam Dilworth, Ken & Jo Walton,
Trenton Webb and Paul White hours orchestrating a single scrap with a
Photography Rick Buettner
load of dead guys. I didn't have a clue
what was going on, so I rolled the dice
laustraron Paul Campion, John Field, Simon Gurr,
Keith Jackson, Jason Jordache
when told and made an effort to look like
and Stephen Lilly
Iwas having the time of my life.
If you're having trouble getting That was 13 years ago. Since then
hold d a r n : s o w contact.
Toni Green Circulation Manager I've played more games than I could
If you'd rather e-mail
I f you would like to subscribe you should telephone
possibly recall, I've attended conventions,
me than send letters
01225822511, fax 01458 2743713. of wfite to I've edited a fanzine and now, after years
' m a n e subscriptions through the post, my
Future Publishing. Freepost 854900
e-mail address is,
in the computer magazine industry, I've
Somerton TA11 7BR
been given the job of following in Steve
pettertgale@futurenet.
Advertising Faragher's footsteps as the editor of
Duncan Ferguson co,uk
Advertisement Manager arcane. It's a bloody marvellous feeling -
dlerguson@futureneicauk Look forward to hearing
Adrian Hill I'm combining my hobby with my job. on about here (well, almost), though I
from you soon.
Classified Supervisor
ahlil@futerenetco.uk
I've got a lot to live up to. In the six would recommend you seek out our look
Darien Pierce issues that Steve's edited, arcane has at dealing with time travel in RPGs which
Sales Executive
gone from strength to strength. We've starts on page 34, and I'm particularly
Business
Simon Stamifield Publisher
seen it develop in style and in pace, and proud of this month's Encounter (The
sstansfieldPfutureneteo.uk this has been reflected in the number of Prison - find it on page 41).
Liz Ramsay Publicity Manager
Tel 0171 331 3920 people, both here in the UK and across
Overseas bgencing
the 'pond' in the States, who have been
Mark Williams buying the mag. I intend to build upon
Tel 0171 331 3920 Fax 0171 331 3929
arcane's already excellent position, and So what, you may be thinking, has
Management make it even better. happened to Steve? Well, Steve's going to
Managing Director
Greg Ingham
Chairman Nock Alexander
A rash claim? Maybe, but yes, it can be continuing to have an influence on
be done. Don't worry, I'm not going to be arcane, in his new-found capacity as
Production
Group Production Manager bringing in any sweeping changes - Consultant Editor. What does that
Judith Green arcane will be staying pretty much the somewhat curious title mean? It means I'll
Prodoction Manager
Richand Gingell same way as it is now. But I will be be using Steve as a springboard for ideas,
Production Co-ordinator We're always on the
Zoe Rogers implementing some ideas that you, the and he'll be continuing to write features
lookout for your
N o t Services Manager
Matthew Paster
readers, have suggested through letters and reviews for the mag (and with more
submissions and
Paper Controller and e-mails over the past months. And, of time on his hands, he'll be spending more
Fiona Deane feature ideas. If you've
Pre-Press Services Manager course, I've got a fair few ideas of my own time on his RPG campaigns).
Jon Moore got a feature you think
which I'll be throwing into the mix. Iwant to get as much feedback from
should appear in
The subscription late for 12 Issues Is.' you on arcane as I can, whether good or
UK L33 Europe L45 LIS L57.75 R e s t of lAkorld L61.75 arcane, write a 500
bad, so I implore you, after you've
a m a i n acknowledges and word proposal and send
recognises all manufacturers' and artists'
finished reading this issue of arcane, let
it in. marked.
trademarks and copyrights. Where possible we This issue, as I hope you'll agree, is a bit of me know what you think. jot down your
acknowledge the copyright holder. If there are any Feature Proposals.
oversights, please contact us. acracker. I've kicked off the features with thoughts and send them t o : Paul
a r c a n e is printed in the UK by
a look at how you can bring horror into Pettengale, arcane, 30 Monmouth Street,
TPL Printers (UK) Ltd your roleplaying sessions, and I'm not just Bath BA1 2BW. Cheers!
ABC Member of the
Audit Bureau of Circulation talking about campaigns and scenarios
All content c Future Publishing 1996
based on Call of ahulhu (a personal
This issue would have been
favourite of mine) o r Vampire; horror
ure
impossible without.
wine gums scenarios can breathe new life into games
This Issue would have been a lot
PUBLISHING easier without. l a i n peat of all genres, as Paul White explains on Paul Pettengale
page 22. Other features? Too many to go Editor
o457, I) tot

ES PA TCHES

ICTORIANA
A home-brewed roleplaying system is set to send us
back in time later in the year
THOSE OF YOU WHO are bored of fairies and Vicioriana, which is to cost £10.99, will be
elves may want to give a forthcoming system available mid-September and will be shipped
going by the name of Victoriana a try. Heresy through all the usual channels. However, if you
Gaming, a small outfit which describes itself as, want to place an advance order, give Esdevium
'running on nicotine and tannin', has put together Games a ring on 01252 26116.
a set of rules for roleplaying in a fantasy Victorian And if you've got access to the World Wide
setting where, 'Bolsheviks, nihilists, anarchist Web, you can download a 'lite' version of the
beastmen and gypsy halfling tinkers' struggle to game (plain text only), from the Heresy Gaming
survive under an oppressive regime where web site. This will give you a chance to sample the
exploitation and poverty are rife, Imagine, if you game way before its release. Check i t out at
will, Warhammer Fantasy Roleplay mixed with http://ourworld.compuserve.com/home
GURPS Goblins and you'd almost be there. pages/heresy
Blood and Magic
More ADM) on the PC
Tantastic day
If you're quick off the mark you'll be able to
make it to TSB's latest Fantasy Day (taking
place at the Corn Exchange Shopping Centre
in Leeds on lath May, a day after arcane
7's publication). A team of players will
The latest in the line of official AD&D computer games is descend on the shopping centre to
Blood & Magic, the first release from Interplay since it demonstrate to all the thrills of roleplaying,
acquired the AD&D license from TSR. Blood & Magic dice and card games. TSR are planning to
marks something of a departure from previous AD&D storm more shopping centres across the
releases, most of which relied on a first-person three- country throughout the year.

The war is over


The long-running court battle between FASA
and Playmates has ended FASA sued
Playmates in 1993 for copyright and trade
dress infringement and unfair competition,
feeling that Playmates' ExoSquad toys were
uncomfortably similar to FASA's BattleTech
dimensional view. Instead, the game is a real-time strategy Meths. The court ruled that the 'general
affair, casting the player as a mage who must summon allies impression of similarity' was insufficient to
- warriors, wyversn, wraiths and company - to fight for him. warrant an award of damages, while also
The gameconsists of 25 individual missions in five mini- rejecting Playmates' counter claim that
realms (all part of the Forgotten Realms universe). Each realm FASA's Mech designs were not protectable
has a unique landscape - which affects the strategies you because they were ideas common to the
employ - and a variety of magical items. PC and Mac games industry.
More strategy than roleplay in the forthcoming versions of Blood & Magic are due in the near future. We've On the subject of FASA and legal
AlVeD computer game. Blood 8,z Magic, planned tor also heard whispers of a Dragon Dice-based computer game battles, arcane must apologise to the
release later in the summer. - more on that as soon as we get some more information. company: we stated in issue 5 that FASA
was involved in a dispute with the Banda'

Behind the lieg?


Corporation This is, and never was true.
Sony to all parties involved

,f1.11t re—opened
The horror game The Whispeang Vault has
been acquired by newly established
New Millennium Entertainment has big plans for its first company Bonin Publishing The Whispering

roleplaying game... Vault was originally published by Pariah


Press, and was nominated for Best New RPG
One of the best new games of the year, what makes in the 1994 Origins Awards Boston-based
Conspiracy X even more impressive is that it's New Rom, whose team includes one of Vaults
Millennium Entertainment's first roleplaying system. psychic powers and n i f t y creators, will be supporting and expanding
Luckily, though, it's not going to suffer from the lack of equipment, and the book will also include discussions the game. They plan to shortly release two
support that has doomed so many releases from smaller and advice for characters on combat, cover-ups, and supporting supplements: Modal Magic and
companies N M E is already hard at work on many other aspects of an Aegis operative's life. The Book of Hunts Look out for reviews as
several supplements. For the second half of the year NME has at least soon as we can lay our hands on them.
First up comes a referee's screen, three more supplements in the works -
which as well as having all the relevant The G r a y s Sourcebook, T h e ,
charts and tables and other stuff you'd Supernatural Sourcebook and T h e Innovative new binding technology means
expect, will also feature a 48-page Black Book, each of which will expose that Steve Jackson Games, purveyor of the
adventure booklet, including a p r e - more of the secrets of the Conspiracy X GURPS Universal Roleplajong System, is now
generated team of Aegis operatives and world. A book about corporations (you able to release its rule books in a handy stay-
full details of their base. Following this will didn't think that the government was open-at-the-page-you-want format. And you
be the Aegis Handbook, due at the end of the only organisation with things t o won't have to break their spines to do it
June. The first major supplement for the hide, did you?) and angels (yes, angels) GURPSMama,Arts. 2nd Edition and Car
game, the Handbook takes a detailed look are also possible, although neither has Wars Compendium, 2nd Edition have both
at Aegis, its history and its organisation. been confirmed as yet. benefited from the new binding already, with
Expanded rules for recruitment will allow Check o u t o u r r e v i e w o f more to follow.
for new backgrounds, character traits, Conspiracy X on page 56.

9
p
6

k n t - I n 1 •
V t d 1 1 1 0 1 1 S

You are not alone. There are


many tens cR thouscincis of
gainers all around the country,
and they're forever meeting up
to at these convention thingieS
to discuss The fine arts of
roleplaying, board and wargaming,
card playing, dice roiling_ to see
and try out the latest releases,
and to pick up new and second-
More wor and devilry
Warcraft //players eager for more killing, blood, gore and more than SO maps - including a new terrain type for the
hand bargains. Here's a list of veins in their teeth will be delighted to hear of Beyond the Orcish swamplands - three-dimensional cinematics,
The main events taking place Dark Portal, an expansion CD-ROM that provides many legendary hero characters and speech.
over the next few morthS. more opportunities for violence. Costing g19.99, Beyond Warcraft's makers Blizzard Entertainment have an
Don't you think it's about time the Dark Portalteatures 24 new scenarios, two storylines, entirely new PC game slated for release in June. Diablo is
you took part? an isometric-view adventure that sets the players (plural,
because it is a multiplayer on-line experience that should
Convention diary give Ultima On-line a run for its money) on a quest for
1811t May Fantasy Games Day vengeance. Your search for the murderers of your family
Play and see demos of TSR games leads you to an underground labyrinth populated by evil
Corn Exchange. Leeds Contact M R creatures and Diablo himself. A random level generator
---e3 0 1 2 2 3 2 1 2 5 1 7 conjures up rooms and corridors as you progress - an
approach that hasn't been used in computer RPGs for
18-19th May Beer 9n' Pretzels some time. Sounds intriguing.
Games Weekend
Burton-on-Tent Contact Phil
Bootherstone, 99/99 Horning/ow St,
Burton-on Tent, Staffs DE14 1PJ,
40#3 0 1 2 8 3 5 1 1 2 9 3
SEYMOURJ CLANCY
III9S qREAT OUTINq
25-27th May Great British Just when it seemed that
Games Festival
All aspects of gaming. Old Ship Hotel, Seymour was having some
Brighton. Contact MCP, 42 Wyndale Rd. measure of success in his
London E18 1DX , e 0171 3 5 8 1613
gbgf@stcp.co.uk trewsade' against gaming
5-7th July Ambareon UK
celebs...
Amber diceless roleplayIng Hilton . . . . , 1 . 111 2 1

National Croydon. Contact Simone


Ifs a rock '11' roll dciLMationl Assuming mah disguise as a mahld-marrened english tea-boy, oh have
Cooper 4 The Beeches, 193 Boston Rd
infiltrated mah-sayelf into the cone of the cacophonous Canadian combo that is The Prearn Warriors,
Hanwell, London Wi attl, erla
-1Trione@wyrdrune.derl,,r..-
who-em oh fcthrid are pancly to the shameless shenanigans and dodecahedral-dice doings That are the
dreamed-up, PlY dining-room dramatics of PRUPS 9- PIZUG-APPiCTS,
6 - 7 t h July0ames Workshop 1 9 9 6
lain article in the magazine That is The Face and numersome promotional videos of this modern
Grand Tournament musical group allfeature giant multi-sided dice of the kind kNOWN to cause our children to become
Leicester University Contact Games INSANF MOTHEIZ-MLFPFIZING INNAINIACS because they are used in conjunction with The game That is 1
Workshop 1996 Grand Tournament, PAPPY-LONGLFG5 9- PAgWINISM - in which, I unnerstand, crane flies do evolve into giant beasts of•,j;
Games Workshop Mail Order, Chemiin The esophagus and do devour all That hinders their passages.
Street. Hilltop, Eastwood. Nottingham NGIG Ah have never been so outrageous in mah lie-elf Than bah coming to learn That more oc my pop
3 H r e 01773 713213
idols are turning -Nptri fLVIS and playing PIPGFIZIPOOS 9- POO-WOR lath call 'ern rock 'n' roleplayerg-
(ship Fd.)
12-14th July StabCou 96
Woo/ton F a l l o w f i e l d Manchester
'eyinour s eternally grateful to Chris Birch oc kilburn for the tip-off on The 1)necim Warrior-9, and will
Contact Stabcon, 17 Davenport Park Rd.
reward him with an arcane T-shirt.
Stockport. Cheshire SK2 6JU, email:
harrmy@riverbankin-uk.net There's The same bounty for you if you have information That could help Seymour heap ridicule on
, u s roleplayers, even if they're not all That famous. 5ut Led Zeppelin lyrics don't count -
C ( a d i l i i i , ' „ d " J o " , „.
• " -talked like that in the -f0s.
opmmvvroryz-rww-virm
vow'ettimexel 4b011111entions

The Wyld Hunt 13-14th July DrakCcm 9 6

Roleplaying and CCGs with k V


tournaments Northern
College of Education Aberdeen •Contact
Sandy Douglas, 5 Cottage Brae, Nellfield
The release date for White Wolf's Place, Aberdeen. Scotland AR1 8DG,
Arcadia: The Wyld Hunt CCG i s ncent,,,,umplc.co.uk, w o n ,
looming, w i t h t h e latest n e w s w w w. d r a k c o r. w i n t n r : n t e . c c , u k i d ] - : ,
suggesting that August will be the keen

month when this card game, based


upon t h e company's Changeling
roleplaying system, finally hits the Baftlemamers IV
shelves in the UK. 1 3 1 3 - 1 4 t h July
Roleplaying, CCGs, board and
12E
In an unusual move, there will be wargames The Canton Suite, Hagley Rd,
no Arcadia starter decks - the game Birmingham Contact EuroLoG, 46 High St,
will be playable with just a Character Herne Bay Kent CT6
'05 0 1 2 2 7 741624 ?—r2/1

Even in a market full of lovely artwork, Arcadia: The Wyid Hunt 19-21st July Convulsion 3D
seems set to be one of the best looking card games around. Roleplaying with tournaments
Stamford Hall Leicester Contact David
Booster and a Story Booster, with the rules all described on a single Hall, Convulsion, 21 Stephenson Cowl
card. Players attempt to develop a character, who grows stronger and Osbourne Street Slough, Berks SL1 1TN
more experienced as the game progresses, by completing adventures,
with the eventual goal of building a character strong enough to complete 22nd September Spelbreker
the Wyld Hunt itself. According to White Wolf there are 'thousands' of Belgium's biggest gaming festival, now in its
these adventures, all of which combine to create a unique game every third year. Tickets 100hf. Contact- Johan &
time you play. Joachim Francois Wilhelmpal k 7 9900
As well as being a game in its own right, Arcadia: The Wyld Hunt Eeklo, Belgronl, + 3 2 93781265,
will be of particular interest to fans of White Wolf's World of Darkness fax +32 9 3 7 8 1 3 7 0 or: De Media,
setting, as it takes the first detailed look at Arcadia itself, the long-hidden Molenstraat 165, 9900 Eklo, Belgium,
mystic homeland of the Changelings. Look out for more news as we get +32 9 3779394, fax: +32 9
it, and a full arcane review soon. 3783678, email: D e
Mediagbookon b e , ,
h t t p : / /www.hookon .1)o, Do M e d i a

We're all doomed (atoctin) Just a quick note to let you know that Euro
Gen Con - the reloplayktg event of
t h e y e a r - will be taking place at
Loughborough University on 5-8th
The biggest Warhammer Fantasy Roleplay campaign ever? September They're taking bookings now.
*#3; 0 1 2 2 3 212617.
Doomstones, t h e gargantuan Chaos Wastes, a fifth p a r t
VOLUMEONEOFTHE
campaign a d v e n t u r e f o r DOOMSTONESCAMPAIQN planned by Flame Publications Are you MA1111119 a convention in t h e
Warhammer FRP, is t o be re- that never saw the light of day, is coming months which isn't mentioned in this
released by Hogshead Publishing. currently undergoing further listingq i f so, then l e t us know. We need
The adventure originally development by Hogshead and to know what types of games the
consisted of four parts: Fire in the should be out in 1997. convention will be covering (17,1"Gs. CCOs
Mountains, Blood in Darkness, As if that wasn't enough to and the like), and it possible, which games
Death Rock and Dwarf Wars. be getting on with, the London- specifically (AP9P, Magic: The Gathering
Hogshead are combining the first based company a r e a l s o etc, etc), We also need to know when and
two into a single mammoth 176- working on a couple o f new where The convention is to be held,
page volume, Fire and Blood, Warhammer FRP products: a whether, there's on extrance tee, whether
which is to be released this month GM's screen and Realms o f it's restricted by age, and anything else
for around £14. The other two will Sorcery, the magic expansion which you consider important. Send your
be released as Wars and Death that was originally mentioned convention details to:
later in the year. ten years ago, w h e n t h e arcane conventions listings, 30 Monmouth
If you've already played Warhammer rules were first Street, Sath, M I 213A.
through the campaign you'll be NNTAS published. Both are due to hit
,
pleased t o know that Into the the shelves later this year.

ii
There are
The Legend of the Rod o f Seven Parts

Eons ago, Law and Chaos defeat.


and bade them vanquish
were locked in bloody war. In order their foes.
Seeking advantage, the Queen to thwart A fearsome battle raged for
of Chaos found in her consort Chaos' triumph, they bent weeks, and the advantage
a most terrible general, Miska their powers to form the shifted several times. Finally,
the Wolf-Spider. Such was ebony Rod a n d embodied it the Captains surrounded the
iMiska's power that the Wind with the essence of Law. They Wolf-Spider and drove the Rod
Dukes o f Amp, guardians o f gave the newly formed artifact through his body. There was a
Law, began to fear eventual to the Captains o f Law massive explosion, and the

The Rod o f Seven Paris


Hardcover Novel

When a thief stumbles across a part of

the Rod, a clash of power erupts that


threatens to destroy his own world
and many others., Acclaimed author

and game designer Douglas Niles


(of the popular Moonshae and

Druldhome trilogies fame)

continues this legend.

The Rod of Seven Parts


Hardcover, Novel
by Douglaa., Nitet
09 Sale in Febrparv
TSR ,•8040:t T a t
Sus Rata' I $ 2 1 A l l
ISBN 0-7869-01179-8

over:11ot
artifact shattered. Miska was Wind Chaos is now questing to free
thrown through a planar rip Dukes her most vicious general and
and vanished, his terrible spread the renew the bloody war between
scream and the foul blood left parts of the artifact to the Law and Chaos. The legend is
on the seven broken parts o f corners of the world, that it real. The danger is close. There
the Rod the only reminder of never be whole again—or so is only one way to stop her—
his passing. The war was over. the legend goes. find the remaining parts first!
Chaos had not prevailed. And But parts of the Rod have
to seal Miskaybanishment, the resurfaced, and the Queen of

The Rod of Seven Parts AVM. The Rod of Seven Parts


AD&D TOMES- Adventure Acivatrac_fet-1
1 t I4
s111e111c
1111o
1r t s 8 c . D r a g o n s
roes face the incredible challenge of
lug and piecing together all seven
rts and harnessing the power of
l ' o d to defeat the Queen of Chaos
and Miska the Wolf-Spider. Designed
for character levels 10 to 12. B o x e d

set includes adventure books; a


book of monsters, player

o f e r e n c e cards, and six detailed


poster maps.

The Rod of Seven Parts AD&cr TOMES- Adventure


by Skip
On Sale in September
TSR 11145
Sug Retail MAXI, CAN $39.50; £18.50 U.K.
ISBN 0-7869-0418-6

TSR, Ltd. • 120 Church End • Cherry Hinton • Cambridge, England CB1 3LB • Tr 01223-212517 (Intl 44-1223-212517) • Fax 01223-248066
Sand I " designate trademarks owned by ISR. Inc 4I1991, 1SR. tic All Rights Reserved
Unq
iuedemocdwiM
AlienTrilogy•MagicCarpet•ProPinbal
CARPor Tit moNtni
ayStiveticon Pticitnatic Pose
Keeping up appearances is important for all of
us, but for superheroes it's essential. The
Dramatic Pose card, from Aegis' Wildstorms t
superhero game, proves the point. Your
opponent attacks, so what do you do? Find a
nearby precipice, rip off your shirt and strike a
pose, natch, and gain a defence bonus for 1
demonstrating such unfailing style and
stupidity under pressure. Thanks to Dan Hart
of London for nominating such a quirky card.
So what's your favourite card? We're not looking for
particularly powerful cards, neither do they have to be new or
from one of the most popular CCGs. Just appealing.
Send your suggestions to: Card of the Month, arcane. 30 Monmouth
Street Bath BA] 2BW

PSM reports from software


Out a theirs tree
shows in the UK and Japan
611111111M21010I have some Elven models,

Tekken 2 and they're looking good.


Following the recent unveiling of the Wood Elf Army supplement - the
first Warhammer source book for nearly a year - Games Workshop
More shots from the best have been in the grip of sylvan fever. The next release in the arboreal
beat 'em up of all time! mould is the monstrous Forest Dragon, due on 27th May. It will repel all
trespassers in the Wood Elves' sacred glades with its noxious halitosis
attack, and will exact a toll of £25 for its services. Waywatcher scouts
and Warhawk riders will arrive in June, with a model of an Elven
sorceress on a Unicorn to follow.

'Tunnel
40K players, meanwhile, are bracing themselves for the Chaos
Codex, but that's still a couple of months away. June's major 40K release
will instead be the Imperial Bastion, the latest in a series o f
Necromunda-style cardboard building kits. The Bastion, which takes the

Ai •
form of a three-storey keep with a fortified wall, will be released on 3rd
of June for L12.
Rather more exciting, if less immediate, is the news that Games
Workshop model designers are working on a vehicle-sized Tyranid
organism for 40K. Whether this model is based on the existing Epic
range or is an entirely new creature is unknown at the moment, as is the
V 1 S T 0 eventual release date.
Finally, Games Workshop scrape the bottom of the Necromundan
barrel with the release of the down-and-out Scavvy gang, which will be
Smooth, fast angel6 asting available on the 20th of May.

the most impreAve visual


effects seen on Nyartiathotep liveg!
PlayStation. PSM plays Rumours are afoot of the possible re-release of what's largely regarded
as the best campaign for Call of Cthulhu to date, namely the excellent
Ocean's Tunnel 81 and Masks of Nyadathotep. The boxed set was originally available in the
early to mid-80s, and it may resurface later in the year.
comes away breathless...
PC•LIM•t30
, * • • • • • . m •

The rumours were substantiated by the author, Lynn Willis, who


posted a message to an Internet newsgroup in late April. "I'm working
on it now," Lynn said. "It will include the Australian scenario, will have
thumbnail portraits, updated stats and cross-links, a better matchbox,

June issue out now better plans... and a couple of new minor adventures." Here's looking
forward to that one.

http://www.futurenet.co.uk
Video Nagtieg
The video is out there form from one of the 35 Playhouse stores around the
country. Best get in there quick!
Third in 20th Century Fox's series of special edition With more and more X-Files style roleplaying games
X-Files videos is Abduction, an everyday tale of alien appearing at the moment (there was the excellent Don't
kidnapping and government conspiracy. The video, which Look Back which arcane gave 8/10 to back in issue 5,
costs £13.99, features three episodes from season two and now we've reviewed the even better Conspiracy X -
of the series: Duane Barry, Ascension and One Breath. check out page 56 of this very issue to see what Andy
In conjunction with the launch, 20th Century Home thought of it), this video makes essential viewing for all
Entertainment are holding a 24-hour screening of season referees running (or thinking o f running) an alien
two in London on 1st to 2nd abduction/conspiracy campaign. And the good news is
June. There are only 100 that there's more X-Files coming to our screens soon,
places - you can compete for with the BBC showing the third series as part of its
yours by picking up an empty autumn season, Bet you just can't wait.
AMERICANSARE FUNNYPEOPLE, aren't
Good omens they? We know this because we watch Beavis
and Bullhead on television and identify them
The 6th June (that's the sixth of the sixth, 96, with the archetypal American teenager,
numerology nuts) is the 20th anniversary of the naturally assuming that everyone across the
release of The Omen, the story of the rise of the pond is like that Except for the chicks, of
Antichrist and his subsequent tiff with Our Lord course, who are cool.
and Saviour (not to mention the only film where Shane Horan of Antrim and Andy
you can see Patrick Trouton - aka the Second Townsend of Hastings watch the show as
Doctor - speared by a church weather-vein). To mark the well, and write to tell us of the episode Gifted
occasion, 20th Century Fox are releasing the original film Class, in which a group of pupils are writing a
and its two follow-ups - Damien: Omen Hand Omen III: story based on a swords-and-sorcery game.
The Final Conflict - digitally re-mastered on video. Each While the players describe their characters.
costs E12.99, or you can get all three for E29.99 in a there is mention of an enchanted staff. and
20th Anniversary Collectors' Edition Boxset. Coo. Butthead says, 1 have an enchanted long staff,
huh huh," and proceeds to force two
polyhedral dice up his nostrils

Dana gets a nasty shock in the new X-Files video


from 20th Century Fox Home Entertainment.

Gnotningme, We at arcane are not sure whether this


is 'cool' or whether it 'sucks', and neither are

roming you
To appear soon in the pages of arcane
we very sure whether we care a great deal
either way, but we do know we have another
fine roleplaying reference broadcast around the
globe by television, so we'll settle for that And
Shane and Andy will get their T-shirts.
If you have ever seen our hobby
Recognise this wee lass? No, that's not surprising really, because it's the first time illuminated in the public eye, we would like to
you've seen her. You will, however be seeing a whole lot more of her, starting in hear from you. Write in to us at
the next issue of arcane when she and her gnome buddies encounter something .5 Minutes, surtane,
'orrible in a tea-pot. 39 Monmouth St, Bath BA.1 28W
arcane 8 sees the start of Gnome World, a comic strip of epic proportions, or email arcane@futurenet. co .uk
penned by Andy Lanning (of DC comics and Marvel fame), together with Dan and we'll send you a totally cool T-shirt that
Abnett (who wrote the hugely popular Knights o f Pendragon) and Andrew really kicks ass, or something...
Currie. It'll make you laugh. Honest.
Over21,800 ofStarTrek
t videostobewon! W
c
r
p ; i
a
7
tor

WHY?HOW? Will ProTour Mctgic deck


WHEN?AND Wizards of the Coast is soon to release a special, limited edition set
Magic: The Gathering decks designed by top tournament winners. On
2,000 of these 75 card decks will be available in the UK, but we

IMPORTANTLY.. managed to swipe one - answer this question and it could be yours..

Q ' I on our unsuspecting


n what world?'
year was Magic -Pirst releasec
Entries to That decks mine! arcane. 30 Monmouth Stree
Bath BA1 2B1N or
a r c a n e @ f u t u r e n e t c o . uk
Na Future or %Vote employees, no multiple entries The editor
• makes up the rest of the rules Closng date is 30 June

The big com


WHO strap in here please
FROM 8TH TO 11TH October Milwaukee plays host to the larges
games convention in the world. Sponsored by TSR, GenCon
expected to draw crowds 30,000 strong. It will feature 1,200 individua
As DOCTOR events, and will be graced with the presence o
celebrities such as Garret Wang (Star Trei
Who RETURNS, Voyager), Walter Koenig (Star Trek and Baylor
5), Joe Martin ( M r Boffo), Stephen
COMPLETE WITH A Donaldson, Steve Swansweet (Lucasfilms) anc
U S MAKE-OVER, many m o r e artists, writers a n d game
designers.
WE INTERVIEW THE You'll have the opportunity to meet these
CAST AND CREW luminaries, get autographs and sneak previews
of upcoming projects, and participate in
roleplaying, card, dice, strategy, military history, miniatures, computer,
video and arcade games. And if you're in a spending mood, you'll find
over 225 manufacturers prepared to sell you games, art, books,
comics, jewelry, T-shirts and videos.
GenCon will also feature an art show, a costume contest,
mediaeval magicians, jugglers, musicians, sword fighters, superheroes,
Japanese anime, theatre, military seminars and competitions. Entry
costs $15 per day ($1 0 for under 11s, while under 6s get in free) or S50
for all four days. You can get a discount by registering before 30 June.
To register, contact GenCon Game Fair, 201 Sheridan Springs Rd, Lake
Geneva, WI 53147 or e-mail t s r i n c @ a o l cam
LES Meanwhile, EuroGenCon is all set f o r 5-8 September at

1 i s ER Loughborough University. Special guests include artist Jeff Easley.


Harold Johnson (Dragontance the Fifth ,Age) and Bill Slavisek (Dragon
— 1ES
Dice). For more info contact TSR LJIC.e3 01223 212517.

"I J-1fJ-Al MAREON COMPOW1NNFR


ELM RAVEN Blue M a 9 j l c . , p Yakula '2074
One a the most popular emedne cornpetitions so far,

sta? BARWW • one had, s o e n T h e s e lucky winners


meret o t 4 e . . container'

ONSALENOW! Winner- Mk° Fanakura Smith of Colchester (-crazy n


runners-up: Rob Barrett of Leamington Spa, Mohamed Bo
Holland _loon Jeopson of Morrum, Sweden, Deb Walker o
Woolley of Pontypndd, Wales
d 6iprote

--NOTNlrdnNzl-
rtext mcith in
kingdomOPMagic Z't
Not all fantasy is dark,
brooding and serious,
as SCI's latest proves...
SALES CURVE Interactive's Kingdom O'Magic
is a point-and-click computer adventure game
that aims to parody traditional fantasy cliches.
Players take on the role of one of two
characters (Shah-Ron, a spell caster, o r
Thidney the Snakeman, a fighter) and are find we're not talking about the card game. In
presented with a choice of three quests to
complete. The 'Traditional Quest' involves a arcane 8 we're conjuring up The definitive
frighteningly powerful Dark Lord and quite a feature on magic in roleplaying games and
few dragons, 'Magnificent 7/11' requires you to recruit a gang to defend a town against
the invasion of an evil horde, and it's best not to ask about 'Slightly Bizarre and Twisted'.
fiction, examining how sorcery has been
With locations like the elven woods of De-Lorean and the city of Minar Tragedy, you can portrayed, and how you can successfully
see that the designers are determined to pack in as many naff puns as possible.
Kingdom O ' M a g i c
integrate it into your campaigns.
boasts 1 0 5 animated
locations, 9 0 in-game

Play for free!


characters (complete with
'Artifical Attitude), a n d
several arcade-style s u b
games. The PC version will
cost £39.99 on CD-ROM, We're going to tell you just what this Play tiot
with Mac, Playstation and Mail lark is all about, and give you the chance
Sega Saturn versions t o
follow. Look f o r a f u l l to have a go at it yourself, with 1 0 gang
A strange bunch, these Kingdom Olvlagic characters, arcane review soon... that you can play without dishing out a dollar
(or a pound, even).

Here be ciragong... Plus more groovy featres, the latest news


Titan Books is offering ten copies of Claremont and Bolton's and our indispensable reVieWg. MP—
classic The Black Dragon (see The Great Library, page 80), each
signed by Joh Bolton himself, to arcane readers who know...

Q ' WPhagara'
h o is the Queen c4 nglcind in The slack t t q t
Entries to 'Biologically improbable mythical beasts',
arcane, 30 Monmouth Street, Bath BA1 2BW or Take a trip to the stars and dock with the
arcane@futurenet .co.uk
Space Station — fully detailed in rtext month's
No Future or Titan employees. NO multiple entries or there'll be trouble

The editor's decision is final. Ckosing date is 30th June. 1996.


unique pull—out r-Icourlter.
arcane 8 willbeongale friday I E E E
• • • • •

Get On Yours Soapbox To make sure of your copy of arcane every month either
subscribe using the card in this issue or fill in this handy form
and give it to your newsagent.
Got something to say about gaming or garners? Something that really bugs you, Dear newsagent, please reserve a lovely copy of arcane for me
something that you feel really strongly about, or just something that you'd like to share every month.
with arcane's readers? Then write it down in 750 words or so, and send it to... Name
Address
Get On Your Soapbox, arcane Postcode T e l e p h o n e
30 Monmouth Street, Fait BAI 2-BW
RMO

Golden Heroes
f i r s t published by Gaines Workshop in 1984 — now out a print

Forget dragons and oddly garbed wizards: in the early 80s, superheroes were
in! Marvel was first on the scene, swiftly followed by DC, but then Games
Workshop socked us with Golden Heroes. Tony Johnston dons his cape.
The appeal of superheroes isn't limited to imaginatively rather than just discard any designed in the comic book style... As
comic collectors a n d f i l m f a n s . 'inconvenient' powers, and four pages of well as a hit points equivalent, there was a
Evetyone's seen t h e T V version o f example rationales gave you a good head secondary form of damage, Hit to Coma,
Batman, we're all aware of the eternal start when creating your own. which, when depleted, meant that a
struggle of good verses evil, and who of character was merely knocked o u t
you can honestly say you've never instead of killed.
wished you could fly? As a superhero you In the handling of campaigns and
hold the fate o f the universe in your character development Golden Heroes
hands, and with your great powers comes was equally accomplished. Each PC had
responsibility. The restrictions placed on three Campaign Ratings: Public Status,
superheroes are tight: do not kill, show Detective Points and Personal Status. This
mercy to your enemies, and fight fair. To innovative system gave you a tangible
be a hero requires courage, selflessness reflection on your character's actions:
and a quick mind, aspects that can only show mercy to villains and kiss babies on
As was common for be demonstrated through roleplaying, not the streets and your Public Status would
Games Workshop a quick roll o f the dice. And Games rise. On the other hand, if you speak in
ff.,.
games at the time, Workshop knew a thing or two about Combat was handled with the same short, monosyllabic sentences, rarely
Golden Heroes came in a roleplaying (once). expedience: a round consisted o f four socialise or adopt a defeatist attitude your
box containing two Golden Heroes, Games Workshop's Frames (continuing the comic book feel), Personal Status falls.
rulebooks, a map and a only ever superhero RPG, did its best to with some attacks and actions requiring These three ratings could then be
sheet of cut-out look like a comic; from the covers of the more Frames than others to complete. rolled against in appropriate situations.
cardboard miniatures. rulebooks t o the hastily created (and Heroes and villains could act in all four Low Public Status? Maybe the people
often terribly named) characters that Frames, whereas 'ordinary' folk could throw rotten fruit at you while you try to
illustrated the rules, every element of the perform actions in three Frames at most. stop a bank robbery. High Detective
design clearly indicated the feel GW was Attacks were extremely simple to perform Points? Hey, you just happen to have a
after. And for those of us who thought we friend on the force who knows someone
could do better than Marvel or DC, it was who... and so on. A superb system, and
The Combat section a godsend. Right from the word go there one which some referees I know still use
opens with the was something very defiant about it - the today, adapted for other games.
immortal line. odd jargon broke away f r o m t h e Alas, Golden Heroes was dropped
"The eternal struggle American conventions, and the creation after a short while. Without the captive
between Good and Evil of original characters (rather than re- audience of an established comic book
is symbolised in the hashed, familiar heroes) was encouraged. line, maybe GW decided it just wasn't
world of comics by what Indeed, superhero creation was one worth the effort. Later in the decade, the
is commonly known as of Golden Heroes' strongest points. A popular comics themes changed too,
a slugfest.- simple step-by-step process of four stats, marking t h e demise o f t h e classic
randomly r o l l e d superpowers a n d - a single roll on a D20 was all that was superhero and shattering any hope that
rationalising one's background. T h e needed. It was neat, it was quick, and it Golden Heroes would be resurrected. But
random aspect o f your powers often re-created the feel of comics perfectly. sometimes, on dark nights, you can still
produced some bizarre combinations, but Golden Heroes used a great device see the odd flowing cape atop Tower
the player was encouraged to link them for damage calculation and, again, it was Bridge. Where did I put my tights? a
• Rediscover lost technology
• Build new armies, aircraft and ships
• Multiple battles every turn
• Watch your troops die of radiation poisoning.
• Conquer cities and territories to gain resources.
• Detailed graphic maps every turn
• Two levels of alliance for Joint operations.
• Internal message system.
• Laser printed results
Warlord is a multi player wargame

Global Holocaust surprised


•meek inherited what was I
long enough to appreci .WARLORD
recreate the planet in 0 Five centuries ago Dexet was
u're n l i l y meg ' devastated by a global holocaust.
nd Its about to happen again! Warlo
is a game that uses 20th Century
weaponry and a whole world to
conquer or DESTROY.
kflue bunkers have been prepared to sustain
Slif4lor the long centuries of nuclear winter
nd and when the bombs started falling, the
strong, the ruthless and the powerful took
Sample Print-outs •uge.
face radiation has now dropped tell'''.
Isle o f C - cceptable' levels. It is time to reclaim the
- 'surface of the world.
11 l e
i l oe f oc,
Technological data has been scrambled by
background radiation but rapid expansion will

lost knowledge.
-provide i , needed S
the resources , r f o v e r the
I s l e od.fC
or r o w n Other bunkers have ir vt i v e d too u t with a
e l i t t l e persuasion yo can probabl t o
I s l e o f Crowns S 7i e s o m e agreement.
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le Islfe
o C roofwCrown s Is-.
sle o f Crowns ts'

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llobbygames, Limited (West Sussex, UK). 'I he ••Iiinning Die.- Dicemaster, and all icons
images used therein, are trademark properties o t I r o n Crown Enterprises I C E ) and
Hobbygames. All rights reserved.
, 4 7
f-P 414-' C

COLUMN

But wharg my motivation?


Is roleplaying more like roleplayers identify strongly with 'Calvin and
Hobbes' who regularly take trips to Mars and the
acting, or more like Jurassic Era in their cardboard box? Now we are
older and more sophisticated, we wouldn't find
those sorts of games very convincing. This is
storytelling? If we get -
why we write complicated rules and detailed
worlds for our games. Our games of 'space men'
the wrong answer to pay attention to what we know about astronomy;
we read about medieval history to improve our
this question, we could games of 'knights'. But if we ever forget that the
object of the exercise is to 'play let's pretend'
end up missing the then we might as well not have bothered - we
should have stuck to watching TV, reading a
book or something equally mundane.
whole point of our When I roleplay, I want to get engrossed in
my character - to feel (in a way) that I really am
hobby, and forget that ANDREW Varos the Mighty, holding the gate in an heroic
last stand against the legions of the snake cult. If
we're supposed to be RILSTONE that happens, then I call it a good game; if I don't,
then I call it a total waste of an evening, and leave
sits! s t e
having some fun. the campaign.
And this - I assume - is where the idea that
Interactive Fantasy, the jou
I think that roleplaying is 'a sort of performance
IT SEEMS THAT I AM 'a total pain in the dice of roleplaying and story-making art' comes from. I d o indeed think that
pouch'. At any rate, that's how Mark Langford roleplayers should take their characters pretty
described me in the letter column of arcane 6. systems, and is also a regular
seriously: that they should try to believe in them
What have I done to receive this accolade? contributor to arcane. as if they were real people. I do sometimes
According to Mark I have - in my not-so-secret spend a minute or two before a gaming session
identity as editor o f Interactive Fantasy - trying to 'get into character'. I do think that
committed the unpardonable crime o f saying players should think about their characters off-
that 'roleplaying is an intellectual exercise in which motivates me to play RPGs is that they stage life - that they should be able to answer
performance art'. give me the chance t o pretend t o be an questions about their childhood, their girlfriend
I plead not guilty on all charges. I have imaginary person. Usually, m y imaginary and their bedroom furniture. Will this turn your
never said anything of the kind. I don't think that character goes off and gets involved in an roleplaying group into the RSC? Of course not.
roleplaying i s an intellectual exercise: it's interesting story. That's great. Once in a while he But it does make it possible for us to believe in
something w e d o f o r fun. A n d (as Lee just sits in the bar and argues about the Will of our character; to get caught up in the illusion of
Brimmicombe-Wood pointed out in arcane 5) it Gods and the Cost of the Beer. That's great too. the game and to lose ourselves in these worlds
can't very well be a performance, since no-one I roleplay in order to play a role. Surely that is as we create. Which is the whole point.
is watching. 'bleeding obvious' as anything can possibly be? I have (and I must stress, very, very
But, in the same article, Lee wrote that it Of course roleplaying games aren't occasionally) seen players get so caught up in
was 'bleeding obvious' that the main point of theatrical performances. When we get together their characters that they break down and cry
roleplaying was telling stories - and it is there to play Ars Magica, Dungeons and Dragons or during a sad bit, stamp about in anger when a
that I part company with him. Sure, an RPG Pendragon, w e a r e n ' t d o i n g something character does something completely foolish.
which had no story - one in which absolutely intellectual or artistic. We're doing something and even start to shake during a frightening bit.
nothing happened - would not be a whole lot of which most people outgrew before their tenth If you want t o call this 'method acting' o r
fun to play in. birthday: 'Pretending to be wizards'; 'playing 'performance roleplaying', then there's no way I

1
But I do not play RPGs to tell stories, I don't knights in armour'. can stop you.
play t h e m t o rediscover m y m y t h i c For children, 'playing' is a very easy thing But I would call it 'pretending': and it is
consciousness, or to confront and purge the to do. Sling an old red anorak over your about as pretentious, artistic, and intellectual as
Dark Side of my soul, either. The only thing shoulders, and you are Superman. How many the average nine year old.

41
Ira es oil
TERROR Horror scenarios shouldn't be limited to horror games
alone, explains Paul White—they can provide a thrilling
newangle to roleplayingsystems of any genre.
e're going to tell you degree of emotional intensity. Sure, you involved, ongoing campaign. Not only
howto scare the Hell canlaugh at regular in-jokes, you can get does a campaign allow players to get to
out of your players - angry at the villain over his blatant know their characters and grow to care
dreary interval, and
l i t r o v "Then, after a long. how to make them disregard for your heroic intent. Hell, about what happens to them, it also gives
prefaced by a fresh
squirm, h o w t o some of you might even have shed a tear them the opportunity to learn about the
creaking of stairs and
makethem shiver, how to make sure they over the untimely demise of a favourite campaign world. And the more they learn
corridor, there came
character, but nothing comes close to, or about the world around them, the more
that soft, damnably don't sleep easy at night. "But I don't play
horror games," you might be thinking, "so is as memorable as, the nail-biting, gut- they'll come to realise how little they really
unmistakable sound
wrenching, pants-wetting touch of the cold know, and that's how the horror begins.
which seemed like a I'll just skip this article and read the
reviews instead:' After all, why would you hand of fear. It's the ultimate indication of The most important factor i n
malignant fulfilment of
beinterested in generating horror in your thorough suspension of disbelief, and is developing an atmosphere conducive to
all my apprehensions.
horror gaming is controlling the pace of
Without the least average AD&D or Cyberpunk 2020 game?
shadow of a doubt, the Becauseyou want to get the most out "They'll realise how the campaign and the rate at which the
players acquire information. Have NPCs
lock of my door was
being tried cautiously.
of your game, to explore the potential of
your campaign and provide stimulating,
little they really who will only become significant much
furtively, tentatively - challenging and varied scenarios. That is know, and the later make innocent cameo appearances,
let the players meet characters you want
what you want to do, right?
with a key."
- H.P. lovecraft-. The Don't think that all fantasy scenarios horror begins" them to feel compassion towards later.
mustrevolve aroundsomegrand quest, all Whenplayers recognise shadyNPCs from
Shadow Over
Inn smooth cyberpunkgamesbegin with a visit from a immensely satisfying if you can pull it off. previous adventures, they will wonder if
bloke in mirror shades named Johnson, Whenyou get right down to it, most of us they are important. Let them wonder.

dt Take note all

completist Call of
and all superheroes wear luminescent
tights with matching cape. As a referee
youshould always be looking for exciting
new directions and, although some
like being scared (you watch horror films,
right?) so maybe you should give serious
thought to how you could integrate a little
horror into your campaign.
Speculation fuels uncertainty.
You can also use news items,
possiblyhidden alongside reports relevant
to the current scenario, or rumours
overheard in a bar to make the players
Cthulho players: systemsand settings are better suited than
others, almost any game can be enhanced dimly aware of up-coming events - a visit
panophobia is the C A M p A l q N VS by an enigmatic foreign dignitary, the
fear of everything! by the occasional chilling scenario. (With
thepossible exception of Toon, of course.)
SCENARIO exhibition of recently discovered artifacts,
The most compelling reason for It is possible to run a horror scenario as a the emergence of a virulent disease, or
one-off, but it will lack the emotional controversial scientific research.
wanting to introduce horror scenarios into
attachment you can develop i n an Byadvance introduction of future
your campaign is to generate a high
illosbabboo by Paid Carob tttttt
'Horror fiction., shows
plot threads, you not only provide a creature statistics straight from the book,
rational link between seemingly disparate involves battling blood-crazed vampires
rarely does anything without a reason exorcising tortured spirits or infiltratin
i t u ordinarily
s sightslook away
we would scenarios, creating the feeling of a real
from or reminds us of (albeit a cryptic one) and for whomthings sinister cults. If this sort of encounter
world where events happen outside the
insights we might
are rarely asstraightforward as they seem, becomes the norm, then you will no
PCs' control, but more importantly you then your players will already be looking
prefer not to admit we
keep the players on their toes. The longer inspire fear and horror. The
have. It makes us
Out for hidden clues, subtle hints and majority should be of a more mundane
appearance o f notorious individuals
misleading information. They w i l l nature, although they might demand less
intimate with people we remembered from past encounters will
would cross the street to automatically assume the worst in any straightforward explanations. When the
immediately set the pulses racing and situation where they are unsure, and a
avoid. It shows us the
imaginations working overtime, as the horrific revelation comes along, it should
monstrous and perhaps
large part of your work is already done. always be something of a surprise.
players try to second-guess your next
reveals that we are There are two distinct styles of
looking in a mirror. It
move.Stay one step ahead. Vary the style
of your scenarios, even in a predominantly
WRITTEN IN horror that you should consider for your
tells us we are right to horror-genre game. Not all Call of ahulhu BLOOD scenarios. The first, and most simple, is
be afraid, or that we
scenarios should involve the mythos, or visual horror. The players stumble across
Whatmakes a thrilling horror scenario? It
aren't afraid enough." any supernatural elements for that matter. abadly mutilated corpse, torn apart as if
will contain the same basic plot elements
- Ramsey Campbell Forsomething to be horrific, it must be bysome creature of unnatural strength;
asany other adventure: the initial hook, a
(from the Foreword to unexpected, but more of that later. the inhabitants of an entire village find
mystery, enigma, or other means of
Horror: 100 Best Books,
One final thought on the integration their bodies decaying at an alarming rate,
edited by Stephen Jones
engaging the players' attention; a •flesh dripping from their features like
of horrific elements into your campaign: combination of encounters, involving
and Kiln Newman(
beaware of how your players view you as melting wax; a friend undergoes a terrible
interaction with major and minor NPCs, transformation into a half-man/half-insect
referee, what they know action scenes, research and information
of your style, and what right before their eyes. Use powerful
gathering, clues and red herrings, building images to shock and horrify the players,
(they think) they can inexorably towards the denouement; and but don't overdo it.
predict in what you do. If the final, dramatic confrontation.
you c a n evolve a Depending o n your flair f o r
What you need to do is think about
reputation as the sort of extravagant description, and the strength
howbest to present these basic elements
referee who never gives of your players' stomachs, it is possible to
to generate tension, suspenseand fear.
too much away, avoids conjure some pretty horrifying scenes.
Theeasiest mistake to make is to
stereotypes ( o r uses Youcan have the players witness people
overwhelm the players with horrific beingeaten alive by killer ants, tortured to
them wisely), never uses situations, so that every encounter death by members of a demonist circle, or
stalked and repeatedly attacked by a
masters o f fear vengeful ghost. Read up on human
anatomy; prey upon players' own
Just about any game can benefit from a horror claustrophobia,arachnophobia, fear of the
scenario, but some are better-suited to tales of
warharnmer Ruitasy Boleplay dark and fear of being alone, and use
terror than others. Here are five games which
GWs mediaeval dark fantasy is crying out for spine- blood - lots of it.
lend themselves perfectly to the creation chilling scenarios. Any fantasy campaign that Players are a bloodthirsty lot, so you
of horror scenarios: includes ghosts, ghouls, and vampires can might find it difficult shocking them with
play host to a little horror but WFRP purely visual horror. That is where
coil of ( tholho psychological horror comes in.
positively demands it.
_ T h e original and best horror RPG. Contrary to the cliche, it is not the
shudowtturt unknownwe fear most. We can't fear what
, The sanity rules provide many
The presence of the Awakened has
- m l e p l a y i n g possibilities, wedon't know. A small child holds no fear
populated the world of the 21st century for us, even though it could be the devil
-• r i g h t up to the point where
with a number of creatures of
your character runs himself in disguise. Fear is as much a
darkness, but the true masters of
gibbering into the night product of the imagination as of the
fear have to be the
With its literary background, and intellect, and the imagination needs a seed
corporations. Horror need not
Chaosium's consistently high standard of support to give it life. We fear what we can't
be supernatural in origin, and a
products, you can't go far wrong. control, what we can't overcome, what we
megacorp can be every bit as sinister, and can't fully understand, but what we
as dangerous, as Great Cthulhu himself.
vampire - The mosqueemle perceiveas a threat to our fragile mortality.
The first of White Wolf's World of Dadwess Earthdawn Consequently, the most powerful
tool in the generation of horror is
• ' lit g a m e s . They have the advantage of a Earthdown's strength is the depth of
powerfully atmospheric suggestion. That is why you have to
its background, where mankind
campaign world, and WiArs carefully control the influx of horrific
struggles against the
Storyteller system encourages elements into your campaign. If you want
'horrors' that haunt the
innovative roleplaying and refereeing. to frighten players, give them something
world of Barsaive. Scary stuff! to think about.
And that's why it is particularly
effective to have introduced certain
scenarioelements into the campaign prior
to the start o f the adventure. The see nor understand, the mere thought of
recognition and gradual. realisation of entering an unlit room will alone send
some of the true significance of current shiversdown their spines. I n s p i r a t i o n a l norcor
events is at the heart of psychological There is certainly no shortage
horror. It creeps up on you, and by the of great material Out there
time you realise the mess you're in, it's PULLINq THE that can be used by any
usually too late to escapeunscathed. STRINqS referee. Here are a few tips
Useincidents from the PCs' past from It doesn't matter how good a scenario you on where to look if you're
time to time. If you create a fascinating write if you make a botch of it in practice. stuck for ideas:
NPC who the players defeat, concoct a Themost important thing to develop in any
means of preserving him, possibly with an horror scenario is the atmosphere, and The gothic
uncertain death where the body is never while the content of the scenario doeshave
found, or a vengeful 'I'll be back', so you a part to play in creating some of the The modem horror story
can use him again. Identifying the necessarytension, it's the presentation that owes much to the likes of
trademark of a particularly fearful nemesis really sets the tone of the game session. Horace Walpole, Ann
- he always cuts off the left hand of his Pacing and timing are all important. Radcliffe, Mary Shelley and ideas, and they're easier to
victim in imitation of his own missing When refereeing a horror scenario you Gram Stoker. Although often read. Fans of HP Lovecraft
appendage; or Tarot cards guide her probably talk less than in any other style of cliched and predictable, and should check out some of his
murderous activities - should ignite fear game.You want to provide the players with not always easy to read, the favourite authors, including
andexcitement in any player. just enough information at just the right Gothics demonstrate the Edgar Allen Poe, A Machen
Whenever the PCs enter a new and time to really stir their imaginative juices, importance of architecture and MR James.
potentially dangerous location, make sure and it's as much about what you don't say and scenery in creating an
they have a vagueawareness of the type of as what you do. Pause after giving atmosphere for horror tales,
danger that lurks behind the doors, so that significant information, allowing time for it which is what we're trying to
theyhavesomething to occupy their minds to sink in, and make judicial use of silence. achieve, after all.
as they open that creaking door. Then Let them stew, force them to speculate,
make full use of the environment to feed meet their inquiries with a stony
The x-files
their over-active imaginations and fuel the countenance, and make them reach their FBI agents Mulder and
tension t h a t inevitably escalates ownconclusions. Scully's investigations into
throughout the encounter. Never give too much away. Normally the paranormal show how
There is a very good reason why so you might err on the side of generosity, fear and horror can be
many horror stories take place at night, in but in a horror game be reluctant to come generated in a myriad of
overcast or stormy weather, and in huge to the PCs' aid. The players should be ways. Sure, the series deals
old houses or on ancient sites of arcane made all too aware of their characters' with everything from ghosts Also recommended are
significance.Such situations stimulate our weakness and vulnerability in the face of and poltergeists to voodoo The Picture of Dorian Gray by
imaginations and they get us thinking dark supernatural opposition. The fear of death and devil-worshipping cults, Oscar Wilde, and the West
thoughts. The absence of light, combined should hang over them as they uncover but in its on-going UFO End play of Susan Hill's
with labyrinthine corridors and confusing forbidden secrets. story-lines it also reveals Woman in Black.
sounds from unseen sources blur our Agood horror scenario needs a how terrifying conspiracies
perception, ensure that we cannot rely on memorable villain, one who is eni and secrecy can be.
Alien
our senses, and ultimately make us afraid. charismatic, and above all impossibl The ultimate sci-fi horror, it
Asplayers explore locations, assail kill. Make your villains intriguing, and demonstrates graphically
their senses with grotesques such as assumethat all villains must be wholly e how to make the best
arcane symbols, fearsome statues, walls Detailed backgrounds, fractured psyches possible use of the
that bleed, and paintings that cry, age, or andcomplex motivations should make it environment in which your
alter their appearance. Strange sounds difficult to readily identify the villain, at story is set to create an
echo, though their true nature and source least initially. He might appear charming, appropriate atmosphere. It
is disguised; footsteps approach a closed wise, eccentric, perhaps vulnerable and in has everything: an awesome,
door; rafters creak; indistinct wails and need o f friendship. The idea o f a barely-understood foe, a dark
moans that could be mere tricks of the sympathetic villain might not be easy to Jane Goldman's The X- setting of narrow,
wind echo all around; bestial snarls and accept, but if you can capture a sense of Files Book of the labyrinthine passageways, a
howlscan heard - any if these devices can weakness, of misfortune, that the villain Unexplained, Vol I examines sense of utter isolation, and
be used to good effect. Strange musty too was once a victim, then you force many of the themes from the nowhere to hide.
smells that suggest great age; toxic gases players t o confront difficult moral series, and includes
that induce drowsiness, dizziness, nausea, questions. Who can not feel sympathy for extensive bibliographical
memoryloss or even hallucinations should Frankenstein's creation, who did not ask to information.
beused too - the more senses you can live, and yet was forced to come to terms
cover, the better. with the horror of his own existence? Classic HOCCOr
Thepossibilities for suggestive horror If you are looking for alternative I find short stories
are virtually limitless, and it actually works. methods of presenting your scenario, particularly useful for
Once you get your players believing that there are a number of techniques you can
there are forces at work they can neither try to give the game a slight] different
%ladthe Impaler, 15th perspective. There may be times when the more importantly, that you know how to
PCgroup becomes divided, and you want wing it convincingly. Know where your
Wallachia. was so
„ g i r century ruler of to make one player feel truly isolated. At scenario is headed, and understand the
named because he had this point you can make use of the other personalities and motivations o f your
his enemies impaled players, who are just waiting for their turn NPCs. Have confidence, and don't be
alive on spiked poles in to come. Give each a minor NPC to play afraid to improvise.
his dining room. for the duration of the encounter, with
brief coaching on how you would like
O "The term 'horror' them played. The remaining player will THE q0THIC
is regarded by some have no-one to turn to when things get KITCHEN
as an unpleasant lowest- hairy — you'll b e amazed a t how impending demise, or he could witness an It would be great if we could all use an old
common-denominator enthusiastically players will turn against atrocity that will soon take place. haunted house or gothic castle for our
word for the genre. their own. If the PCs are researching historical game sessions, but most of us have to
hence the Occasional Along similar lines, you might call for sources and come across events that make do with the humble kitchen or a
search for something apause in proceedings, possibly while the relate directly t o t h e i r present similarly uninspiring location. But there
that sounds more PCs sleep, to play out a scene from the predicament, you might have them replay are ways in which you can modify your
respectable, such as past of one or more PCs. This flashback those events even though none of them gaming environment to make it more

111111?li might involve some or all


of the group, with anyone
not involved taking the
role of NPCs from that
were present, possibly playing an ancestor
or a famous historical figure. Inaccurate
historical reports allow for some variation
in events from those recorded, and you
suitable for a horror game and enhance
that creepy atmosphere.
Dim the lights. You need to be able to
see character sheets, notes and the like, of
time. The flashback should can allow the players to experience horror course, but you can use table lamps or,
have s o m e c r y p t i c in an alternative lifetime. better still, candles or oil lamps to provide
relevance to the current All o f these ideas, i f used an eerie half-light. Background music can
scenario, a n d b e imaginatively and wisely, can add to the also be effective, though you don't want to
stimulated b y s o m e atmosphere of a horror scenario. What be stopping in the middle of a crucial
'dark fantasy, but some relatively innocuous incident, such as sight they don't cater for is the style o f scene to change the CD. Go for general
contrary writers glory in of a picture, the first line of a song, or a presentation. Because of the emphasis on atmospherics rather than matching pieces
even less attractive distinctive accent o r phrase that i s creating the right atmosphere, you don't to particular scenes, and keep the volume
terms, like the current reminiscent of the past. want to break up the flow of the game by low and unobtrusive. I recommend
'splatterpunk'.” Likewise, dream sequences, waking constantly referencing rulebooks o r soundtrack albums, from movies such as
- The Encyclopedia of dreams, or visions that seem precognitive character descriptions. It is essential that Bram Stoker's Dracula, the Hallowe'en
Science Fiction, John could be played out. You might provide a you are fully conversant with the basic series and The Crow.
Cute and Peter Nicholls player with a glimpse of his character's rules of whatever game you're playing. Or, YOUcould pre-record sound effects
and play them at the right moments.
Alternatively, enlist a willing accomplice to
TOUT worst Nisratmare perform said noises, walk silently past a
A brief selection of encounters that you can use to set your players' pulses racing: window, appear suddenly without
The sworm warning, that sort of thing.
The PCs are investigating an ancient system of catacombs, when one of them disturbs
More standard ideas include using
prepared handouts (coffee-stain your
a nest of insects. They swarm over their victim, getting under clothing, in hair, ears,
paper and burn the edges), maps, and
nose and mouth, hundreds of tiny bites peppering his flesh. With alarming speed, the
other props such as hats and jewellery.
insects spread, forcing the PCs to flee or be steadily
Having players read texts and handouts,
eaten alive. And everywhere they turn, more of the
and decipher codes and old maps, has a
insects appear. If you're feeling particularly cruel, then
more immediate effect than reading them
play on your players' own fears and phobias. (See James Herbert's The Rats,
aloud yourself, and they tend to take more
Arachnophobia, and the snake pit scene from Raiders of the Lost Ark)
notice if they have something visual to
N O w h e r e To r u n
latch onto. Creating a history for an item
PCs are passengers on a commercial spacecraft, which rumours suggest is also carrying a captured specimen
can provide a useful focus, and a means of
of a recently discovered and dangerous alien race. While resting in their cabin, they hear the sound of frantic
creating an authentic feel.
activity, blaster fire and panicked shouting, followed by blood-curdling screams and then silence. After a long
Before you record the soundtrack to
pause, something thuds against their cabin door. It thuds again. And again. With all
your next game, waste all your coffee and
weapons stored in the cargo hold ten decks below, what would you do?
pinch your parents antiques, be warned.
Alone o r i n s t the world These suggestions are just that: they are
Returning home from work out of town, the PCs discover that nobody seems to
by no means essential, and can easily ruin
remember them and, even worse, no-one wants to know them. They are shunned, even
atmosphere instead o f enhancing it.
11, attacked. They are no longer listed on any files or public records: no employers, no
Experiment with different means o f
homes, no bank accounts, not even criminal records. There are no photographs, no
recordings, no evidence that they ewer were the people they claim to be. (see the series
presentation, but don't overdo it. Don't try
Nowhere Man).
too hard t o create a n authentic
environment; roleplaying lives and thrives
in the imagination, after all. 4 1 0
Alloor

e t7
Cc._I +A• tCv _ k- r ,- 1-' - --
4
r r e e n t g- t
0,, pp:i -_IV) I t r
es i ura
4111101114C

Telephone: (01252) 2611 Fax: (01252) 342600


Mythos and the Call of Cthulhu are Trademarks of Chaosium Inc Illustration © 1996 by Barry Chambers
DO I T YOURSELF DART

MODELLINq BASIC
SYSTEM MECHANICS
In the second installment of oar four-part feature on how to
write your own roleplaying game, Lee Brimmicombe-Wood
explains how to tailor a rules system to the style of game you
and your gaming group want to play.

YOU'VE GOT A N IDEA f o r the perfect have to work hard to ensure that everything It's always worth reality.
roleplaying game, and now you're ready to that's likely to appear in your campaign is checking your system at
start laying down a rules system. But just going to be accounted for by a suitable rule every stage. It can be
where do you start? The moment you've or system. embarrassing to find as
taken that step t o systemise your game, Once your research is complete, take did in a playtest of one
you're in the business of creating models. your source material apart, stripping it down System recently) that an
Modelling is a science - but reduced to to its component elements, and try to define average PC's flat out
basics it means making hard decisions as to the essentials. Look at the game's basic running speed is little
which elements of the game background premises and examine approaches t o more than walking
need to be structured with a series of rules, modelling the background elements. pace, or that a flying
and devising suitable systems t o portray You'll probably find this is much easier spell is in fact slower
them. The initial task of defining the model than i t sounds. For instance, i f you're than a crawl.

and setting its parameters is the most creating a system based on your favourite
important aspect of rules creation. It comes
before the creation o f any fancy game
mechanics o r charts o r numbers; quite
simply, you have to figure out what you want
the end result to look like before you go any
further down the road to game creation.
Rules-heavy systems have mechanics for almost every occasion.
They are often highly detailed and take a long while to use, which
can be an intrusion on play. A classic example of a rules-heavy
system is ICE's Rolemaster, with its interminable Critical Hit tables
RESEARCHINc YOUR
and the such-like. The benefit of such systems is that they take
qAME BACKqROUND control of the game away from the referee and make it less
The first step in any modelling process is to arbitrary. The classic roleplaying situation, where an important
do your research. You have to understand element of the game depends on the results of a single roll, is more
the game milieu thoroughly before you can likely to occur in a rules-heavy system. Rules-light systems, such
begin t o model it. I f you're modelling Phage Press's Amber, on the other hand, rely far more on the
Chinese martial arts movies, an obvious referee's, rather than the rules', interpretation of events. The down-
approach is to rent out some chop-sockey side is that you are abrogating control to the referee, which can
flicks on video. If you're systemising a book sometimes be quite dissatisfying. However, this approach lends
trilogy, a TV series or other media source, itself to a free-form style of play. It's less likely in a rules-light
the same applies - read, watch and know game that the mechanics are going to impose themselves too
your subject. If your game is to be based on much on the narrative flow of the game.
a background of your own devising, you
fantasy novels, you're likely t o need going to have to create spell lists)? Or do define the 'reality' the characters and the
mechanics to deal with melee combat. You you want the magic t o be more user- game world is portraying, in a manner the
should have a pretty good idea as t o defined, and more free-form in nature (in players can easily comprehend. You must
The problem with short whether this combat needs to be portrayed which case you're going to have to develop provide mechanics which are consistent
time scales is it makes realistically, or whether it should have a fast, mechanics for limiting magic)? with that reality. In a Chinese martial arts
roleplaying games quite 'swashbuckling' feel to it. This should help campaign which i s done 'realistically',
intense. Because of the to define decisions early on in the design 4, characters can beat the Hell out of each
scales. fights are often process. A more realistic combat system other with their fists, and are also vulnerable
highly lethal in inevitably means it has to be more detailed,
REpLicATINq REALITY to enemies with weapons. However, in a
comparison with the which means in turn that it will require in- campaign run along the lines of a Tsui Hark
real thing. In a real-life depth game mechanics to regulate the
THROINI-1 ABSTRACTION
movie, players should b e able t o parry
fire-fight, for instance, combat and the effects o f damage. A Other campaign backgrounds may suggest swords with their fists and catch bullets with
soldiers can blast away swashbuckling-style combat system would other approaches to the game mechanics. their teeth. In both cases, the associative
for tens of minutes be weighed down by a mechanics-heavy For instance, a science-fiction game may element must be defined and fully realised
without causing a system, so there you should opt to have a require a skill system so players can interact at the design stage.
casualty. By system that's lighter, more free-wheeling, with their technologies, but a science-fiction The biggest problem designers
comparison. roleplaying and places more emphasis on referee and comedy, anime, o r 'pulp', space opera encounter with this associative element of
situations may present player interpretation.
characters with firing In addition to a combat system, our "You should have a pretty good idea
opportunities every hypothetical fantasy game may also include
few seconds. magic. Decisions must be made about how whether a combat system needs to be
to handle this, depending o n y o u r
interpretation of how magic works. Does it
portrayed realistically."
work by defined spells (in which case you're campaign may need no skills at all beyond a game creation is reconciling the game
catch-all, 'Tech' attribute. reality with the players' objective perception
From an analysis of the background of reality. In real life, a person who falls 100
material, a whole range o f issues may feet will probably die, o r be crippled.
become apparent and choices presented to However, in some game 'realities' player
the designer. Is the system dice-based or characters can survive such falls, through
Many roleplaying systems rely on a 'core rule', the concept diceless? Does it require a skill resolution the use of a skill or an ability. Whatever, you
being that there is a simple game mechanic which unifies all system, in which case what are the skills, as the designer of the game must be aware
the elements of the game. The same game mechanic is used and where do they overlap with attributes? of the extent to which your design stretches
if the player rolls for a skill, or against an attribute, or in Do you even bother with an attribute perceived reality. I f a player character
combat. GIMPS, for instance, uses the core rule of rolling system? And how lethal should the combat pushes a NPC off the top of a building,
beneath an attribute or skill figure to determine success, system be? expecting them to die, the player may be
with a simple mechanic for handling opposed rolls. There are no hard and fast rules about extremely upset if your mechanics don't,
Core rules are elegant, and mean the players don't have the decisions you make at this drawing- without very good reason, result in a fatality.
to memorise too many different rules. However, the problem board stage; any of them can be valid as Similarly, if the mechanics don't permit a
with core rules is that in applying the same mechanism to design decisions. However, it's always worth point-blank, head-shot with a large calibre
everything, from swinging a sword to singing a song, the keeping in mind the people who are going pistol to kill the target 99 per cent of the
mechanic may not satisfactorily represent how 'reality' to play your game. If you come up with time, then players are rightly going to get
works. A roll beneath a skill number may be a good way of fancy ideas for systems or game mechanics, pretty pissed off. Steve Jackson's classic
determining whether a PC hit a target with a gun, but it may you must ensure that your players are going Murphy's Rules cartoons are packed with
not be the best method of measuring how much that to be able to deal with them. examples where the associative element is
character knows about, say, a science subject. Designers In roleplaying games, players must be skewed, and mechanics don't fit perceived
may wish to consider using different mechanics for different able to make associations between abstract reality - check them out in the GURPS rules.
skills, particularly knowledge-based, or artistic ones. game mechanics and the 'real' actions of An important tool in establishing the
their characters, and it's important you associative element i s scaling. This i s
make this as easy as possible. You should particularly applicable t o a n y action-
-L- _
Jr§
tor) a ,

Many different scales For instance, GDW's Twilight 2000 based its
may be needed for a time scale on four-second rounds. When
system. A one-second Paul Mason designed his Outlaws o f the
round is no good for a Water Margin game, he went to the source
Do you wish to include random factors in your system? They don't have to be dice, of car chase or a massed inspiration - Hong Kong movies - and timed
course. They could be cards, bones, coin tosses, or anything else which takes your battle (if your system how fast the fights took place on screen.
fancy. Diceless games are ruled by referee and player decisions, rather than fate, and has rules for them). In From this, he found that one second was
for some players seem 'safer' because they're not subject to the randomness of dice. real-world military sufficient for most fighters to perform an
However, that 'safety' can be stifling. Random factors add a tension to a game that simulations, action, such as a sword attack, and have
diceless games simply can't provide, However, random factors can also derail a game decision/action cycles enough time to fit in a parry as well. Once his
narrative by introducing something that the players or referee can't predict - failure. may be comparatively one-second time scale was established, the
long. For a jet fighter rest of the scaling fell into place and he could
pilot it's about ten to build his mechanics around it.
oriented mechanics, such as combat, i n the 'turn' or 'combat round', on which the seconds. For a tank

which the player's ability to understand how time scale is based. This is a useful device, commander ten to 30

far and fast things are going is essential if the because on those occasions when time or seconds. And despite
gameplay is going to stay consistent with the distance is critical to the game narrative, a what the movies may
COMpROMISE A N D
game reality. It's important for players to player character's actions can be reduced to suggest, for a grunt
THE NEEDS O f
know how many actions they can perform in discrete portions of time. How long does it with a rifle it may be
'x' amount of time, or how far they can travel take to swing a sword? One round. How long live to ten seconds H O L E p L AY I N q
in 'y' seconds, or how many bullets they can does it take to pick a lock or run a hundred or more. One thing that wargamers have understood
fire in 'z' period of time. After all, without yards? Ten rounds. And so on... for a long time is the need for compromise in
some real-world scale, it's impossible for Wargames use something similar. For the design of game mechanics. The only way
players t o make sensible decisions about them, the time scale i s based o n the to 'realistically' simulate a melee fight
their character's actions. between your players is to place real swords
"Without a real-world scale, in each other's hands and get them to whack

it's impossible for players to each other 'til they bleed. The moment you
build a system to simulate that fight on
M A K I N q SENSE O f make sensible decisions!' paper, you've made some compromises -
you've abstracted here or there, or you've
TIME AND SPACE 'decision/action' cycle - the time it takes to simplified in some way, and your model
But this is where a system can cause assess a situation, make a decision, act upon cannot reproduce the original in every detail.
problems. Many combat and action systems it and carry that action through. In any model Putting in every minute Don't be afraid to make design decisions like
resemble wargames, with time and distance it is important that the time scale allows all of detail of a background this. For instance, you don't have to simulate
scales, and rules for movement, combat and these parts of the cycle to take place. If in a into a game may appeal every possible sword stroke a fencer can
performing other actions. Imposing such a roleplaying game, for instance, the time to the purists, but can make, when instead you can roll i t all
rigid structure on the game not only breaks scale is too short, you have to spend an age get you into enormous together into a single attack dice roll.
the narrative flow, but makes the game going through all these stages - one round trouble. That powerful
subject to rules lawyers who can manipulate to make a decision, the next to wind up for a spell that saved the day 4
the system for their own ends. Fortunately, sword blow and so on... I t becomes a for the heroes of the

most referees are sensible enough only to nonsense, w i t h p l a y e r s b e c o m i n g book trilogy you read NEXT MONTH
apply a system when the game narrative increasingly frustrated. If the time scale is can be a pain in the
demands it, so in theory, this shouldn't be too long, there's no scope for players to take bum when a player has In the next part I'll be examining game
too much of an issue. Nevertheless, unless several tiny actions in a short period of time, used it for the tenth mechanics in more detail, I'll take a look at
designers choose to ignore scale altogether and that means that dramatic sequences are time. Be prepared to systems that can resolve conflicts and
and leave such decisions entirely to the over far, far too quickly. prune the source discuss the development of core rules, skills
referee, scaling becomes a necessary, and In RPGs, where players are (usually) material - judiciously, and attribute systems. So make sure you
somewhat complicated evil. playing individual people in a variety o f of course. get your copy of arcane 8 when it hits the
A lot of games rely on the concept of situations, the time scales are quite short. shelves on 14th June. 4
act! Dice can seriously damage the other end of the scale we have t h e
your health. Every seasoned lose; he who can throw naught but ones
games player has entered that pit and who shies away from the rolling of dice
of despair and visited that Elysium whenever he can.
of ecstasy - places where you can Generally, there are three types o f
be sure your ten-sided will take you during attitude w h i c h illustrate a gamer's
the long stretches o f gaming which so relationship with the dice: there's the
successfully manage to fill our spare time. Cavalier (the aforementioned lucky swine),
Every player has at some time looked upon the Non-believer, and the Painfully Neurotic.
his collection of dice with seething hatred, Let's take a look at each...
desperate hope or unfettered joy. These tiny
items of plastic, metal or bone are enough to
reduce grown men to quivering fools.
Because the destiny o f roleplaying THE CAVALIER
characters often depends upon them, dice Here i s a man who has the ultimate
can have a profound effect upon the hands confidence in his ivories - they shall always
that roll them, and a disturbing mental effect do him well, no matter what the day, no
on t h e minds t h a t attempt t o incur matter what the time. He treats them with
supernatural powers in an effort to control respect and they always respond t o his
them. How many dozens of times have you caresses. He selects his dice with care,
heard a voice inside your head warning you examining each before play, picking up a feel Roteplayers build up strai
that the die which lies in your shaking hand for their moods and peculiarities. The
will spell doom just before you throw the Cavalier is the type of man who employs a
fatal two which condemns your character to flamboyant shaking routine, a deft flick of the they use, as Jona
death? And just how often has that same evil wrist and displays slight grin when a brace of
tongue intoned your worst fears as you sixes tumbles t o t h e table. His game
watch your referee roll the perfect percentile
which helps your long-standing foe t o
escape to fight another day?

THROWINq FOR
YOUR LIFE
Put simply, the relationship between man
and his dice is an unpredictable as the
weather - it changes from one day to the
next. You have good days, you have bad
days. On a good day you feel warm and He who casts down his
content, o n the next you're cold and dice with glee - the
embittered. It's a turbulent ride which has Cavalier shall know no
you hugging them for joy and casting them failure when it comes
aside with shame within the space of a to chucking his
session. It's this strange relationship which percentiles. Don't you
adds the unpredictability to a roleplaying just hate people
evening - these wily objects add spice to like that?
your games, and they add a touch of chaos.
Dice remain an essential ingredient in
the huge majority o f roleplaying games,
often playing a n important r o l e i n He shakes in fear
determining a character's attributes and his whenever they are thrust
ultimate destiny. Yet the effect which they into his hand. The
have upon the vast majority of players is just Painfully Neurotic sees
as vital. If you play among a group of friends his dice as his enemies,
you've n o doubt noted t h e strange ever willing to show him
relationships which build u p between up, forever ensuring he
individuals and their dice - one of the group fails at whatever task
will undoubtedly be known as the 'lucky is at hand.
swine' who always makes his vital rolls (and
who is usually nominated for rolling the dice
when the group's fate rests upon it). And at
characters are always natural leaders of men, die. He tosses them to the table as he would
invariably strong and self-assured. But the throw stale bread to birds; without thought,
Cavalier quickly makes enemies, with other and without emotion.
players secretly harbouring desires for his He reacts to whatever he rolls with the
character's demise and the day when he falls same poker face, unless the roll is extremely
foul of the dice he so confidently throws. good, in which case an errant eyebrow may
The Cavalier is the first to buy new rules rise. An extremely bad roll may induce anger
and supplements, which he learns to the however, with the blatant abuse of the dice
letter, forever willing to quote rules back to to follow - they may be thrown at walls or
the referee, and taking advantage of every stamped with a heavy boot into the shag-
possible opportunity to put the ref, and the pile. When the Non-believer is riled, he
other players in their place. stops at nothing to exact his revenge.
However, the Non-believer never puts
his soul into the sessions he attends - his
characters are dull and lifeless, and his
THE NON- participation i s minimal. H e i s a n
unpredictable fellow, often pulling-out o f
BELIEVER games without notice (his 'other friends'
Dice are nothing but inanimate objects - have got an evening down the pub planned,
they have no power, they possess no mind or his hair need washing). Promised
.elationships with the dice of their own and they certainly aren't to be
feared or revered! This is the opinion of the
attendance is rarely (Oiled.

Non-believer, he who happily uses any dice,


I Smith explains. seeing them all as equal. He doesn't care
about the fact that the dice are coloured, or
that they're transparent - to him, a die is a
THE PAINFULLY
NEUROTIC
He sits, shaking, shying away from the clutch
of six dice which sit before him. He's had a
history of failing the party at the vital hour,
his rolling attempts hopelessly poor. The
They hold no Painfully Neurotic is the butt of all the jokes;
mystery for him, he's seen many a character die, he's seen
Dice are but pieces many a game collapse into argument, and
of plastic for our he's shouted down at every opportunity by
sceptic. the Non- the Cavalier who covets his dice on the other
believer. But boy side of the table. He is a sad case, turning up
has he got a temper to game sessions with the glum knowledge
on him when the that he's to be disappointed once again.
dice refuse to The Painfully Neurotic buys new dice
perform! often, 'This time!', he chants, 'These dice will
change my life!' Each and every time it's
money wasted - no matter what shape or
size, no matter what colour or what shade,
no matter how he shakes them, no matter
what mantra he utters during the casting, the
result is always the same: failure follows him
like an obedient dog.
Despite his abysmal record with the
dice, the Painfully Neurotic will forever play
the game until the bitter end, desperately
sure that his luck will change at some stage
in the proceedings. His wishes never come
true of course, but he's bitterly determined
until the end, 'It's the law of averages', he
pleads with a desperate look on his face.
When it come to a roleplayer and his dice,
there's no such thing.
There's no denying it - we all fit into
one of these categories, whether we like it or
not. So the question remains j u s t which of
our dice-throwing types are you? 4
l's a sci-fi cliché, No-one knows

1N K
ROUGH GUIDE TO
THE PAST -
MUST-SEE ERAS FOR referees it's a logistical nightmare
EVERY TIME and can turn a great role-playing
TRAVELLER... I w h ecampaign
t h e r it's
i n treally possible. For
o a unmanageable
quagmire of paradoxes and unfathomable
Each campaign has its equations. All of these statements are true
of time travel yet, despite the almost
set on or around Earth inevitable problems it will cause, the more
f o w n history, but those
- in whatever time creative referees among us frequently flirt

TU
period - have a real with time travel in our campaigns. And so
past to look towards for we should, f o r when it's handled well,
time travellers. But travelling through time can make for some
which era or location
of the most exciting and unusual games
should a referee select?
you'll ever play. And with a little planning,
In the sidebars over the making i t work needn't mean endless
following pages are a arguments with players over the resolution
few suggested trips that of paradoxical events.
should offer every

Sending your characters through


referee ample story-
telling opportunities.
The few times a workable set of time travel
rules have been attempted, they've either
ended up being way too complicated to
but, as Paul Rose explains, b
utilise, or they've been deliberately vague,
leaving out guidelines for dealing with many
A taste of time

HG Wells Time
Machine was a

highly intricate
device'- imagine
describing this
thing to your
group of players.
,

needn't all look


like the TARDIS;
4 7 Time machines
they needn't even
be machines at all

how about using

TIME
ancient artifacts or

potions instead?

WORLD WAR 2

Obvious story
lines could involve

misguided player
of the awkward situations you're likely to characters seeking to
encounter. GURPS Ti m e Travel a n d assassinate Hitler, or

Transdimensional Teenage Mutant Ninja perhaps to aid his

mists of time may sound like fun Turtles both offer plenty o f ideas, but
neither really lend themselves to adaptation
efforts. Imagine how
different things would

Tared for sometrouble ahead. to the games the majority of us play - by be if Germany had got
tying the subject down to specific genres, the atom bomb first

they restrict the potential that time travel in


roleplaying games offers.
There are dozens of books and comics that deal with time travel, and The wonderful thing about time travel
is that, with a few exceptions, it can be
they make essential reading for referees. Check these out... worked into almost any campaign. Not only
is it a great starting point for a story in itself,
and one that'll surprise most PCs, but it's VIETNAM

also a superb way of recounting the history it's war again,


of your game world. and one that some

With a little thought, principles of time Americans have never

travel can be interjected into campaigns that accepted losing. With


you consider not being at all suitable. If you the advent of time

fear that sending the Millennium Falcon travel, certain groups


back to the Clone Wars, via some contrived might try and change
time warp, won't fit into your Star Wars that. Would it be

campaign, don't despair - have your group ethical? What would be


the effect?
come across some mysterious jed, i relic that
I S " transports their minds back to' an earlier
..,,4-t* 4 . 4 : t time, perhaps into the todies o f Jedi
,vos,11,,, d k i • i t warriors fighting in that adelent battle. How
,,,..'‘'%N171‘ about Call of Cthulhu? The players could
fafc,%% , ‘ - ' • experience a powerful vision of the future,
brought on by drinking the blood of some VICTORIAN LONDON

unspeakable creature. It's do6sn't have to Why was it that


be all police boxes and flying DeLoreans: if lack the Ripper
other ROOKS to read...
you're original in the way you introduce uddenly stopped
-rime and mrciiti - Jack einney
Hebei i n Time, The rechnicoloue Time
time travel into ypur campaign, you can his reign of tynage?

machine - Harry Harrison avoid the cliches and cut-out many Of the Now the players can

The corridors of Time, there will be Ti,,,,-. potential problems. find out. Then again,

Time patrolman, (and sequels) maybe lack was some


- pout Anderson psycho from the future
,ound of Thunder (short story) and simply returned to
- Hay Bradbury his own time to
A.Brief History of Time- stephen Howkiny DOINq IT fOR
REAL continue his killing. A
vampire, maybe? Or a
other COMICS to 3-atop at...
Time travel in the real world is a theory that cyborg?
snimol MHH (crony morrison's run)
The inuisibles is gathering much support in the scientific
community.' Since Stephen Hawking
published his workIan the topic (A Brief
Histoty of Time), even the public at large are Warhammer or AD&D party shouldn't be that the characters couldn't understand it
speculatively suggesting they'll be zipping doing the same placing them in familiar even i f the principles were explained to
MEDIEVAL BRITAIN back in time to visit their great, great grand- surroundings (the modern day, say) and them, so don't bother trying. Devise your
What did happen to all parents before too long. This makes it much having them roleplay true to the knowledge method of time travel, or rip off somebody
L..0 those dragons? A easier for referees to get players to accept possessed by their characters can be great else's, and then fudge the reality to suit your
visiting wizard from the time travel as a reality within the games they fun (check o u t t h e D & D Immortals game's level of technology.
past might be surprised play. That said, most physicists are keen to adventure IM1: The Immortal Storm for
to find he is now stress that creating an artificial wormhole ideas of a similar nature).
powerless. Or how that leads to the past would require the Magic and wormholes are by far the
about Arthurian legend? positioning of billions of galaxies around most convenient options f o r the well- THE TROUBLE
Maybe Merlin was a one another, and having them spin at dressed time traveller about town, but they
visitor from the future. incredible speeds. Only this, they say, don't fit into every campaign. It's no good
WITH TIME
stranded in the past. would create the necessary gravitational casting the magic runes in Cyberpunk, and When it comes to time travel, getting there
Former colleagues pull. It's not the kind of thing you can do in you certainly won't find many black holes is only half the problem - it's the possibility
could be sent to bring a science lesson. down Night City's dark alleyways. In these of paradoxes that causes the real trouble.
him home. Alternatively, you could always fly into instances, it's up to the referee to devise Travelling into the future is relatively easy to
a natural wormhole - a black hole - but if some contrivance for moving the players play. Of course, future technology could fall
the gravity doesn't kill you, the radiation through the years. This is where you roll out into the wrong hands, or players might meet
certainly will. Even so, if you're running a the technobabble_ themselves o r even witness their own
high-science campaign set in the distant And that, as they say, is as easy as deaths but, on the whole, the future doesn't
future, both methods are reasonable, if not E-mc2. Think Back to the Future. Were the hold any o f the potential pitfalls that
exactly practical, time travel options. But workings o f t h e 'flux capacitor' ever travelling into the past does.
what about other settings? Surely there's no explained? No. Think Quantum Leap. Did Before e v e n contemplating a n
place for time travel in, say, AD&D? Of they ever explain how Sam leapt from life to excursion into yesterday, you'll have t o
course there is. More than any other setting, life? Never. Think.., well, think The Time decide the physics of time travel in your
fantasy campaigns offer the easiest method Machine! The visionary HG Wells would world, To wit: what are you going to do
of having your players flitting through time, have had no idea that his concepts were when a character prevents h i s o w n
because they have magic at their disposal. theoretically possible when he dreamt up conception by murdering his father before
2000AD's comic-book barbarian Slaine has his time traveller. You don't have to explain he meets his mother? You have three,
been hopping from one century to the next The precise method by which your time possibly four, options open to you i f a
for years, so there's no reason why your machine functions - work on the premise character changes history:

A taste of time part a,MOVIES

Back to the Future 1-3 T h e TefMillotOf I, a The Time Machine Time After Time

Time cop Bill and Ted's Excellent star Trek IV - The philadelphia
0)enture The v o y a r nome Experiment4 a
•••-

One. When you travel into the past you an alternate universe, that should be what Star Wars, or with fantasy settings, of course
travel into an alternate universe that's happens every single time. Changing PREHISTORIC TIMES - all you've got to do is watch the films or
identical t o t h e one you came from. physical laws a t will can confuse your A Hollywood read the sourcebooks.
Therefore, the players' actions only affect players. I tend to stick with option three, big-shot wants When I ran a DC Heroes campaign, I
that universe, leaving their own world's because I adore paradoxes. Although this r i l l & make the next devised a time travel plot line set in the
timeline intact. method poses more logistical problems than jurass. Pork Who 1960s. I researched as much as I could
Two. You can't change history. On the the others, i t offers m a n y dramatic needs special effects about the period: politics, entertainment,
way to killing his dad, a player either falls possibilities. In short, you can use paradoxes when he can film the world events. I watched f i l m s a n d
down a hole, breaks his gun, misses a bus or to create better roleplaying situations. real thing.? documentaries to get a feel for the fashions
suffers some other unfortunate 'incident' and the way people spoke. It may have been
that prevents him from achieving his grisly a bit extreme but, judging from the players'
objective. This is a bit contrived, however. reactions, it was without a doubt the most
Three. It creates a temporal paradox. A DIFFERENT successful time travel adventure I ever ran.
Though the character was never born, he still When dealing with real history, it's all
exists. Upon returning to the present, the
COUNTRY too easy to stereotype the past,
player is confronted with a world in which he Messing with players' perceptions is just part so some research is essential;
never existed. Only the time travellers of the fun. I f you've built up a deta iled your players just won't enjoy
remember the original history. For some history for your game world, time themselves if the past is a two-
brain-busting paradoxes, see Back to the travel can often be the neatest dimensional cardboard cut-out
Future 2 and the Terminator films. method of telling it. It's certainly of a place. Only by making it
Four. The character is simply erased the m o s t interesting f r o m a real can you run a successful
from existence. Still a paradox, but a lot dramatic standpoint. Rather than time travel story line.
tidier, though it tends to upset the player just being names i n a book, When handled carefully,
more than a little. historical figures can be met by time travel can kick any flagging
In the real world, the laws of nature your players, who can experience campaign back into life. It can
remain constant. If you fall out of a tree you the smells and sounds of the past. re-awaken y o u r p l a y e r s '
hit the ground, without fail, and every time At least, they will if you do a good in t h e g a m e w o r l d , w h i l e
you fall out of a tree the same thing happens. enough j o b . A g o o d referee simultaneously giving any referee's creative
Similarly, the physics in your campaign planning stories set in the past will muscles a good work-out,So go on, give it a
world should remain constant. If you decide do his research and read up on the historical go - there's no time like the present. Except
that when travelling to the past you travel to period. This isn't necessary in games such as maybe the past. Or the future...

Time travel hasn't been ignored by film and TV, either. Check out
some of these for use in your own scenarios...

-r4
planet of the Apes Quantum Leap
(and sequels)

,
The outer Limits he Twilight zone

other films s rv pros more than worthy of a look...


films

The final countdown, stick r o r r s in the sgth century, Twelve monkeys,


Tiine 'pandits, its visiteurs (subtitled), and groundhost Inky
Tv shows

s t a r Tr e k (s'lecte'd episodes sapphire a n d steel, stick Rogers. quad niTht sweetheart. The sets
frarn oll'ec(1s) Adventures of superman. Au aeon, Eed Dwarf, and the To m o r r o w people
tht
6 tiret
Decorated Card t3oxe9
Curious things with a sometimes Cardboard boxes with pretty pictures on. Supplied by

tenuous link to fantasy gaming... Esdevium Games, available from all good gaming stores.
(800

Mage Tihot Peck


Consider any expansion sets to represent alternative
courses off Destiny's path. Supplied by White Wolf, 9tor Trek 1 M u g s
available from all good gaming stores. k1.99 Fill with pink blancmange and pretend to dine on the brains of the crew. Supplied by
Home Entertainment, available from PO Box 10351, London NW2 6WG.
0181 4537000. g11,99

•P o r t e r
Vampires can fill it with Ribena
and suck away with a straw
during games. Supplied by the
hospital, available from all good
hospitals. Give some Plood

Vampire Goblet
For the more discerning
undead. Supplied by Esdevium Dragon on Wheels
Games, available from all good The wheels enable dragons to travel anonymously through city
gaming stores. A8,9E; traffic disguised as tourist buses. Supplied by Britains, available
from all good gaming stores.
Peit,t4 Petp,p,%/cht7 Prict.
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gout
tra6rit
The Source 'Reddens'
'CPI( M n e Kent

Not a box of magic, as the name suggests, but


Ta r competition
another way of carrying 150 M:TG cards about.
Let's play a little game, then. Do you have anything
Supplied by Chessex, available from all good gaming
particularly strange, curious or funny for these pages?
stores. f o r a pack of three
Anything as odd as our Dragon On Wheels, for
example? Or the Papa Cthulhu doll in arcane 4? Or
the Automatic Card Shuffier from arcane 2?
Something that made
you knit your
eyebrows the
first time you
saw it? Something
that convinced you
that real life was
actually stranger than
anything your referee
could dream up? Then send it in with a suitably daft
caption and we'll feature the choicest item in The
Source later in the summer. We promise to return
everything we get if you give us an address, and
whoever sends in the

%t
wackiest thing with
the funniest
Chase good money after bad with this innovative new way of denying the statistical caption will win
inevitability that you're never going to win the lottery as long as you live. Supplied everything else
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Consider i t an investment iy o u Source that month.
And we'll be saving up all
v?ellGrouno, the bonkers gear specially as well.
Playing Cloth
for Fantasy
Card Gosnes
So wrap it up and send your trash to 'My Tat' compo,
CyNtslien,-,elt arcane, 30 Monmouth Street, Bath BA-I 2BW.

More CCG related cash-ins:


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GRIMTOOTHS TRAPS

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:••••••'•
••••-•-%;•;• --•••••

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Theseventt in a -;_.:•••••

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arcane proudly presents
another excellent II-page
scenario that you can use
in any setting, any era...
"And Iluow
Away the Key"
ThePrison
"You will be taken t-om this court t o a place a coninement,
where you will spend the rest o-F your natural days..." The words variety a things That can happen to a game at This point. I t can
a The judge still echoed in my ears as I was ushered through the stagnate, with The party settling down to spending Their lives
huge doors crF the prison, between high, blank stone walls. The behind bars; o r They might attempt an escape. This encounter
doors swung shut behind me with a booming and awiul gives you, as the referee, all you need to insert a prison into any
There was a rattling oF keys as a smaller door was opened beFore setting oF any period, with people t o meet and ideas o r plot
we and closed behind me. Then I was marched along corridors, development stemming -Fi w a period oF imprisonment.
where blank, hopeless -Faces stared at we from the small windows
o-Fcells, FinalIy, the guards stopped we at a cell; my cell. The door
was flung open with a crash and I was pushed unceremoniously into
The small, square room which was to be my home o r the rest a?
Pre-ModemPrisons
my W h i l e I was still recovering my balance, the door oF the
cell shut with a hollow thump. I turned t o ask t h e guards Pre—modern prisons can be anything from a -Fantasy/medieval
Something, but They were gone. I looked round at the dank stone dungeon to a Victorian prison. They were oiten underground
walls, carved with layers oF graffiti, ancient and modern, and (stereotypical dungeons), though large institutions were also
thought oF all The others who had suffered here beYore me. They common. The plans provided are oF The -Floor immediately below
said t h a t this prison was escape—proo-F. I would prove Them ground—level. What is up The stairs is entirely at your
wrong. find once I was out, I would prove my innocence, and get discretion — i t could be anything; the more modern -Floor, a
my revenge on those who had stolen my throne... castle, more prison boors, a watch post or a police station.

Whatever may lie above, this -Floor is used o r the imprisonment


How oFten do PCs get into serious trouble with the authorities? and (even) torture a? criminals. People here temporarily have
Whether They be The Imperial Storm-Thoopers or The City Watch, Their weapons removed be-Fore being Thrown into the single
The equivalent aF the police nearly always responds by throwing confinement cells, or into one of The three 'party silece cells.
The whole party into prison t o cool their heels. There are a These rooms are unlikely to be empty, and this is a good place

You're a smart person, right? We don't need to patronise you with detailed rules on how to translate these people and events into your
own system, do we? But just in case you're uncertain, here's a couple of tips. Whenever we do a character description (though there
aren't too many in this scenario), we'll say something like 'Doctor Bloggs has a fine, incisive mind and this is complemented by a
strong, athletic body. As a child, however, he suffered from a rare lung disorder that means he has difficulty in sustaining effort. He is
also prone to making rather impulsive decisions.' In game terms this would mean that Doctor Bloggs has above-average strength,
intelligence and dexterity and below-average constitution and wisdom. Exactly how much above and below average is up to you and the
strength of your party of adventurers. This is also the case in systems that use levels. Give the encounter's characters the sort of levels
that will make them a challenge for your players. You'll find similar descriptions of all important physical objects, such as 'the door is
paper-thin' or 'this glass is bullet-proof. Now stop reading this wibble and get stuck in.
to meet people who might be helpful. One of these cells has
The beginnings of a tunnel. The potential use of this tunnel Prisoners awaiting sentencing are usually held in the holding
should be decided in advance - i t might be an impossible cells. These are individual cells separated from each other by
project leading to solid bedrock, or it might be almost iron bars. I t i9 usual for two or more people to be held in each
inished with escape not too f ar out of reach. of the small cells. People held in These cells can talk to anyone
else in the room, although they may not make Themselves popular
if they disturb others. A group being brought in might be split
Longer stay prisoners are i t taken to the torture between the cells so That every individual is locked in with a
chamber for itting with leg-irons, hand-cuffs, chains or stranger. This can be a good place to meet people, but it can
balls and chains as is considered appropriate. After that, also be very dangerous. Guards only intervene if there is a
they're confined within the dungeon. Some especially serious disturbance.
dangerous criminals bang chained to the wall, and others
are flung into The central pit, which is barred on top. The
PCs are f ed on scraps which are flung down to them but Longer-stay prisoners may be held in the cells on the other
once a day. Those imprisoned here have seen no light o r Side of the corridor, or in similar cells upstairs. These cells hold
years, save the little that filters in Through the high bars up to three people in very cramped conditions. They have solid
in the wall, and are often in a condition of grave despair. doors with a small grille opening. They are lit by small, high
The Torturie hambe barred windows and by artificial light. In modern and future
prisons there are televisions in the long-stay cells. These sets
The torture chamber contains blacksmith's equipment for are tuned to one channel only, always a loud commercial one,
attaching chains and irons to prisoners. His forge and and are fixed immovably above The door. They are permanently
anvil occupies one large corner and is of sinister on, unless switched off from the guard room, and the volume can
appearance. Prisoners brought directly here o r -f itting not be adjusted. In future settings they may be used to watch
with irons are generally not informed as to the nature Cr? the cells as well as 3 or providing torture and/or entertainment
their visit - seeing their, faces as they view the torture f or the prisoners. Long-stay prisoners may spend up to J 3
equipment is the kind of joke many prison guards (and hours a day in their cells.
refereeSI) enjoy. The room contains an Iron Maiden, a '<Inge
rack, pincers, hot irons, clubs and other strange, evil-looking
The Work 00In arid Libra.
torture equipment. Long-stay prisoners spend some time every day in the work
room They are also allowed two books a week ram the library
- this routine is not varied under any circumstances. The
Many prisoners held here are awaiting death by banging. There library is only open -f or one afternoon a week, and i t is closed
is a gibbet immediately outside the prison, a t the top of the in the event of riot. In The work room prisoners can make a
Steps which lead down. Going up the steps may lead to f reedom, little money working on unpleasant jobs such as sewing mailbags
or it may merely be The way to the 'last dance' of the hanged and making bricks. Only ten prisoners are allowed into the work
man. The stench of death pervades this place. room at a time. I t contains machinery o r working at the
required task, which is inevitably supervised. The task may vary

Rom the Nineteenth according to The time and place. In California in the 19905
prisoners work on making the popular 'Prison 13lues" denim jeans.
The work should always be something dull and highly unpleasant.
Tools will not be available which could otherwise be used as

Centurytothe Future weapons, although they may have alternate uses as escape
tools. Tools are checked in and out of prisoners' possession.

Throughout the 1800's humanitarian ideas about treating


prisoners as human beings became more important. There was a There is a sentry box in The exercise yard which is always
strong prison reform movement, and i t led to prisons more like occupied. The walls of the yard are high and are topped with
The second plan. barbed wire and spikes. The yard is well lit at night and may be
The No l b alarmed. The ground is cobbled and weed-strewn. In normal
circumstances i t would seem a very desolate place, but to
tnyone coming into the prison must pass through the cobbled prisoners i t is a haven of fresh air and a chance to get closer
outer courtyard. Thi9 area is well lit at night, and the walls are to nature. Sometimes they may be allowed to slouch around as
topped with barbed/razor wire, or maybe spikes or broken they please, other times the guard may make them run around in
glass. The gate is locked and guarded at all times, and the the small space. No more than ten prisoners a t a time are
sentry box is always manned. The inner door is also guarded allowed in The exercise yard.
and leads directly into The reception area/guard room. There
are always a t least three guards in this room, and this is where
M E =
any prisoners are registered upon entry. They are Then taken Prisoners who behave well may be allowed to help in the
into an 'interview room' and searched, all -Their clothes and kitchens. This is highly desirable work, because it's varied.
belongings one nernoved and prison issue garments given to them There are two full time cooks, who always need help, which may
as replacements. include taking food to other prisoners as well as cooking basic
dishes. There is a delivery door out oT the kitchen which is (and even sexes) oi guards should be changed o r different
kept locked, but which may be an escape route. settings, but The personalities will work in any background.
e interview gooln9
The two 'interview rooms' are used o r searching new prisoners Martin Perry came into The profession a prison guard because
and occasionally o r extrocting conTessions from them One oT he was out oT work and this was his only option. He i9 over six
them is set up with desks and chairs, though it may also have Toot tall and very broad-shouldered, with a loud voice. He hag
video or cossette-tape equipment o r the recording of dark hair and sometimes people liken him to a bear. In his ten
interviews. I t has lockers o r storage aT prisoners' belongingS, years here he has had plenty oT opportunity to learn how things
which ore sealed in plastic bags and returned on release. The are done. His first reaction is always to shout, and only aTter
other room is equipped with modern torture equipment - tables that will he resort to violence. He has a serious expression,
with handcuffs, truncheons, electrical equipment and the like. It though he is goTt-hearted and does not like helping with
is not necessary to explain what all oT i t is used Tor, as long torture sessions. a he knows that someone i9 on death row he
ag an ctir oT Tecr can be maintained, (see the section on tries t o be kind to them in his gruff way. He is married and has
Torture). In the Twentieth Century and later, all o-T this three growing children at home.
modern equipment will probably be marked 'Made in Britain', Quotes: 'I'm only doing my job.", and, "Why don't you co-
wherever in the world the prison is. Britain is the world'S operate, sir, and then there won't be any unpleasantness."
largest exporter oT such 'police equipment'. There is also a
sensory deprivation chamber - this looks like an upright coffin
or a modern Iron Maiden, and it's rarely used. Luke is the opposite of Martin in all ways. He is short and
wiry, and has a sadistic streak. He enjoys seeing people
urihappy and will sometimes trip a chained prisoner to gee them
Tall, revelling in their helplessness. He is always smiling,

ThePeople especially when at big most cruel. He has been a guard o r three
years, and he sometimes helps with interrogation. In thege cases
he and Martin take turns at playing "good guy/bad guy".
rigon m oyees Sometimes They can be heard arguing in the guard room about
whose turn i t is next.
Prison guards are generally an unpleasant lot. Sensitive and Quote: "Maybe you'll hove a little accident. What a shame"
compassionate people either leave The job rapidly or they soon
develop a hard shell. They all wear identical uniTorims. Names
/61manda has been a guard Tor Tive years, and she isn't
sure iT she likes i t much. She is a medium-sized woman
with a very sharp nose, which she has a habit oT
rubbing when she is Thinking. She always carries a
weapon and has on air oT being willing to using i t -
she's killed prisoners on several occasions, Though
evens/ time she's managed to prove extenuating
circumstances. She doesn't mind what she does, and
has no qualms or sentimentality. Having said that, she
doesn't particularly enjoy her job, either. She took it
because she wanted to make some money. She soon
realised that There were ways oT increasing the money
She made by accepting bribes and selling services.
/Amanda sells drugs at extortionate rates, she will
smuggle parcels Thom friends to prisoners, and she will
accept bribes to allow The prisoners brief access to
keys Tor long enough Tor them to make impressions oT
them. She may even -Kinn a blind eye to an escape iT i t
does not implicate her. She regularly accepts bribes to
ignore tunnels and other non-immediate escape plans.
Sometimes she then betrays the prisoner to the other
guards. She will do nothing without cash in advance,
and will laugh at promises oT future gain.
Quote: 'IT you make i t worth my while, I might.", or,
"What's in it o r me? I've got to look out o r number
one, haven't I, sunshine?"

kevin is a specialist in torture machinery. In a


medieval/Tantasy world be began life as a blacksmith in
a more modern world he began as an engineer. Now

44
,
••• t • o - o - . • - - 4 • • • ••• • • •

-44fit,z ,
4,- ,FiorAtt,
„, • , ,

Atx. Aw Ara. .vo•


•.* , • • • • - ; • • • • • • •


- --

1
torture eq.uipment is his obsession. He
likes testing and reining i t and designing
his own new inventions. He does rot think
of the prisoners as people but rather as
subjects. He rarely perTorms torture
alone - his superiors say he ig not bright
enough to ask the right coestions.
Tact, they question his ability to stop
beTore killing the prisoner. Often an
official does the interrogation, with kevin
just working the machines. On other
occasions Luke may be trusted with the
questions. kevin has huge muscles and
wears blacksmith's clothes or a white
coot. He will make interested remarks
during torture sessions.
Quote: "Not many screams today, maybe I
ought to tighten the rivets up.", and, "IT
you wouldn't mind waiting o r a moment,
Start to torture you when I've oiled this."

Other
Prisonets more oTten than hot), although he is a good brawler. He's doing
time for assault, and it's likely he'll be straight back in again
when he finally gets out.
Who the other prisoners are depends very much on where the
prison is. In most places a large proportion oT the inmates are
out-and-out criminals - people who make their living -from crime katherine is an ath-active middle-aged, middle-class woman who
and can imagine no other way a life. In a repressive regime poisoned her husband. He was a merchant who was involved with
there may also be political prisoners and people imprisoned by another woman. katherire -Found out and cold-bloodedly
mistake (or to keep them out oi the way). There is likely to be poisoned his food, expecting to be left a rich widow. When she
a mixture oT people who have committed a lot oT petty crime was discovered by her husband's brother, she denied
and others who have done one awiul thing. Their names and everything. She still denies it, but she had been convicted, and
sexes should be adjusted to suit The period. the other prisoners are extremely wary o-T her. She is polite to
a clean and Triendly bunch oc adventurers, and describes the
other prisoners as 'low lives'. She may well be familiar with
Tim is a burglar. He is tall and thin with greasy, ginger hair. He places the party need to investigate and happily gives them
explains That he was caught because he couldn't get out oT a information. She is convincing and articulate, and information
window fast enough. He is nineteen, and This is his first she gives is always accurate.
experience o-T time in prison. He has been a criminal o r ten
years, and both his parents have spent time inside. He speaks a
criminal slang and has a lot oT words he uses instead oT 'prison': Sir Oliver supposedly assassinated arother member a the
'in porridge', 'in stir', 'inside', 'put away' and the like. He nobility. He claims he was Tramed, and offers to give the party
distinguishes clearly between minor crimes such as theTt, inTormation that will lead to exposing corruption 'at The very
burglary and house-breaking, all oT which be has practiced. highest levels'. He is a Tat, -Florid man in early middle-age,
Upper class characters will Tind much o-T his speech unintelligible. starting t o go bald. following-up his leads lands The party into
Tim is riendly and amiable unless he Teels he has been insulted. endless intrigue. His guilt or innocence and his motives are best
He knows how to Tight in a street Tashion that knows nothing left open to flexible interpretation.
about chivalry - a dirk which he usually secretes in his socks is
his preferred weapon. Tim is the perTect pattern o r any
315 in o r
number orT petty criminals which make up the majority oT any Zorg appears to be a madman - he has wild eyes and
prison population. dishevelled hair, be babbles constantly about 'my kingdom' and
'the traitors'. He offers to make the party dukes and earls if
Bar b e n t they will help him escape and restore him to power in his
Carry is a thug. He's well over six Toot tall, and he'd have kuritanian country. I t is easy to dismiss his Tantasies out oT
trouble spelling his own name iT asked. He gets angry when hand, but be genuinely is a king, wrongfully imprisoned. He has
people disturb him, or when mocked, and tends t o attack by been digging an escape tunnel o r some years. I t leads -From his
picking people up and dropping them again (down stair wells, cell and right the way under the prison wall.
-

Imprisoned for murder, konstantin The Mad has been hanged AS long as There has been crime and criminals There have been
twice already, but both times, improbably, The rope broke and he prisons of one kind or another. Prisons have always been
escaped. Now he has committed a thirci murder, and he is sure unpleasant. Many societies do not have prisons, merely places
he will escape again. He moves like a soldier, being a combat f or people to await justice. Punishments such as cutting off a
veteran, He is very twitchy and paranoid and given to asking hand, a foot, or a head o r offenses cost the state far less
'they' are around. He has The equivalent in his own period of Than f ceding a prisoner for a protracted period of time.
Shell-shock, and is highly unpredictable. He is likely to over-
react to ctny Threatening situations. Same different prisons you can use in your games are prisoner-
of -war camps, such as Colditz in World War U. 13ritish
prisoner-of-war camps in India were so relaxed that German
As every torturer knows, torture works TOP better as a threat prisoners were allowed to go shopping in town. Amazingly, They
returned - with The ladders and files They had bought - and
Than as a reality. Of course, you don't really want to do any
permanent damage to The characters, but you do want Them to escaped by night in traditional style.
be f rightered of? The possibility. I someone wants to get
Something out of your PCs, i t is generally -?ar more effective to Open prisons seem to be f aShionable these days; and they may
use The threat of torture - showing Them the implements and become more so in The uture. We already have collars which let
describing The pain - Than actually to start torturing Them. The police know where a criminal is; These could be -1"tted with a
Other effective Threats include showing -Them someone racked device which explodes i f The prisoner goes too f ar from
So badly he can hardly walk or someone blinded and badly designated areas (there are a f ew 5cience-icton ilms which
scarred from hot irons. This is even more effective in a modern have used such devices).
or future setting, where threats can be made concerning The
use of electricity and machines. The shadowy nature of Acit
The machine does can be very effective. If i t does become
necessary to torture a character, i t works best to stress the
potential long term physical effects ('You may never use that
AdventuleSeeds
ingen again'), and The pain, and only incidentally deal with i t in
terms of game mechanics. In modern and suture settings a Prison is often thought of by seasoned players as little more
'torture machine' which causes pain without doing harm can be a Than a diversion. After all, the players know they won't be
useful game device. roleplaying sitting in a cell f or the next ten year's worth of
gg
i/iv? la

game sessions. They may think they're in a hot-knife-through-- Inmates may have been imprisoned o r some secret information
butter situation. Get round this by emphasising the differences which later starts The party going on another Scenario. I t is
in this prison from those they may have been to in the past - also easy for the party to make an enemy of another prisoner,
describe The grim criminals and the deeply unpleasant who then may prove to be difficult to get rid of when they're
atmosphere, and make them realise that they're now no better all back in the real world. Other prisoners can provide
than the other inmates, and that if they break free The information and teach underworld-type skills such as
authorities will most certainly be after them. ee sure not to lockpicking, burglary and fighting techniques.
trivialise the horrors of prison; when they are in a cell, have
footsteps echo down the corridor towards them, but never stop
Stan in a revolt
at their door. Whether or not you intend to torture them, have el prison riot can start for any reason, at any time, even if
screams and strange sounds come from the torture chamber. prisoners are never allowed to congregate together. Starting
Stress how small a space they are held in, and mention the one, or being involved in one, can be an interesting experience
smells, and the sense of despair and gloom. for a party.

yen r e g in nison
So, the doors close behind them with a clang. Now what? Make Storting a game in prison can be an interesting and different
sure that things start to happen from the first moment they're way of bringing a party together. Suggest that everyone design
inside - have them put in chains and force them to start characters who have for some reason been imprisoned -
interacting with other prisoners. Involve them in prison whether rightfully or wrsongfully - and then introduce them in
intrigues, and have them begin to learn new skills from other The cell. I t certainly gives people a reason to be together and
prisoners; make -them believe they're in o r Ci long stay, form that essential team relationship if they're locked up in the
whatever your real intentions. same confines.

eeing in prison can be a great opportunity o r PCs. The other escaping is the traditional way to get out of jail quick, and
prisoners provide an opportunity for interaction which may give there are so many different ways of doing i t There are direct,
The party information they could have got in no other way. Or physical means such as digging tunnels, -forging a key, and filing
there may be important people wrongfully imprisoned who will be Through the bars, and these often work best if combined with a
grateful when rescued. fellow prisoners may know their way Second method, such as tricking or bribing a guard, or with help
around buildings the PCs need to enter after their release. from outside. Another way 19 to persuade other prisoners to
riot and to escape in the confusion. Prisoners with Super-
powers may be able to smash through walls, either leaving a
hole behind them or not as the case may be. In a world with
1 L I L magic, spells can be used either on their own or in

t l combination with the other methods to help in an escape


attempt. Wizards not wishing to reveal themselves as magic
users may find subtle uses or? magic that can be confused
L L with mundane methods of escape. For instance, magical
heating and cooling of iron prison bars will induce them to
crack, leaving evidence of broken bars but not of magic.
Prisons that are expecting magicians may have magical
defenses, such as a zone that nullifies magic, or magical
traps preventing escape.

Characters leaving prison after a long stay may discover


changes in the world (and they may be mentally hampered by
the shock of having to cope with normal life again). Prisons
can be used by the referee to get the party out of the
game world for a while, giving the world a chance to develop
in some way that's necessary o r The campaign, but which
may have been prevented by the PCs if they were at large.
even if i t has only been a few days, you can use the
imprisonment of the characters to move the plot along.

Nextmonth
The space station. We take your characters to the
claustrophobic confines of an orbital station.
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S

THEMONTHINGAMES
Are you feeling paranoid? We are...
AND WE'VE GOT GOOD reason. We've been incisively all the major roleplaying, CCG and
he index
playing the excellent Conspiracy X all month, and related game releases. If it's praised in arcane
we've not stopped looking over our shoulders you know you can buy it with confidence. Everything in this
since t h e very first session. NME's new All our reviews are by experienced garners month's massive
roleplaying system is definitely the best we've and independent, professional journalists; reviews section...
seen this year - check out Andy's review to people who play the games you do. This
discover why. And after that, read up on why we definitely is the place for definitive reviews of
g 7 2 AD&D: Den of Thieves
think Mythos from Chaosium, the new PC games and expansions.
version o f S p a c e H u l k f r o m G a m e s Oh, and a note about prices. A lot of stuff • 6 4 AD&D: Faiths and Avatars
Workshop/Electronic Arts and Faiths a n d reviewed in arcane is imported from the USA by
▪ 7 4 Black Labyrinthe
Avatars are all worthy of our praise. a number of different distributors, so the prices
Our policy is to review honestly, fairly and we've given must be viewed as guidelines only. 67 Chaos Overlords

1;11 5 5 Conspiracy X
Dirk o f m o n t h
a I %FR % . • • • %0 % . 0
g 6 7 Darkness Unveiled

"The closest t r e Dragon Dice: Firewalkers


"Overflowing
with ideas and thing to g 7 3 E-Branch Guide to Psyonics
roleplaying in
inspiration" g 6 8 Immortal Eyes 2: Shadows on
a CCG" the Hill

Conspiracy X NlYthos t i 0 8 Imperial Entanglements


Pa8e 56 Page 60 g 6 6 In the Shadows

The Icons T h e Scores $ , 7 4 Middle-earth: The Wizards


Companion
Each review in arcane is identified with Everything reviewed in arcane gets a mark out of 10. I K 60 Mythos
a rather nifty icon showing what kind Here's a guide to what the individual marks represent...
of game it is. Here's what they mean: • 6 6 Rolemaster: Treasure
Score 10/10 Perfect. There's simply nothing better.
Companion
Score 9/10 Excellent; a classic. Highly recommended.
Space Hulk: Vengeance of the
Score 8/10 Very good, with few problems. Recommended.
Blood Angels
Score l i r Good, but not exceptional.
Roleplaying Collectable card 4,Ki Spellfire: Runes and Ruins
systems games and Score 6/10 Above average, but not without problems.
expansions Score M O Average, or a mixture of good and bad. g, 7 0 Super Tuesday

Score 4/10 Below average, but not without merit. * k 70 TableMaster


Score 3/10 Poor, crucially flawed in some way.
g 6 9 Technocracy: Void Engineers
Board games, Score 2/10 Very poor; should be avoided.
miniature systems Dice games 1, 7.3 The Best of the Star Wars
and expansions Score 1/10 Appallingly bad, no redeeming features at all. Journal
arcane seal of approval g 6 6 The Fragile Path
Each month we fight and argue
among ourselves to select that g 6 9 The War of the Amazon
one extra-special product most
deserving of your money and * , 72 Time Gate
Computer games Books and the coveted arcane accolade.
and utilities supplements
I
C O Millennium
New n Entertainmentl
S P •

001 518 459 3724 E16.99 Out now

Enter a world of lies,


Conspiracy X seems set
to become one of the
deceptions and cover-ups,
best-supported new
roleplaying systems
around. NM E is already
where the truth is the most
dangerous thing of
working on a series of
supplements for the
game, beginning with a
referee's screen next among the general public, the show's
ardly ever has there
month and followed been a television series structure, background and main premise
shortly by the Aegis as well suited to gaming translate perfectly t o a roleplaying ...•••••aammillilliMINIPOWOMOMMINMIE10101,
vrommitolionnexemelogenewe,--
Handbook. Look Out for as The X-Files. As well campaign. It's hardly surprising that The X-
full reviews in coming as being phenomenally Files has caused a wave o f interest in beliefs of even the most paranoid conspiracy
issues of arcane,
successful and triggering modern day investigation-style games. freaks seem tame in comparison. In this
a resurgence of interest The influence of The X-Files is clear in world, not only do conspiracies exist, but the
in UFOs a n d aliens Conspiracy X. the first roleplaying game players are part of one.
As member o f Aegis, a secret
organisation concealed within the United
"Skillfully interweaves just enough fact and fiction to States government, t h e players a r e
create a background that's frighteningly credible." dedicated to protecting humanity from the
threat posed b y both supernatural and
extraterrestrial forces. But Aegis is not the
-
from N e w Millennium only group at work within the government.
Entertainment. However, The Black Book and its allies in the military-
while the game certainly industrial complex support alien activities on
Pmplirs
takes some of its inspiration Earth, offering aid with human abductions
ktr4tv 1 , 1 0
'ast S c m
from show, it is much more and experimentation i n r e t u r n f o r
than a mere rip-off. knowledge and advanced technology.
Conspiracy Xis set in Hidden behind their cloaks of secrecy,
a version of the modern Aegis and The Black Book are engaged in a
world that, on the surface at clandestine war of covert operations that
least, is identical to ours. has been raging for nearly 50 years. Player
Lurking behind this facade characters in Conspiracy X must make use
of normality, though, are of every resource at their disposal t o
terrible truths that make the oppose The Black Book and its inhuman
allies. T h e fate o f humanity will b e
Unlike so many roleplaying determined their actions.
games, Conspiracy X
manages to deal with
BEHINDNELIES
psychic powers in both a A 224-page softcover book, Conspiracy X is
practical and original way, divided into eight chapters, each of which
to increase these numbers, or gained by
accepting lower ones in other areas.
Because nearly all Aegis operatives are
recruited while working for some kind of
government agency, and most continue in
their chosen careers waiting for situations
that require Aegis attention, the next step is
to decide which agency or organisation the
character works for. The career chosen
determines which skills and training options
are available to the character, as well as what
the character can achieve b y using his
Influence to 'pull strings'. There's a wide
variety of choices available, from CIA agents
to NASA astronauts.
begins with part o f a short story that Once the career has been chosen,
describes a typical Aegis operation. The skills, training and other traits can b e
design is attractive throughout, with clear purchased. Like attributes, skills are rated
fonts and effective use of icons and sidebars. from 1 t o 5. Training, on the other hand,
Illustration is sparse, and of variable quality, covers areas where all that's important is
but even the bad stuff manages to capture whether a character can do something or not
the correct atmosphere. - for example SCUBA diving or parachute
Things kick off with Indoctrination, jumping. Finally, traits are miscellaneous
which contains t h e usual 'what i s a special abilities o r weaknesses that a
roleplaying game' and 'example o f play' character may possess. Examples of these
sections. We then move on to 'the world include p s y c h i c p o w e r s a n d a n
according to Conspiracy X which outlines overwhelming fear of spiders.
the history of Aegis, The Black Book and the Although points-based systems are
extraterrestrial presence on Earth. The key to generally slightly more complex than other
any good conspiracy theory is that it should character generation systems, the simple
be just plausible enough to give you pause interpret what is sensed. In addition, there rules used in Conspiracy X help to minimise
for thought and insidious enough in its are two 'special' attributes. Luck is split into difficulties and keep things from getting too
scope to make you worry. Conspiracy X ratings for good and bad, while Influence complicated. Despite t h e overriding
succeeds admirably o n b o t h counts. represents the agent's power and authority simplicity, though, there a number of neat
Beginning in 1933, the timeline skillfully in his 'cover' occupation. All characters ideas here and, once again, just reading
interweaves just enough fact and fiction to begin as 'average' people, rated 3 in the through many of the available careers and
create a background that's frighteningly basic attributes, 2/12 in Luck and with a traits will be sufficient to inspire the creation
credible. Combined w i t h t h e l a t e r single point of Influence. Points can be spent of many characters.
explanations o f psychic powers and the
supernatural, the setting created is one of All in the mind
the game's greatest strengths - even the
most jaded referees will find themselves Over the last year there a l pe TY to breakthroughs in the training and utilisation
overflowing with ideas and inspiration simply documentaries and mal Ec o n c e r n i n g the these abilities.
by skipping through the book. CIA's secret research into mind control and 'psychic In game terms this means that almost any •
spies' during the Cold War. According to the recently agent has the ability to perform limited feats of ESP,
WHOAREyou? de-classified documents and reports, despite years while some may already be trained in one or more
Personnel, the second chapter, looks at of work and millions of dollars, none of the projects the recognised psychic disciplines. All such powers .1
characters and their abilities. Conspiracy X were successful. are resolved not with dice but Zener cards, using a
uses a points-based generation system According to Conspiracy X, these 'revelations' modified version of the Rhine test popular in early
similar to but much simpler than that of are part of a planned program of disinformation. The research into telepathy. The referee shuffles the five
GURPS or Hero, and players start with 100 CIA's research was, in fact, so successful that it cards; the player declares what they are attempting
points t o spend o n improving their came to the notice of Aegis, which took control of to achieve and names one of the symbols. Depending
character's attributes and traits. the projects. The results demonstrated that nearly all on the character's abilities, one to three cards are
Characters in Conspiracy X are rated humans possess the potential to drawn, and if any display the nominated symbol,
from 1 t o 5 i n seven basic attributes. develop psychic powers, and often power is used successfully.
Strength and Size determine a character's use them subconsciou l e d Yes, it's a gimmick, but it's a simple and

build and resistance t o physical injury; innovative one that makes a Weak from dice rolling
Agility and Reflexes rate his co-ordination and works well during play. Unfortunately, while the,
and speed: Intelligence and Willpower rulebook contains a sheet of the card diagrams that '
determine his analytical ability and strength can be photocopied and pasted ,the fa l o f
of mind, while Perception combines the other cards, these tend to wear. and
sharpness of the senses with the ability to finding real cards isn't easy.
WELCOMETOTHEBATCAVE group, and the extensive list of options
They are amon u s Aegis is organised in a 'cell structure similar helps to give them a feel for the nature of
to that reputedly used by the CIA and many the game. Of course, the referee could
terrorist organisations. Each c e l l i s always speed things up by providing a
— —
In the dark world of Conspiracy ;14 aliens are very I n the composed of a small group of operatives 'ready-made' base, but the players would
50 years since it's founding, Aegis has come to the conclusion who work as an independent team. Because miss out on an interesting and challenging
that at least three distinct types of extraterrestrial are active little or no contact occurs between cells, if part of the game.
an agent is captured he can only implicate
on Earth. However, despite continued efforts by Aegis
operatives, little is actually known of their capabilities,
the other members of his cell, and the THENUTSANDBOLTS
motivations and aims. security of the organisation as a The fourth chapter o f Conspiracy X,
whole remains intact. When a Tradecraft, explains the specifics of the
THEGREYS new cell is created, the rules. The system itself is very simple, and is
members p o o l t h e i r based around a standard test. To resolve a
The most commonly sighted alien race, Greys
stand between four and five feet tall, resources and influence to task, the relevant skill o r attribute is
create a secret base of compared to a difficulty number (which
smooth grey skin, large heads and bla
eyes. Greys seem to possess strong operations. C h a p t e r varies from 1 to 6) set by the referee. If the
psychic powers and their science three, Ops Centre, details character's ability i s higher than the
based on associated principles, Mho this process and t h e difficulty, he succeeds. If the numbers are
they appear fascinated by human available options. equal, the player must roll seven or less on
In m a n y w a y s two six-sided dice - a Normal test - while if
technology. Their motivations remain
unclear. Although they are apparently creating a base resembles the difficulty is one higher than the ability,
responsible for most reports of human character generation, but the player must roll four or less to succeed
and animal abductions, Greys are while each player creates his - a Hard test. Tasks with a difficulty of two or
generally timid and never directly violent. own character individually, more higher than the character's ability
The Greys have had wide contact with The the group as a whole must cannot be performed by that character.
Black Book, although the nature of their co-operate t o build a n In most cases, such as using a skill, the
relationship is unknown.
effective base that will target number for the test is modified by
provide them with adequate one o f the character's attributes. For
THEATLANTEANS resources. The majority of example, the Small Arms: Pistol skill is
The Atlanteans are the most this chapter is taken up with a list of the modified by Agility. If a character has an
mysterious of all the alien races - their possible resources, which are divided into above average Agility o f 4 , tests are
ry existence continues to be a matter of Location, Facilities, Staff, Equipment and modified by +1 (so a Normal test requires
glide. First-hand encounters with the Special Resources. Each character has a eight or less, and a Hard test five or less).
e remain extremely rare, and normally
their presence can only be inferred from "At once quick and elegant, while still
circumstantial evidence. In the few
substantiated sightings there have
allowing for an impressive range of
en, Atlanteans appear to be options and level of detail."
rtnal, albeit attractive, humans. The
strongest evidence of their certain number o f points t o spend, In addition, in the case of automatic
extraterrestrial nature lies in their depending on his Influence attribute, and success or failure, the player or the referee
hnology, which appears to be can only spend these points on certain may request that the character make a Luck
highly advanced and based on items, depending o n his career and test. Two dice are rolled, and if the result is
the principles of nanotechnology. contacts. For example, a character from a equal to or greater than the character's
military background might be able t o Good Luck, they succeed (or succeed
THESAURIANS provide weapons and ammunition, but he brilliantly, in the case of an automatic
is uses the tem] 'Saurian' to would b e unable, f o r instance, t o success). If the result is less than or equal to
fer to a race or group of contribute towards equipping a the character's Bad Luck, though, they fail
races of reptilian darkroom. (or fail miserably for an automatic failure).
appearance. The Saurians are very secretive and The concept of the 'ops centre' After explaining these basics, the rest
reluctant to interact with the general population. is one of the most original elements of the chapter then examines a number of
Aegis has uncovered a great deal of evidence in Conspiracy X - very few systems variations and specific cases, including
that the Saurians have, however, forged offer anything similar. Although combat, damage and healing. Combat, in
extensive ties with The Black Book and are creating a centre adds to particular, is handled well: it includes one of
aiding them in technological research.
the time it takes for a new the best hand-to-hand systems around and
Through the Black Book's connections with group t o g e t is suitably deadly (remember those
the military-industrial complex, many playing, often taking a automatic success rules).
developments have been incorporated into session all of its own, the system However, the rules are not without
mainstream US Military programs, such as works very well in practice. It some problems. Beyond the Luck test
the 'stealth' aircraft. The Saurimis' aims, though, are a gives t h e players a there's no way of judging the degree of
chance to get together success or failure of an action, and the
matter of conjecture.
and work a s a damage rules in particular can be confusing
to use without some thorough reading. fair share o f typos and missing words.
One of the best
And the players said...
things about
Despite this, Conspiracy Xs rules succeed Although the game comes with an errata
admirably in striking a difficult balance, being sheet (which, interestingly, is the only place
Conspiracy X is the STEVE:-Succeedsconvincinglyin
sheer amount of
at once quick and elegant while still allowing that tells you that six-sided dice should be fl-eas where so many
inspiration referees can
for an impressive range of options and level used - you can work it out, but the rules roleplaying systems fail."
of detail. find lying about. Almost
never actually tell you), it's far from being A N A R
, Y A N N E ; "The influence of
any newspaper headline The X-Files is obvious, but
comprehensive. Still, none o f this i s
UNCOVERINGTHETRUTH unforgivable, especially considering that this
or TV documentary can
Conspiracy X takes things
be worked into a plot, several steps further."
The next three chapters of Conspiracy Xdeal is N ME's first roleplaying game.
in turn with psychic powers, the supernatural What is slightly more concerning, and
and that's not including PAUL: "I most have a satellite
the wealth of stuff
and extraterrestrials. Perhaps the most could cause significant problems for less weapons system. Can't wait
floating around on the
impressive aspect of the game is the way in experienced referees, is the lack of detail for the supplements..."
Internet (just take a
which these areas are integrated with the about Aegis itself. In a game with such a H A M " B r i l l i a n t atmosphere, great
look at the
background, forming a convincing and rules, and the best
strong, well-designed background, this
alt.conspiracy background I've come
internally consistent game world. It would deficiency is even more noticeable. For
newsgroup). across in ages:'
have been all too easy for Conspiracy X to example, the rules inform you that Aegis is
end up as a mish-mash of ideas and images, organised into cells without ever clearly
the bane o f many modern-day horror main rules.
roleplaying systems. Still, Conspiracy X i s t h e m o s t
The final chapter is aimed squarely at impressive first roleplaying release in a long
the referee, and is the only one to contain time, and it's a great game. It combines a
information that players really shouldn't be setting and style that will be familiar enough
aware of. As well as carrying a discussion of for players and referees to easily understand
how t o run Conspiracy X games, and with an incredibly detailed and atmospheric
suggestions for the type of missions that a background, clear, simple rules and an
cell might face, it also offers advice about impressive range of original and clever ideas.
using The Black Book, aliens, and the On the strength of this, New Millennium
supernatural in the game, including some Entertainment seems set to become a force
information that Aegis, and therefore the to be reckoned with. Highly recommended.
players, do not know. If anything, this just Andy Butcher
goes t o reinforce the strength o f the
background, and how much work has
obviously gone into developing this side of
the game. explaining how such a structure works, and
unless you've read a lot of espionage novels
ONTHEDARKSIDE you're not likely to have any idea.
Conspiracy X isn't perfect, however. I n Again, this is far from a fatal flaw, and
addition t o the problems with the rules the relevant information will almost certainly
already mentioned, there's n o index be included i n the forthcoming Aegis
(although t h e contents page i s v e r y Handbook supplement, but you can't help
thorough), and the book has more than its feeling that it really should be part of the

The more extreme uses


to which certain
111.-.3,tat
fituistt characters can

'WM put their Influence


hatahotsliiiI3 attribute include calling
,Lads.14
orbital strikes from
Secret Star Wars

Satellites or requesting
the use of an Aurora. a

prototype aircraft
developed by Aegis that
combines cutting edge
technology with systems
derived from alien

designs...

st
-•
t e V I 0 W

The Clholho Collectable Card Game

Myttios
A collectable card garne E6.99 starter deck
N1 I e
Out now
001 510 547 7681
114o=owil-P-P- E2.25 13-card booster Chaosiurii;
can vou remain sane enousrh
to survive a trip to Lovecraft
country?
The game features
ther t h a n g o o d o l d going to tap one mountain to cast a three-
Dungeons Dragons, if point lightning bolt at your carrion ants:' As
of humour — one of there's one game that has more cards are laid down, the story
1 a fairly large dollop
the tomes you can
dominated m y r o l e - develops, resembling a CoC session far
discover is the Call playing life it's Call o f more than Magic does a game of AD&D.
of Cthulliu rulebook, Cthulhu (CoC). I'd wager The reason w h y narrative i s s o immediately and
and there's 471 excellent that many of you would important i n Mythos is that the rules your opponent
say the same. The worlds demand i t . To win a game you must wins). A l m o s t
card called Children
and creatures Lovecraft created lend complete an adventure. Within your deck of every item and tome that you discover,
have Nightmares
that is illustrated themselves perfectly to a roleplaying game, 52 or more cards, you bury one or maybe every spell you find i n a tome, every
and Chaosium pulled it off almost perfectly. two Adventure cards. These each have a creature that you summon, some of the
by childish illustrations
of Cthulhu himself. Now we have Mythos - the CCG version, if short story written on them, for example: "It locations you visit, and a few of the people
you will, of CoC, from the makers of the just seems that things go from bad to worse. you meet cost you Sanity Points - your 'life'
original tabletop game. During a POWERFUL STORM, travel t o in the game. Also, combat, which involves
Before I launch into the structure of THREE different LOCATIONS along the pitting your summoned creatures and
play, I must first dwell on what for me is the MISKATONIC VALLEY, using at least ONE chosen allies against those o f y o u r
in a somewhat unique
move, Chaosium have
released the first
most important element of this card game -
an element that I have yet to have come
"Without doubt the closest thing to
expansion set for
across in any other CCG. And this is going
to rile many o f you. Mythos actually
roleplaying in a CCG I've seen."
Mythos—Expeditions
Of Misicatonic encourages roleplaying - yes, roleplaying - TRAVEL BY CAR and finding refuge in a opponent, potentially costs you sanity (if
during play. There is a narrative element nearby CHURCH: You must get cards into your opponent's creatures manage t o
University—along with
which manifests itself through description play that satisfy the conditions of the story penetrate your defences).
the game itself. The
boosters contain a mix and storytelling as cards are played and as (the cards needed are those that are You can counter this loss of sanity by
of the starter deck set actions are performed. You find yourself capitalised in the adventure text). visiting sanatoriums, by travelling to see
and new cards with a saying, "On my way to the old mill ruins, I Getting cards i n t o play involves psychiatrists (though note that if you go to
meet Wilbur Whately, w h o gives m e arranging them around your investigator see Freud in Vienna, you may come away
European setting.
Paracelsus' sword," instead of, say, "I'm card, which lies face-up on the table before with a couple o f phobias), a n d b y
you. You can travel to locations either by completing your adventure. Once this latter
walking, o r by using special travel cards objective has been met, the players (the
(such as the Travel by Car card mentioned game easily accommodates several players)
above). Once at your destination, you can add up their remaining sanity points, and
meet allies (providing they live in that area), whoever has the highest wins. Or, at least,
pick up artifacts and tomes (providing the this is the case in the standard game, for
location contains them), and even summon there is also a Campaign game, which
monsters t o pit against your opponent involves completing m o r e t h a n o n e
come the end of the Round. All the while adventure and scoring Adventure points
you've got to try to prevent yourself from (which vary depending on the relative
becoming insane (if you do, the game ends difficulty of the adventure undertaken). This
And the players said... )
ON. I t s okay, but I'd rather be
specific, to complete some playing Netrunneff
of the longer ones you're S T E V E : "Great! Conjures up that Call
going to need some rarer
of Crthulho feel perfectly!' , . . ' .
cards, a n d t h a t means D Y : "Good stuff, but not unless
buying plenty of boosters. you've played Call of Cthuthu:'
The D u n w i c h H o r r o r * A l y games,
t h o s requires the
, like many
use of counters — in
adventure, which scores you doubt the closest thing to coleplaying in a
this case to keep track
a massive 15 points in a CCG I've seen. It bears a resemblance to
of a player's sanity. The
campaign game, requires Middle-earth: The Wizards in that certain
cards that we didn't have in the 700 or so we authors of the game
Campaign game i s perhaps t h e most people and items can only be found at given
suggest marbles. just so
entertaining variety, but the completion of a used to test the game. Having said that, this locations, but it's a less complex game,
as a player. upon the
whole 25-point campaign i s almost is a game that you can play quite easily with making the pace of play that much faster. It's
loss of his final Sanity
impossible, at least to begin with - your a couple of starter decks - each starter an enjoyable diversion from CoC, and a
Point. can shout. "I've
sanity tends to flee long before the campaign contains a paper Adventure slip that requires game that I can recommend to those of you
lost my marbles!". Well.
is complete. generic cards to complete, just in case your who appreciate Lovecraft's works and have
Deck-building is far easier than with starter doesn't contain sufficient cards to it made us laugh.
some experience of CoC roleplaying.
many other card games - your chosen complete one of the 'proper' adventures. Paul Pettengale
adventures dictate which cards you should Because of the narrative element, and
include in your deck. Because the cards
stipulated on the adventure are often pretty
because the game is based around the
completion of adventures, Mythos is without
Scor;-8/10
HOW THE GAME IS PLA D
Hele
s I *Wt...

Playing Mythos is all about telling All of the cards you play in Mythos are arranged
a story. And you tell this tale by around your Adventurer double-sized card. The
most important pile of cards - the Story deck - is
laying down your cards before
immediately to the left as pictured here, with the
you, progressing from Location to top card displaying your current location. Left of

Location, meeting Allies and the Story deck is the Mythos Threat, which
contains all the monsters the Adventurer has
finding artifacts and tomes along summoned, face-down, ready for combat at the
the way... end of the turn.

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T M , H E A g lo • r - - - , , N s t A t o outs S I t i N 411••
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AV It
Adventurer card lie his At rotto6 ON. 1 ‘ V

has collected, and to Allies, each of which can


the left is a Spell that possess Artifacts and
• s o n . Or t
has been found within learn Spells.
1 • O t t . t o 344,14t , t f r
one of those Tomes. y

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ce Hulk: Vengeanc
A tactical combat game for the PC E 4 4 . 9 1
N I I e.

Electronic Arts-et2 01753 549441 O u t now

Those nasty qenestealecs ace


back, and this time the Blood
Angels ace aiminsr to srive them a hickin7...
erhaps one of the most frantic
and atmospheric boardgames
ever, the original Space Hulk
from Games Workshop pitted
fanatical S p a c e M a r i n e s
against alien Genestealers in
close combat aboard vast,
derelict spacecraft. It was a
great game, b u t when Electronic Arts
announced that they were producing a
computer version there was a mixed reaction. The close-combat sequences are frighteningly fast and intense j u s t as they should be.
After all, a t that time, most boardgame
conversions were little more than straight graphics and awkward controls. Arts' new version of Space Hulk for the PC.
copies of the originals, with unimpressive The fears of PC-owning Space Hulk Vengeance of the Blood Angels is superior

"With a huge Genestealer fans were ungrounded, however. The PC


version of Space Hulk was superb, capturing
to its predecessor in almost every respect.
The main reason for this is that the structure

snarling in your face, it's easy the feel and atmosphere of the boardgame
while using first-person 3D and real-time
of the game itself has remained largely
unchanged and, rather than trying to 're-
to get a bit carried away." action to enhance the gameplay. invent the wheel', the designers have stuck
Now, several years later, Games with what works and improved upon it.
Workshop have re-released Space Hulk Vengeance of the Blood Angels puts
(reviewed arcane 6 ) . Although t h e you in charge o f squads o f Terminator
production values are much higher, Space Marines charged with completing a
by allowing the Marine player as variety of missions. A t the start o f each
much time as necessary t o game you have two main choices: to play a
complete t u r n s ( i n t h e single mission or play a campaign. In the
original board game, the former you choose from a list of available
Marine player had t o missions. Once you've decided which to try,
work under a strict time you receive a briefing and the mission
limit) the game loses a proper begins.
great d e a l o f i t s The game is viewed and controlled
atmosphere. from two main screens a first-person 3D
Luckily, the same view through the eyes of a Marine, and a
is not true of Electronic
O r t

Of The Blood Angels

top-down 'scanner' view of the entire game squad leader, and become responsible for Both Space
area. When you're moving and fighting in the issuing commands. However, you cannot Marines and
3D view the game proceeds in real time, switch between the different Marines Os in Genestealers
with the computer controlling the the single mission game), but must simply are smoothly
other Space Marines. A t any give orders from the scanner screen. animated and
time you can switch to the The f i r s t a n d m o s t noticeable highly detailed.
scanner view, which freezes improvement over the original Space Hulk fellow M a r i n e s
the action for a short amount computer game is Vengeance of the Blood shouting warnings
of time, and issue orders to Angels' presentation. over the radio, the
the other Marines. Once The graphics and sound heavy thumping o f
you've finished, o r t h i s are very good indeed, their bolters, t h e
'freeze time' runs out, it's back with fluidly animated strange sounds of the
to r e a l t i m e , a n d y o u r Genestealers a n d hulk itself and t h e screaming o f the
allowance o f 'freeze time' Marines, and a wide Genestealers as they die adds immeasurably
slowly regenerates. variety of different areas, to the atmosphere.
Campaign p l a y i s from rock-like caves to The scope of the game has also been
similar, but the missions gleaming h i g h - t e c h increased. As well as hordes of Genestealers,
must be played in order. Furthermore, you corridors. Particularly your trusty squads must face twisted Chaos
begin life as a lowly squad member, and impressive is the close combat - with a huge Marines, Genestealer Patriarchs and many
must follow the orders given to you. As the Genestealer snarling in your face, it's easy to other vicious baddies in a variety of missions,
campaign proceeds you are promoted to get a bit carried away. Likewise, hearing your from basic 'survive for X minutes' types to
Space Hulk: complex exploration and retrieval affairs.
United We Stand Vengeance of the Finally, both your foes and fellow
Blood Angels began life Marines benefit from a notable increase in
F. A s well as its impressive range of single as a simple conversion intelligence on behalf o f the computer.
player options, Space Hulk: Vengeance of of the original PC game Although you can now rely more on the
the Blood Angels supports multi-player onto the 300. After the other members of your squad to carry out
games. By connecting with other PCs programmers started their orders, you have to pay more attention
k.
over a network, you and your mates can playing around with the to exactly what the enemy is doing, or you'll
team up as members of the same squad game, though, they be swamped by a cunning plan of attack.
r. o f Blood Angels, facing off against the realised that they'd All of these refinements and additions
t:ceaseless hordes of Genestealers with improved it so much complement and improve upon Space Hulk's
smoking bolters in hand. system used to direct the computer that it was worth greatest strength: atmosphere. Everything
f..k-
k O n e player remains nominally 'in marines. However, players can choose converting back to the combines to make it a thoroughly absorbing
charge' as the squad sergeant, and can whether or not to obey the leader's PC as a sequel! and intense game. A lot was made of the
give orders to other players via the same commands, which may lead to some, atmosphere of id Software's Doom when it
errn, interesting situations (and much was released. Well, Space Hulk was released
gnashing of teeth from the other players). a lot earlier, and was just as frantic and tense.
If anything, the multi-player version Vengeance of the Blood Angels, with its new
of Space Hulk creates an even more graphics, better sound and more convincing
impressive atmosphere than the single- artificial intelligence, i s even
player game, and works remarkably well. more adrenaline-packed.
Of course, not everybody has access to Andy Butcher
the kind of network needed to really get
this to work, but those that do are in for a
very real treat
Score 8/10
f : dr t l ' a r

An ADSD Forgotten Realms cannpaign expansion

ithS AV E .0!
E11.99 T S R 0 1 2 2 3 212517 O u t nova

It could be called a new g


Bible, but..
f t g t b O t t i t r Rt'

paragraph descriptions, a pretty picture and


an outrageous set of stats - but a collection
of information so thorough that it makes
your brain hurt.
Predictably, each god is furnished with
descriptions, statistics a n d deadpan
personal histories telling which gods they
hate, who they support and how much
attention they pay to their followers. All very
ulia Martin and Eric L Boyd solid, and just what you'd expect.
On parade: all of deserve medals for what they've Yet this isn't the point - the title is,
the religions achieved with Faiths &- Avatars. after all, Faiths & Avatars. Following each
outlined in They probably also deserve god's entry is a descriptions of its Avatar -
Faiths and professional psychiatric help for the god's manifestation on Earth and the tackle deities head-to-head.
Avatars demand even attempting to codify and form that adventurers are 'most likely' to It's faith, however, that really makes
their priests clarify the twisted theology o f encounter. O d d l y, t h e s e a r e s h o r t gods great and this book good. Ordinarily,
wear certain Abeir-ToriL The resultant work is descriptions but, since they're backed by playing a cleric character is difficult because
garb for special exhaustive. It's also exhausting. the in-depth god info, there's more than there's precious little rules-based help in
religious events The main purpose of Faiths & Avatars enough information here to create truly AD&D f o r those trying t o take their
and rituals. is to fully list, rank, rate, explain and detail terrifying encounters for those characters characters beyond the role o f magical
everything about every god in the FaerOnian who are sufficiently cocky (or stupid) to nurses, The only experience most o f us
pantheon ever - including those who are
currently dead. It ignores the non-human

"It's faith, however, that really


makes gods great and this
book good."
deities, but b y the time you've waded
through this weighty work you'll be glad it
does. S o m e 4 5 incredibly detailed
The word 'avatar' descriptions, four new priest sub-classes
derives from the and a (hilarious) nine-page cleric fashion
Sanskrit for 'descent' — show are your guarantee of value,
the two most famous After a remarkably concise ( i f
Christian examples somewhat brain-mangling) intro, Faiths &
being Jesus and a Avatars dips straight into what makes each
certain serpent. god worth worshipping. This is no Deities &
Demigods-style glorified Monster Manual -
in which gods were dismissed with single

64
The : ame of the : ods

ares Football, sad though it may seem, is the best


metaphor for the theology of Abeir-Toril. Faiths &
Avatars (the FA?) sorts, ranks and rates the 'powers'
at work in the Forgotten Realms into Greater Powers,
Intermediate Powers, Lesser Powers and Demi-
Powers. Just think of these as Premier League,
Endsleigh League, Football Conference and Sunday-
morning pub teams.
Premier League gods have thousands of
lowers, great power and everybody, even if they
n't worship them, knows them, while Sunday Pub
Powers can climb the greasy pole to become Greater
powers if they continue to increase their 'fan base'
and play well away from home (i.e. defeat rival gods
in battle or intrigue).
What's more, the Lesser and Demi-powers also
serve as training grounds for up and coming priests
for the Greater Powers - a sort of holy transfer
market. By working in concert with their more potent
allies these more lowly gods hope to gain favour -
i.e. get a player on loan - if it will help strengthen
anothees power base.
m deities are lucky to have 38 people and a dog But no matter how many alliances they make,
ching their games. all gods remain rivals. So when events like the
Life for the gods, though, is far from fixed. Godswar - an FA Cup that comes round every few
'ng like some FA supremo, the Over-Power millennia - crop up, it's every god for himself
motes and demotes powers according to their because nobody wants to get knocked out in the
rformance. So, Newcastle-like Lesser or Demi- third mundi

campaign and the FaerOnian pantheon. But if


you've got powerful characters running
around one of the Forgotten Realms you'd
be doing your players a disservice if you
didn't toy with this hi-octane, high-power
playing aid.
Reading Faiths & Avatars is a real
struggle, but you'll plough on because the
ideas are good, the research thorough, and
because i t offers a lot to any Forgotten
Realms campaign. Faiths & Avatars is the
Of course, it's supremely unlikely that any bible f o r t h e F o r g o t t e n Realms.
cleric-class character would actually go Unfortunately, just like many real-world
adventuring dressed like this, religions, it takes itself far too seriously.
Avatars is almost dismissed in an appendix- Trenton Webb
have o f religion is the modern Christian like form in the last ten pages. Four priest
model, which is of no use when your day-to-
day activities include direct physical
sub-classes are outlined: crusaders, monks,
mystics a n d shamen. Although these
Score 8/1CT
violence. It's even less help when your priest descriptions are a little too concise for their
worships a god who personifies evil, cruelty own good, the sub-classes they deal with are
and downright nastiness. welcome additions that work well with the
The faiths section for each god absorbs Faiths & Avatars system. It's especially nice
at least a page. Detailing the church to see the return of the Oriental Adventures-
structure, dogma, day-to-day activities, style monk.
major centres of worship, affiliated religious Aside from the sheer size of the
orders, priestly vestments, adventuring garb, subject matter, there are two major
holy days and important ceremonies o f problems with Faiths & Avatars.
each, Faiths & Avatars provides players with Functionally, the print's too small and
loads of inspiration and plenty of guidance the background tints are too dark,
for roleplaying. which makes reading a chore and
One of a god's most important roles, of cross-referencing difficult. In addition,
course, is to provide spells. It's in response it's stylistically po-faced, overly pious
to clerics' daily prayers that they regularly and almost puritanical about the
influence the game. Here Faiths & Avatars subject matter. There's no excitement
helps players by offering specific extra spells or enjoyment to be had here.
to the various gods' followers. Naturally, Faiths & Avatars i s scarily
these reflect the individual god's nature and serious a n d seriously s c a r y.
spheres of influence, adding further power Personally, I ' d b e terrified o f
to the player trying to properly roleplay a implementing it in a campaign for fear of
devout worshipper of any particular deity. having missed s o m e v i t a l l i n k a n d The level of detail which Faiths and Avatars enters into is
The final accomplishment of Faiths & consequently undermining b o t h m y quite staggering. Everything is here a ref could need.

_65
The Fragile Path: Testaments
A scenario
io pack for Call of Cth of the 19rst Cabal

In the Shadows.%
A Mane: The Ascension supplement
E6.99 W h i t e Wolf
f e , 001 404 292 1819 O u t now

A l his is a curious little


1-book, but a very
beautiful one. It tells the
E7.95 C h a o s i u m - ; i * 001 510 547 7681 O u t now tale of the First Cabal, a
group of nine mages who

F Don't
- look too closely: you don't know what you might find... opposed the Technocracy
in its early days, while it
! was still known as the Order of Reason.
actually inspires me to dust off a game I've Hovering just short of being a fully fledged
not played in a while (I've been running a novel, it is not really a supplement either.
0 ccasionally a scenario
Don't Look Back comes
campaign over along
the lastthat
few It's presented as an almost academic
months, so my regular CoC sessions have lapsed work by an ancient mage of the Order of
somewhat recently) and to start refereeing it again. Such Hermes who knew the central characters
was the case when I read through Devil's Hole, the first 400 years ago. Disgusted with the
of the three scenarios contained in this new collection withering of interest in the First Cabal, he
from Chaosium. has gathered the writings of the five mages
Devil's Hole is pretty straightforward so far as plot who survived the events depicted, so that
goes (a 'friend' of the players disappears shortly after young mages may know the truth.
taking a trip to a Scottish town where he was to claim And that's this book's function: it's
the estate of his recently deceased uncle), as is the designed, partially at least, to deepen and
investigation that follows (strange things, as they say, enrich both the players' and the
are afoot in the MacBain ancestral home). The players storyteller's understanding and
visit the old house, stay for a while in Aberdeen, and appreciation of Mage's background. And it
then take to the North Sea to resolve the adventure succeeds admirably. The sections are
(for the time being, at least). beautifully illustrated, and carry convincing
But it is the range of characters and the wealth of and individual voices for the characters,
roleplaying opportunities for the referee that make this with the way the hand-outs have been printed (and taking account of personal, cultural and
adventure particularly attractive - these people have there are many of these, all essential for the running of magical factors with consummate artistry.
been well thought out; their personalities are shining the scenarios). Instead of being collected together at A few flaws slightly mar the book -
through, off the page, even before a single session has the end of the book so you can cut them out, they're the Songs of Bernadette contains some
begun. Excellent stuff. printed throughout the main text. This would have been glaringly anachronistic phrases, and the
The other two scenarios, In the Shadows of Death fine - photocopier to the rescue - but they're all early chapters lack a little pace - but these
and The Song of Spheres, are also well written. English printed on a grey background that obscures the text are minor gripes. This is a book essential
characters will have to take a trip across the Pond - to when photocopied (even with a high-quality copier). to each and every Mage group.
Louisiana for In the Shadows of Death and to New This is an almost unforgivable oversight, and mars an Adam Tinworth Score 9/10
England for The Song of Spheres. The first has the otherwise excellent package.
investigators uncovering cultist activity on a cotton These scenarios, then, Treasure Companion
plantation, and the second (which reminded me in tone are worthy of purchase A supplement for Rokinaster
of TED Klein's superb short story Man with a Black providing you don't mind E11.98 I C E fOs 001 800.326 0479
Out now
Horn) sublimely manages to blend opera and even jazz having your investigators
music with the Cthulhu mythos, producing travel between continents
unforgettable results. (and you don't mind t o n t distribution
r o l l i n g the
of
In fact, the only major gripe about this book is copying out the hand-outs by wealth within a game
hand), They prove that system can be tricky:
Chaosium are still without clear
capable of boundaries players
•*--•-••••••
producing fine can accrue unrealistic
-- material, using hordes. When treasure includes magic
some fresh items, the need for control is even greater.
rztf-zz
approaches, all The problem with Rolemaster and its
hlluli this time after '4t'71'•
;04•,
sibling MERP is that while the rules cover
Thblbrtiuliliii CoCs original 1 treasure, they don't do so exhaustively.
, O m release. .144A-koz,
AlikVaiirAtt 2 _ W V ( Referees soon encounters uncovered
r.,===7,77=rir, W •
Paul areas, particularly magic item creation.
====7 :::-.•=7.77==i Pettengale S c o r e 7/16P>. Hence the need for this Companion.
Au..;• • • : V ; 7 ; As ever, it's thoroughly researched,
,••gt•! C7• egg1,14til.
providing factual basics about areas such
as alchemy and gemstones so you can
ensure you don't blunder when placing
treasure. There are detailed sections on
A player's guide to Vampire: The Eternal Struggle
the use of wealth, as well as the abuse of it
through tactics such as coin shaving.
The main section concerns
alchemists, whose profession it is to create
Darkness Unveiled
magic items. Included are new professions E9.50 \Wizards of the Coast O S 4 5 125599 O u t now
and many new spell lists, even spells for
deities so that major items can be created.
The time and costs for items are specified, Long-delayed and easrerly a n t i c i p a t e d , has the V:TES
demonstrating how easily a major item
could become an alchemist's life work. player's guide been worth the wait?
With this in mind, not many players hen something is as well put together as
will choose alchemy as a profession. The this, you just can't help hoping that the
real need is for non-player characters, so a contents match the production values, D R J J I E S S
few pre-rolled characters would have been From the stunning Dave McKean cover VIIVEILED-
appreciated. There are, however, treasure art to the black ribbons that tie it closed, this hardback
generation tables and a complete set of 200-page book is by far the best looking collectable card
unique items with descriptions, which does game player's guide around, and it could show a lot of
make creating a scenario easier. roleplaying rules writers a thing or two in terms o f
It's a bit much that we need a presentation and feel.
separate supplement to deal with treasure, Fortunately, all this visual and tactile splendour
better coverage in the standard system hasn't been wasted on poor-quality text. In a market
would have sufficed. As the game stands, where 'player's guide' often translates into 'rules
though, this Companion should settle a revision and card list', Darkness Unveiled stands out as
good few arguments. But whether you an example of what a player's guide should be.
need this degree of detail will very much It begins with a brief forward that details the
depend on your style of game. development of the game, from the early brainchild of
David Taylor S c o r e 7110 White Wolf Magic: The Gathering fans to the finished
cards. Next comes a scene-setting introduction that
Chaos Overlords manages to convey the intended atmosphere of V:TES.
A strategy game for Windows 96 The remainder of the book is divided into six chapters.
E39.99 U S Gold/New World W , First comes the most recent version of the rules, on storytelling - one of the book's high-points.
Computing .:E•#;0121 625 S3643 O u t now
complete with several examples and clarifications. Chapter five discusses strategy and tactics during
Chapter two details the basics of play, looking at each of the
t • haos Overlords to
boss dedicated casts you as ayour
controlling gang deck construction, discussing the important aspects of the game in
near-future city. While the overworked and various styles of V:TES deck and turn, and explaining how to take
poorly equipped police pose little threat to the balance of card types, advantage of them. Rules variants
your operations, you're not the only finishing with notes about some are detailed in chapter six.
important cards to watch for. Following this is a frequently asked
Chapter three takes a closer questions list, errata, a card list
look at each of the seven Clans and a glossary.
available in the game. Each Clan's Vampire: The Eternal
background and nature is Struggle is one of the more
detailed, followed by a complex CCGs - if any game
description of the vampires needed a clear, well written
belonging to it and an optional
'Storytelling Rule' intended to Darkness Unveiled is a must for
emphasise their individuality. any V:TES
1player's player.
guide It'sthis
it was packed
one.full
aspiring 'godfather' in the city. And the After that comes a discussion of of useful advice, intelligent
other bosses want your territory. specific cards important to the discussion and handy hints. Apart
The game is played from a main Clan, and a look at the from the lack of an index there's
screen that shows the city divided into Disciplines available to its very little wrong with it. It will give
neighbourhoods. Each turn you can hire members. The chapter closes novice and expert players alike a
gangs and move them around to perform with a look at multi-Clan decks.
4clearer understanding of both how
your orders. Each gang has several ability The fourth chapter deals to play and how to win.
ratings, and so one gang may be better with the characters of the players themselves, the Andy Butcher
suited to performing some actions than Methuselahs, and their motivations. It includes optional
others. The more skilled a gang, the more rules for character archetypes, each with an advantage
money you have to pay it each turn. and a flaw, and some extremely useful, in-depth advice s o r e 9/10
Chaos Overlords is a well

6.7
4- presented game with a structure that
A Changeling Chronicle sourcebook makes it easy to pick up and play.
Unfortunately, once you've got the hang of

Immortal Eyes: g the game it becomes relatively easy to beat


the computer. Get a good start and you
can rake in buckets of cash and become

Shadows on the Hill


virtually unbeatable, at which point winning
is a matter of patience rather than skill.
Offsetting this slightly is the multi-
player support. Played against others,
Chaos Overlords is much more interesting,
E8.99 W h i t e Wolf 5 001 404 292 1819 O u t now with alliances and subtle strategies coming
to the fore. If you've got the luxury of a
HOUK:MIMI masnc, s u r f i n 7 f a c i l e Rahunas a n d o t h e r h a p p y t a l k . multi-player link-up, Chaos Overlords has a
lot to recommend it. Otherwise, there are
mmortal Eyes: Shadows on the Hill is both a much better strategy games around.
Andy Butcher S c o r e 5/10
Immortal Eyes campaign. It must be said that the
I s o upart
r c eof
b othe
o k book
on Hawaii and a the
that covers continuation of the •
island's history, imaerlai Entanglements
climate, geography and people reads too much like a A collection of scenarios for Star Wars
Miniatures Battles
tourist's guide book, and some of the artwork looks as
E9.96 W e s t End Ganres '''if001 717
though it were copied from holiday brochures. However, 253 6990 O u t now
the way in which the tropical paradise has been adapted
to a Changeling setting is well conceived. New rules for collection of nine
native fae, known as Menehune, provide them with scenarios for a
different customs and traditions t o their Western miniatures game could
counterparts, and include interesting special abilities have been a pretty dry
similar to those of Garou, as well as new backgrounds, book. Army lists, troop
arts, realms and bunks. deployment, terrain,
The supplement contains three scenarios, the first objectives... Yawn.
of which is a short treasure hunt that makes a fine one- Steven Crane avoids this pitfall by
off, single-session game. The other two are highly treating Miniatures Battles almost as if it
political in nature and form the middle sections of the were a roleplaying game. There isn't a
Immortal Eyes chronicle, which began with the single straightforward rebels vs
scenario Toys will be Toys in the main Changeling rule refers to The Toybox, and some important details - stormtroopers battle in this book. Instead,
book and continued with Immortal Eyes: The such as the slats for Leigh and her companions we get a contingent of bounty hunters
Toybox. The Shadows on the Hill scenarios can only found in it. trying to kidnap a Hutt gangster, a street-
suffer from middle-part-of-trilogy syndrome The Immortal Eyes chronicle brawl between off-duty rebels and
in that, by themselves, they don't really sourcebooks are closely tied-in with a 'swoops' (bikers) in a bazaar full of Jawas
have an adequate beginning or end. You trilogy of Changeling novels, and a useful (whose main function is to get in the way),
need to have read or played the earlier précis of the.Shadows on the Hill novel is and a big-game hunting expedition. There's
ones to fully understand the background, included at the back of this supplement. also a tree-top battle between forces that
and will need to have the third book to reach Storytellers would be well advised to survived the battle of Endor, in which you
asatisfying conclusion. If you only play the read the novels, although the get to kill large numbers of Ewoks. It must
chapters in this supplement, the PCs can end s i scenarios are not meant to slavishly surely be the high-point of this game.
up feeling like minor characters in a big follow the novels' plots, and the The scenarios are clearly explained,
conspiracy, characters who never really _ supplement recommends allowing PCs and a lot of thought has gone into
learn what's going on. The book also frequently to complete the scenarios in their own way. providing accessories. In one scenario, the
Despite claims that it is useable with all the rebels are trying to recover a prototype
World of Darkness games - and it does include details tank from a lava planet. The book provides
of a few vampires, werewolves, mages and wraiths both a cut-out tank to use on the battlefield
inhabiting the area - Immortal Eyes: Shadows on the and an interior schematic in case it is
Hill is really only of passing interest for non-Changeling boarded. There are also useful comments
garners, and the scenarios will only be of limited value about making scenery, which almost
to those who haven't got The Toybox. Nevertheless, it convinced me that constructing an Ewok
makes an excellent continuation of the Immortal Eyes village would be a feasible project.
campaign and is good value for money. One drawback is the shortage of Star
Lucya Szachnowski Wars miniatures. I wonder how many
garners are going to shift to 15mm scale as
Score 7/10 an excuse to buy those cool Micro
Machines that the toy shops are full of?
Andrew Rilstone S c o r e 6/10
The War Of The Amazon
An expansion set for s...1gie
10-card Booster P3CILS,£1.40 A sourcebook for Ma9e: The Ascension
White Wolf '03 001 404 292 1819

Technocracy: st
Out now

ity7y, ased
Wolf'son White
Werewolf,
TheApocalypse roleplaying
system, Rage has always
been a fast-paced, action-
packed card game with great
Void Engineers
'graphic novel' style art. E8.99 W h i t e Wolf .;ii* 001 404 292 1819 O u t now
Rather than churning
out more vicious combat moi,es
tougher werewolves, though, White Wolf
follow the Technocracy's explorers to the edsre of known reality
has put a great deal of thought into the y heart always sinks a little when I
expansion sets. Each release has increased I f come across a supplement published
both the game's depth and the options this late into the 90s with what can only
open to players without spoiling its be described as gratuitous totty on the
simplicity and speed. Fortunately, The War cover. Usually this serves only to distract from the
Of TheAmazon is no exception. paucity of the contents within, and Technocracy: Void
The set introduces two new character Engineers is no exception. To add insult to injury, the
races, new victory conditions and a whole text makes it plain that any Void Engineer worth her salt
new type of card. The Mokole are a race of would not dress as the cover 'star' does.
were-alligators, while the Balam Bastet are the So who are these Void Engineers? They are the
were-jaguar thbe of the Bastet (were-cats). explorers of the Technocracy, a group of mages
Both these races, native to the South attempting to control and define reality through
American rain forests that form the setting for technology, and destroy the supernatural world at the
most of The War Of TheAmazon, feature same time. In short, they are Bad Guys. Void Engineers
several characters, along with suitable Gift, is the fourth of a series of books defining the five
Caemand equipment cards. groups that make up the Technocracy.
The new type of card is the Battlefield, As a supplement, it starts promisingly enough
which is played into the Hunting Grounds, (cover aside). The first half tells the history, goals and
and fought over. These cards offer more structure of the Engineers, as related by one of their
opportunities for scoring victory points, members. It's a cracking read, even if the ideas flagged on the contents page, and who reads the en,
and several optional victory conditions are presented are rather obvious extrapolations from the of a supplement first?
given to take this into account. description of the Engineers in the main rulebook. The other major problem is that most Mage
The set builds on previous We then plunge into a chapter of spells (or games aren't going to stray into the sort of weird are
expansions, and includes cards that procedures, as the Technocracy call them) and where the Engineers hang out: the deep sea, the
require the use of their additional rules. equipment. The fourth chapter details an Umbra' Arctic, the far reaches of space and the Umbra. Ever
With that proviso, The War Of The Amazon cruiser, one of the Engineers' other-dimensional craft, they do, the Engineers, as the sourcebook points ou
is another excellent expansion that offers a and its crew. tend to use troops from other Technocracy groups ti
great deal for any dedicated player. There are frequent references to other Mage fight player character types. Thus, to use most of thi:
Andy Butcher S c o r e 8/10 supplements throughout the text, quickly eroding any book in a game is going to take a Hell of a lot of wor
idea that this supplement is meant to stand on its own. you don't want it all to feel terribly contrived.
Runes & Ruins Equally unforgivable is the tendency to use jargon long Still, the production standards are
An expansion for Spellfire before it is explained, making reading the book a as high as you would expect from a
12-card Booster Packs E1.99 T S R
01223 212617 O u t now frustrating and often confusing experience. There is a White Wolf. The first half really is a
lexicon towards the back of the book, but it's not good read, and garners who play
campaigns involving the sort of
K e vofi nthe 125 cards
Melka's making
selection weird stuff that would actually
up this set seems somewhat make these bozos realistic enemies will
confused: many have no find this a fairly useful supplement. But
bearing on runes or a ruins. I suspect there are very few people
The artwork is once playing that
again cut from posters, sort of game.
paintings and product covers,
but this time it will be better received by
the AD&D faithful because it comes from Adam Tinworth
the cult and classic eras of fantasy art.
Runes & Ruins offers Spell/re players
more of the same, with giants and — 0
- S e o l e 4 111
4- elementals brought into the fray, along
A collection of adventures for Shadowrun with champions Bigby, Tenser and Ren.
The most interesting cards of the set
are the unarmed combat holds, kicks and

ASuper Tuesday punches, presented in a very unusual oil


painting form and carrying a clenched fist
symbol not yet in the rulebook. The recent
revision of the Spellfire rules and the
inclusion in this booster set of several
E8.99 F A S A - ; 1 3 001 312 243 5660 O u t now
variations of Magic Items, Artifacts and
Allies attest to the fact that the authors are
in the sixth world of shadoturun, 2057 is an election veal. And turning the game from being Magic and
that means lots of work for shadowrunners... Event-based back towards its origins of
Champion and Ally combat play.
ith America currently in the sweaty grip In all, Runes Ruins is a fairly useful
of election fever, there's seldom been a expansion set, with several cards that
better time for FASA to turn its attention might make altering your deck worthwhile.
to the previously neglected politics of Chris Baylis S c o r e 6/10
the Shadowrun game world.
The United Canadian and American States have TatleMaster
been rocked by the revelation that the elections of 2056 A generic roleplaying
accessory for the PC
- dubbed by the media the dullest election of the 21st
E25.05 Windows), £22.95 (DOS),
century' - were rigged. Evidence emerged that the Table Pack expansions E.7.99 each
ageing 'remote vote' system had been tampered with, FarPoint Technology
although the culprits remain unknown. A subsequent •,'E 0181 581 INS O u t now
Congressional hearing impeached the President, and
Speaker of the House Betty Jo Pritchard became, by " h eR
rPeGaids
are surprisingly
available forfew
thecommercial
ref with a
default, the first female President of the UCAS until a computer. TableMaster, which enables you
new election could be held. to construct and use a limitless number of
Now the frantic campaigning is underway. With
just under eight months before the votes must be cast,
every political faction in the country is striving for
public attention, and the quick election means that, for better done than most such scenes.
the first time in over a century, it won't be won by The only real problem with Super Tuesday is that
sheer financial might. At this point Dunkelzahn, the each adventure is concerned, to a greater or lesser
infamous media personality and great western dragon, extent, with each of the main presidential candidates.
enters the race. Although a clever referee could probably conceal this
Super Tuesday serves a dual purpose for from the players in some of the stories, and the
Shadowrun. It acts as an introduction to the 2057 separate scenarios aren't intended to be played back- tables, is intended to fill that gap.
campaign, detailing the background to the election and to-back, it's still highly unlikely that the same group of You must learn a very simple
the six major candidates, and contains five adventures runners from Seattle would become involved with all of language and use it to input your table in
set against this backdrop. With all the dirty tricks the candidates. The players will eventually realise the form of a text file. It's not too hard to
possible during an election, there are many what's going on, and this could easily spoil the manage and, once the table is entered, the
opportunities for shadow types. proceedings. • program will generate random results. 40
The adventures themselves are, Still, five good adventures (if a little ready-made tables are provided, suitable
necessarily, relatively short, although on the short side) and valuable background for use with a wide variety of games.
some will take longer to play than others. information on the 2057 election (the There are three Table Pack expansion
They involve everything from toxic shamans storyline of which is scheduled to run disks available, two for fantasy settings and
to insect spirits, with plenty of assassins, through several forthcoming the last aimed at sci-fi games. Each has
double crosses and even the odd explosion Shadowrun releases) isn't a bad over 30 tables that generate everything
thrown in for good measure. One deal. On top of this you get a voting from dragons to spaceport bar menus.
particularly impressive aspect is that, of form, which you can use to Tab/eMaster has its uses, but it
the five, only two start in the overused nominate the candidate you want to doesn't do anything that you can't do
'Mr Johnson offers you a job' manner win - in this manner, Shadowrun yourself with a handful of dice, and
- the other three employ players will be the people who entering new tables, while simple, can be
more interesting (and decide the outcome of the time consuming. For a tables-heavy system
less obvious) techniques election. Vote Dunkelzahn! such as Rolemaster TableMaster could be a
to involve the players. Andy Butcher great help. For simpler systems, though, it
Even the two that do is limited to providing inspiration for
start with a ore M r flagging imaginations, which is where the
straightforward job offer are ready-made tables come in handy.
Andy Butcher S c o r e 6/10 • - •

A
nIe;

f,g acfgEc

41" A s the end o f an era approaches,


we bring you a forecast o f things to come..
Wizards of the C p r i n t i n g Ice Age
• *
et the all important lest M a n i p u l a t o r ' be r e stoc
wait for

o build the ultimate deck?

Available June...don't miss out.


Available from your local independent bobby store..

\ ou ,lueries concerning any of our products please write to us at the address below or phone us using one of our Customer
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Deansaster and V, ',yds of the Coast dm reNistered trademarks ot i.fards ot the Coast Ins
Vii.tricet i d o n t a r k , 0. e 1 - t i t l e Coast Inc
4- T i m e Gate
A supplement for ADSD An adventure game for the PC
E89.99 Infogrames
0171 138 8199 O u t now

Den Of ThievesA E9.99 I S A : I * 0122S 212517 O u t now


f r oinvented the computer
m Infogrames, adventure
the team that re-game
with the classic Alone In The Dark, comes
Time Gate. Cast as William Tibbs, a law
student in Paris, you find yourself involved
cuff since i was a kid, i always wanted to be a gangster... in a centuries-old plot that caused the

A D&D has a long-standing crime problem.


Not in any 'hang 'em high' Tory MP way, but
in t h e fact that thieves' guilds have
traditionally only popped u p a s two-
downfall of the Knights Templar. To save

dimensional plot devices that supply rent-a-rogues. Den


Of Thieves attempts to steal away all the best criminal
ideas and stash them in a single work.
Den Of Thieves presents a 'theoretical' model by
way of an example guild, describing in detail the major your girlfriend, Juliette, you must travel
players, their political relationships and personal through time and face the forces of evil.
strengths. These characters aren't staggeringly original Time Gate uses a similar game
creations - each being little more than an exceptional engine to the Alone In The Dark games.
skill backed by a cut-out-and-keep personality - but You view the action from a third-person 3D
the guild's complex power structure offers plenty of perspective, with your character and any
scope for inter-faction fighting in which players can others displayed as polygonal graphics.
become embroiled. The gameplay involves exploring locations
Following the familiar Mafia model, the 'example' to find objects, which are then used to
guild doesn't just rely on burglary and pick pocketing solve puzzles, combined with a dash of
for its income. This den of thieves also counterfeits, hand-to-hand combat, either unarmed or
forges, extorts, mugs, blackmails, pimps, gambles, loan arrogance of the Krays or Capone. Attempts are made with swords, shields and other weapons.
sharks, smuggles, protects and - as it is coyly termed to add energy with a Zorro-like Owl and super spy The game looks good, and the sound
- supplies 'dancing girls'. Each 'business' has its own Shalamell, but these are shrouded in too much mystery is well done and suitably atmospheric. The
'Capo' who organises the den's crews and ensures that to be useful. plot twists and turns, the puzzles are
any single thief's greed never jeopardises the overall Player's attempting to build their own guild on the challenging and the combat scenes are
guild's wealth or health. Den Of Thieves model would find this mob-DIY kit satisfying. In short, it's another damn fine
Detailed and thorough, Den Of Thieves is so tedious and overly time consuming. There's too much adventure game.
eager to legitimise the functional aspects of thieves' emphasis on the book-keeping, and too little on pulling But, polished though it is, Time Gate
guilds that it coughs up tables for everything from • the 'big-heist' that true thieves must crave, for the doesn't really offer anything new. If you're
Random Smuggling Incidents through to a system for suggested system to be fun. The crimes are a little too familiar with the Alone In The Dark series
running pursuits through unmapped city streets. Yet it clean, the political puppetry a little too vague, and the you won't be able to escape the feeling
lacks the single most appealing aspect of the gangster profits a little too low. that you've seen all this before. Still,
myth - glamour! The supplement's example thieves' guild does, there's precious little to criticise, and it
The quick-hit adventures that come with the however, provide a useful off-the-shelf resource for offers several hours of solid gaming.
supplement and are intended to exhibit what a guild referees to use in city-based gaming sessions. It is a Andy Butcher S c o r e 7/10
can do fail to convey the necessary style. They work, powerful enough organisation that can legitimately
but a multi-faceted and multi-talented gang of high- emerge from the shadows with sufficient clout to pull Firewakers
class thieves like this should exude the swaggering even hardened parties in and make them an offer they Dragon Dice Kicker Pack 2
can't refuse. E4.99 for eight dice I S R
01222 212517 O u t now
Trenton \Nett
. V . o u r new Dragon Dice Shield is
Score 6711 already out of date now that the
latest addition to TSR's collectable dice
game has hit the shelves. Fire walkers come
in the regular Monster and three, two and
one-point dice, are a Red-Blue colour
combination, and carry distinctive Oriental
identification faces as well as another
bunch of completely different icons for
melee, movement, missile and magic.
Fire walker monsters Genie,
Fireshadow, Gorgon, Phoenix and

72
Salamander are very powerful, as are many
of the new spells, which include Fireboft. A supplement for Necroscope

The Earal ich


Flashfire and Elemental Blast under the
Red-Spell banner, with Dust Devil,
Elemental Blast and Mirage joining the
Blue-Spell listing. Mirage is an essential
spell against weeny decks (armies with lots
of one-point dice) since it causes all one
point dice to save or die, and the Genie is
the best offensive monster available, with
the possible exception of the Beholder.
Fire walkers receive their special
Guide To Psionics
ability bonuses for being in either 211.96 W e s t End Games 0 0 1 7 1 7 253 6990 O u t now
Coastland or Flatland, and can move from
one army to another without passing The powers of the mind are many and varied, but how many
through (or spending a turn in) the
reserves, They are also much better
does a game really need?
balanced, in terms of dice variation as well he E-Branch Guide To Psionics is the first
as distribution, than the Amazons, supplement for West End's Necroscope
particularly for a single-colour army. They game. I n the world o f Brian Lumley's
are designed as battle dice, especially Necroscope, E-Branch i s a top-secret
when mixed with a group of Amazons, organisation under the control of the British government
If TSR can continue to produce that specialises in 'ESPionage' - intelligence operations
expansions of this quality that provide involving psychic powers.
interesting and useful additions to the The Guide is something of a mish-mash, being
game, Dragon Dice is going to be around split into three distinct (and largely unrelated) parts.
for a long time indeed. The first and largest, ESP Skills, is the 'guide itself. It
Chris Sayhs S c o r e 8/10 introduces over two dozen new psychic powers, the
majority being drawn directly from Lumley's works.
The Best of the Star Wars Each power is dealt with in a similar manner to
Adventure Journal those in the main rulebook, beginning with a
A supplement for the Star Wars RPG description of the power and its limitations, going on to
E13.98 W e s t End Games
discuss its use in game terms, and finishing with an
'03 001 717 253 6990 O u t now
example of the power, complete with all the relevant
A l he Star Wars Journal rules information and costs. Due to the highly flexible way to start a campaign, especially if novice players are
1-isn't entirely, or even nature of the MasterBook system used in Necroscope, involved. An experienced team might find Channel
primarily, about some of the descriptions are quite lengthy, and the Secrets a pleasant, if slightly linear, challenge. For
roleplaying. It's subject frequent examples and suggestions come in handy. anyone else it's only real use is as a source of potential
matter is the Star Wars The next section, ESPer Equipment, takes a ideas and characters - turning it into a playable
universe - that sprawling, very brief look at a number of items that scenario will take a fair amount of work.
baroque version of it which focus or enhance ESP talents. It's fairly The E-Branch Guide To Psionics is a curious
has grown up around the novels of obvious stuff - candles, crystal balls, beast, then. On the good side, the new powers
Timothy Zahn and other authors. herbs, maps, Tarot cards and so are clearly explained and exhaustively detailed.
About half of this book is given over on. Each 'class' of item is But the adventure is nothing to get excited
to short fiction. Although readable enough described in general terms, about, and the discussion of equipment is
- and supplemented with character sheets along with some specific very brief. Also, just how important is a new
and other RPG data - these stories are of notes about its game use. list of powers? The original Necroscope
fairly limited use to a referee. They are Finally, there's a book covered most of the well-known ESP
aimed much more at those of you who relatively detailed adventure, abilities, and the majority on offer
know who Tallon Karrde and Mara jade are, Channel Secrets, that is N here are obscure. Fans of
and care about how they first met. designed to launch a new Lumley will be interested to see
There is also a fairly interesting Necroscope campaign with the ,...vii how the powers, which help
historical background article that tries to fill players as members of E-Branch. i I maintain Necroscope's unique
the five-year gap between Return of the ledi Unfortunately, while not
and Heir as a possible campaign setting. without some good points \ feel, have been
the game. implemented
But even then its in
Of more direct use to roleplayers is a and clever ideas, this is hardly required reading for
free-trader's guide to Servacos, a harsh probably the worst part of more casual players.
planet ruled by clannish lords and the book. Unless the players Andy Butcher
dedicated to the production of spice. (The are very clever and resourceful
author freely admits that it is 'Kessel' by they're likely to be killed within the
another name.) There's a rather contrived first session, which is hardly a good
scenario in which players have to take - 9
4- part in a yacht race in order to get
A player's guide for Middle-earth: The Wizards to a sunken spaceship, and a very nice,
albeit rather brief, overview of running

Middle-earth: The campaigns involving privateer crews.


If you like the writing of Zahn and
Tyers, then this book is probably worth
having for the fiction; but if it's roleplaying
material you are after, there are better

Wizards Companion
things to spend your credits on.
Andrew Rilstone S c o r e 4/10

Chronicle of the Black g


Labyrinth
E6.95 I C E --3001 800 325 0479 O u t now A Supplement for Werewolf:
the Apocalypse
28.99 W h i t e Wolf
nallyin7 the free peoples a?-ainst the Dark Lord isn't easy —do 001 404 292 1819 O u t now
icu have the answers?
Z r i his supplement,
onsidering t h e reputation I C E h a s player turn summary, i-subtitled 'A Forbidden
developed f o r producing exhaustively there are no less than Tome of Wyrmish Lore', is
detailed roleplaying games six full-colour maps, presented as an authentic
and supplements, i t was each dealing with a reprint of arcana, complete
perhaps not surprising that the company's different aspect of the with compiler's notes. The
entry into the collectable card game game in graphical form: editor condemns it as 'arcane and esoteric
market followed the same trend. A highly Regions and types, Sites pornography' - sounds promising - while
complex, multi-faceted game with a strong and playable Resources, the original compiler insists it is a 'practical
strategic bias, Middle-earth: The Wizards Character Home Sites, manual.„ for all who would serve the
has been crying out for a strategy guide Site-specific Resources, Wyrm'. The subject matter is not the Black
since its released. Region-specific Hazards, Spiral Dancers, but the Black Spiral or
The Middle-earth: The Wizards and Site-specific Hazards. Labyrinth itself, which is both a prison for
Companion is an attempt to satisfy this For any player of the Wyrm and a journey of self-knowledge.
need. After a short introduction, Middle-earth: The Wizards, the Over half the book is taken up with
which includes a discussion of the revised rules and maps alone make glimpses of the Wyrm's influence through
background to the game and the this something of a required the spread of Pictish blood. This is far too
sources used for inspiration, the purchase. The updated rules deal with derivative of Call of Cthulho, with familiar
book launches headlong into a pretty much any question or difficulty stories of nasties lurking under the earth
revised and annotated version of the that might crop up, and the maps are and young girls giving birth to unnatural
rules. With the extra space allowed incredibly handy, both during play things. It is brightened up by a strong dose
by the large format (American A4) and when building decks. of black humour, with most chapters
book, the rules are explained in Unfortunately, you can't help written as generic parodies, and the
plenty of detail, and are thinking that these should have been revelation that the Blackadders were
accompanied by frequent examples. included in the original game - it (inept) agents of the Wyrrnt
notes and definitions. grates a bit to have to spend extra The latter chapters are far more
-• T Y Y l o o L e - e o t e t
Next comes a section that •
• money for them. In addition, the rest useful for gaming purposes. One outlines
deals with teaching the game to new of the book just doesn't go far the rites of passage through the nine layers
players. This includes an example enough. Although the idea of of the Labyrinth to face the Wyrm itself,
deck that covers all the major elements of the game in Scenarios is a clever one that highlights the flexibility of and another is an evocative and blood-
a basic fashion, some tournament guidelines, and a the system ICE has created, the 15 pages dedicated to drenched demonstration of one such rite.
look at some basic strategies. them would have been much better used to expand the There is no advice on translating this
The Companion then turns to a new aspect of the discussion of strategies and tactics, which only gets a information into game terms, and referees
game, Scenarios. These allow you to play the game single page. won't get much out of it without lots of
with modified objectives, aiming to complete a specific Even the maps, while very handy, don't go far work and a copy of The Book of the
quest or adventure instead of the more general goals of enough. With a little extra thought, ICE could have Wyrm. However, the Chronicles are useful
the standard game. Ten Scenarios are described, done away with the unwieldy Region card system for insights into the beliefs and goals of the
covering a variety of different playing styles, including altogether, effectively giving players a board to use for Wyrm's human servants. The bad guys are
some solo games. their games. What is here is good stuff - but it could always more colourful and engaging if they
The obligatory card lists, organised into have been a lot better; have a reason for their beastliness. It also
comprehensive indices by card type, make up the Andy Butcher gives plenty of gory flavour to the rites that
penultimate section, and the book ends with several the PCs will inevitably gatecrash.
appendices. As well as symbol keys, an index and a e t r e 7/10 Recommended for hardcore Werewolf
campaigns only.
Mark Barter S c o r e 5/10

;74
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dele,-Ire
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June issue: 7 arcan


Barbarian king
The Barbarian King (3106, around 65mm
high when assembled) set is lovely. Two loyal
barbarians strain to hold their king aloft on
his shield. Well-sculpted, each figure is a
delight. The pieces kind of fit where they are
supposed to, making assembly a breeze, and
HOT
an almost entire absence of flash further
enhances the experience. Of course, you
The intrepid Karen Newis hunts out all thal
don't have to assemble it, you could just use
the figures on their own.
Harlequin Miniature
0115 9422289 14.99for three plus base

Council of the Wyrrn


Bronze Dragon
I loathe this piece (11-578, around 70mm
high). The anatomy, posing and
accoutrements are dreadful. The body is
halfway between chunky and sinuous, the
neck is too long, the arms are far too long,
and the 'hands' have studs instead of talons.
The tail is ludicrous. The head is alright. None
of the joints fit, but at least the flash isn't too
bad. Don't waste your money, folks.
Rat Partha, c/o Minifigs
-le!!) 01703 220855 a r o u n d p . m

Unicorn 9- Yearling
These two unicorns by RAFM (3311, adult
45mm long) are extremely pretty and
convincingly ethereal. They're delicate to the
point of fragility, so great care should be
taken with cleaning in preparation for
painting. The mould maker has used some
intelligence, resulting in minimal mould lines,
t3arborian kirig bronze Dr.croon
and these follow the contours of the
sculpture. Very, very nicely done and not a
little cute. These are indeed desirable.
RAFM Company Inc (Cariatia I
001 519 623 4832 a r o u n d 14.25

Grim Reaper
This Grim Reaper (02020, around 67mm
long) certainly is grim. The unbelievable facial
detail is only topped by the hooves of his
mount, which are akin to hockey pucks. It
looks as though he bought his victims' heads
at the local joke store. The flash is also
terrible - it's not worth paying money for
this, even though it's relatively cheap.
Reaper Mintatures (Texas, USA Unicorn 9- Yecirling Grin) Reopen
001 214 434 3088 a r o u n d E2.95
IETAL Nicole
Nicole (02036, around 32mm high) is a
delight. A female fighter clad in semi-plate
and chain-mail armour, she is feminine,
properly protected for battle, and appealingly
sculpted. She needs a clean-up for painting,
but it is worth the effort. Good decorative
neand laudable in the world of miniatures. detail on her scabbard and shield make the
painting both easier and more interesting.
Reaper Miniatures (Texas, USA)
f e i 3 001 214 434 3088 a r o u n d 11.95

Blood Beret Sergeant


(Tor Mutant Chronicle')
Armed to the teeth and sporting a fine beret,
this heavily armoured chap (9831, around
35mm high) is designed for Mutant
Chronicles but will fit into any sci-fi game.
The static-looking pose of his limbs belies his
tortured facial expression, but sergeants are
supposed to shout, not do things, right? The
flash is significant but not chronic, and
sufficiently badly placed to demand cleaning.
• :i•i••••••••.•
- • • t •••o. • •i-v
' ,k t• •t
Heartbreaker (Philadelphia, USA)
Nicole 13100d ?,eret Setleoht 001 610 544 9052 1 1 . 2 5

13eagtmen
People talk of jelly-mould cars, I bring you
jelly-mould figures. It's not clear whether
these Beastmen (7301, around 32mm high)
are bull-men or sheep-men. Either way, the
definition of the musculature is soft to say
the least, and the facial detail is also
decidedly fuzzy. Once you've cleaned off the
parting lines, careful painting may bring about
amore believable look. Disappointing really,
but they could be worse.
Pecistrilen
Harlequin Miniatures
e i c , 0115 9422289 1 2 . 9 9 for three

Flven Bowmen
7 7 7 7 * W h i l e not stunningly original, these are at
least truly new figures from Games
Workshop. The bowmen (around 32mm
high) are well cast, tidily sculpted and not
overly exaggerated. The poses are very
similar, individuality being endowed by
means of differing clothes and hairstyles.
Manageable flash in relatively sensible places
means cleaning is not too irksome. They
should be fairly easy to paint, and represent
Iver) Bowmen reasonably good value for money.
'- Games Workshop
e ) 01773 713213 1 5 . 0 0 for four
t 45) v l o w s

another universe, even one similar to our own, anything is possible.


The book does not dwell, though, on the boundlessness of the multiverse,
but on the troubles of Castle Falkenstein, which is threatened by Prussia's
The Return
development of steam-powered intercontinental ballistic missiles. None of this is by Williarn Shatner Published by Pocket
to be taken too seriously - the book generally pokes fun at its characters, with Hardback EOM O u t now
the story taking the form of a general send-up of the action-adventure format -
there's even a tip of the hat made to James Bond. Those looking for deeper,
darker inspiration for Steampunk sessions should look elsewhere. William Shatner certainly has a lot
Gideon Kibblewhite S c o r e 5/10 of front himself. This novel, he
. S pace
hoped,may be the
would final frontier,
resurrect but
his career
- a career that crashed with the Enterprise in
the last film. Surely movie bosses couldn't
The A to Z of Babylon 5 spurn the offer of one last outing with Captain
by David Bassonn P u b l i s h e d by Boxtree Kirk at the helm, back from the dead?
Paperback E8.99 O u t now It was, however, an offer they felt they
could refuse, so this is one novel that will
never be screened - which is a pity in some
W ith Babylon
show 5 - years
of recent arguably the most
- back on ourintelligent
screens SFat ways, but most assuredly a blessing in others.
last, interest in the series is growing. Enter The A to Z of The plot, in which Kirk is brought back to life by the Borg and the Romulans
Babylon 5, a complete alphabetical guide to the show's in a conspiracy to use him to defeat the Federation, is a contrived and
first two series and the beginning of the third. It's ideal absurd farce which is altogether melodramatic and completely over the top.
both for newcomers to the show and for referees What more could you want from Star Trek?
developing scenarios for a GURPS-based Babylon 5- "Actually, Mr Data, logic had little to do
themed affair of their own, or for the official Babylon 5
game. (See news pages in arcane 6 for details of this.) with my identification of the device. I
This said, the A to Z has two problems: first, it's have seen it before"
largely bereft of pictures, meaning we're constantly The Retum's major fault, though, is its total lack of originality. There is
being told about the Drazi, Earth Dome and Talia Winters, but rarely shown who enough pace and action, enough in-jokes, enough of wide-eyed Kirk
they are. There is, to its credit, an eight-page colour section, but extra black-and- whispering 'Spock!' fiercely (yes, all the old favourites are wheeled on -
white illustrations mixed with the body text would have been nice. literally, in one case), and quite enough of Kirk rolling around as if he was
"Sheridan likes fresh fruit, particularly oranges, grapes, 30, but not one new idea, character or race is introduced. This is probably
nectarines and back plums." why the ridiculous project was kicked into touch, but I for one would still
probably have gone along to the cinema to see them all going cheerfully
The other, bigger problem is that - unlike most other SF TV shows - where every Star Trek has always gone before.
Babylon 5's proposed five-year run tells one long, drawn-out story, and we're Gideon Kibblewhite
currently only halfway through. Thus, with each passing week, more and more of Score 5/10
the information contained here will be rendered out of date or incomplete. So
this is a useful reference tool, but those who've been watching the show closely
- or who have access to the Internet and the excellent and constantly updated really take it all that seriously. This, I feel, was not the author's intent.
Lurkers's Guide t o Babylon 5 to be f o u n d at h t t p : / / w w w. h y p e r i o n . c o m / l u r k / Somewhere between science fiction and fantasy (you are never sure, at
toc.html - will find little they haven't already heard. first, whether you're reading about the future of our world or a made-up fantasy
Matt Bielby Score43/10 land), this is the story of a seemingly young girl's efforts to discover the ultimate
truths about the world she lives in. The plot twists occasionally, but its linearity is
ultimately obvious, as is the writing style used to weave the storyline. A pleasant
read, if not a gripping one.
Memory Seed Pali! Pettengale S c o r e 6/10
by Stephen Palmer P u b l i s h e d by Orbit
Paperback E5.99 O u t now

L t h i s is the second book I've read this year about Deviant Ways
17 plants taking over the world. Jeff Noon's excellent
by Richard Montanan i P u b l i s h e d by Signet
Pollen was the first, and this was firmly planted in my
Paperback E.4.99 O u t now
mind (sorry) when I breached the pages of Palmer's
first attempt at novelistic success.
E v ewomen
n if you
areenjoy reading
brutally bookswhile
murdered in which young
having sex
"She poked her head out. A mass of and then have bits of their tattooed skin removed in
bodies lay all around, fifteen at least,
some bizarre serial-killer ritual, you'll be disappointed
some twitching."
by Deviant Ways, because, try as it might to be
And that was a pity, for although Memory Seed is a thoroughly distasteful, it only succeeds in being
strong novel, it doesn't possess the sparkling originality completely dull.
nor the surrealistic dream-like quality that blesses Noon's tale of floral Montanan employs a snapshot narrative
superiority. Memory Seed reads like a fairy tale and, as such, you can never technique in which you see 'veteran detective' Jack
Paris and his seedy cronies having sex, drinking beer, killing people and living Admittedly there are a few points where Montanan injects a degree of
out a whole host of unpleasant roles and fantasies. Every now and again the tension and where his prose style works to dramatic effect. But the lasting
scenarios and characters collide with a remarkable lack of subtlety, leading to impression this book leaves is of some fairly gruesome detail added to a very
obvious conclusions. average detective/fantasy yarn. The cover boasts that Deviant Ways is 'kinky,
"She was a little more ambitious than Paris had realistic, scary as hell and absolutely great'. It's not.
Richard Jones S c o r e 4/10
thought, but it was sexy-ambitious."
One telling point: at quite an early stage, Paris discovers one of the serial
killers is called Saila. An unusual name, I trust you'll agree. It spells 'alias'
backwards. Preacher: Gone to Texas
by Garth Ennis and Steve Dillon
Published by Vertigo/DC G r a p h i c novel 0 . 9 9 O u t now

The World Of Darkness 0 ince the recent demise of Neil Gaiman's


. J Sandman, the world of comics has been
looking for a new hero - and here it is. Preacher is
Mage: Such Pain one of the most graphic graphic novels I've ever
by Don Bassingthwaite P u b l i s h e d by Boxtree read, pushing back the boundaries of taste even
Paperback E5•09 O u t now further than Het/blazer. People are skinned alive,
hite Wolf have always seemed to sodomize themselves with their own severed
take an almost perverse pride in penises and blow their faces off with shotguns in
producing unusual games. Now the memory of Kurt Cobain. It took me some time to
trend continues with their first forays find a meaningful quote from the book that wasn't
into game-based fiction. What makes both Mage: littered with abusive language.
Such Pain and Vampire: Netherworld stand out from "Start telling people Cod's not there and you'll get the
the majority of such books is that they're both
same blank stares you got when you said he was."
rather good. In addition, they both take unexpected
looks at the World Of Darkness. In the case of Preacher though, this violence is fully justifiable. The story of
Mage: Such Pain concerns the efforts of Aaron what happens when an angel and a demon screw each other and conceive a
Barry, international playboy (and secret member of the Cult Of Ecstasy), to being as powerful as God, Preacher is primarily concerned with the search for
deal with his father's death and his return to the house of his childhood. meaning that is a preoccupation of the late 20th century.
Along the way he gets caught up in some very bizarre proceedings, and The book has a surprising range of influences too. From Stephen King to
comes face to face with the Technocracy. It's good, well-written stuff, Clint Eastwood, every cult genre of the modern era is ruthlessly plundered by
providing a useful insight into both the Technocracy and the Traditions. Ennis (the writer) and Dillon (the artist) to weave a non-stop road-trip of a novel
Andy Butcher that is as repulsive and scary as it is remorselessly fascinating. This is the kind of
Score 7/10 story that can only be told in this format, and it's a masterpiece of the genre.
They don't come much better than this.
Vampire: Nethemorld Steve Faragher S c o r e 0/10
by Richard Lee Byers P u b l i s h e d by Boxtree
Paperback E5.99 O u t now
lightly the better of the two, Vampire,
Netherworld also revolves around a DeartiOniG
unique threat to both Kine and Kindred. by Stephen Laws P u b l i s h e d by New English Library
The main character this time, though, Paperback E5.99 O u t now
isn't even a vampire. Zane is an ordinary human
who finds himself caught up in events beyond his
understanding, and only the whim of an ancient 4"--y• ou know thesuccessful
immensely story. jackbusiness
Draegerman,
tycoon and
vampire, Sartak, saves him from death. erstwhile producer of now-in-vogue gothique-noir
It's Sartak that gives the book much of its horror movies, offers big money to a disparate
pace, and seeing the world through the eyes of a bunch of ordinary folk to visit him in his recluse
vampire far older and more powerful than is familiar to most Vampire: The mansion. Once they are there, he announces that,
Masquerade players makes for an interesting view on vampire society. although they didn't know it, they are all his offspring
Regardless of which World Of Darkness games you actually play, from a variety of bigamous liaisons and, as
either of these two books makes for an enjoyable read and offers some
"And the further you travel, the
insight into areas of the game world that you may not have considered.
deeper into Hell you're going."
Andy Butcher
Score 7/10 such, must now all die at the hands of his beserker daemons - all in the
numerous manners described in his films. This is so he can fulfil his side of a
"He rather enjoyed wild weather. As he
deal with the Devil and be granted eternal life. There's to be no escape, no
recalled, he'd liked it even when he was
reprieve, no mercy. And we're only a fifth of the way through.
breathing, and thus was susceptible to chills." To cut a tedious and hackneyed story short, his mansion eventually blows
itself to pieces, destroyed by its own evil. Well I never. Stephen King-style
e
,=

;•
Hilt
olden games
attempts at characterisation and tension-building do not make up for a stale
storyline saturated with Satanic nonsense. In its defence, the book is set up as a
deliberate pastiche of the horror movies so influential on the author, but in that
regard its too introverted, and who wants to read a pastiche of gothic horror
anyway? Daemonic is the name of the book you should avoid, Diabolical might
magazines
have been more apt.
Jonathan Palmer S c o r e 3/10
Offi tflø001110
/Ze

Edge is the UKs leading monthly


Child of the Night interactive entertainment and
by Nancy Kilpatrick P u b l i s h e d by Raven
Paperback E5.99 O u t 20th May 1996 videogaming magazine
4,41, he quotation on the cover reads: 'Move over
A:Anne Rice for Nancy Kilpatrick There has
been an avalanche of vampire-inspired novels
since the success of Anne Rice's Interview with a
Vampire. Vampires have evolved from blood-
sucking monsters with fixed stares into
It delivers unrivalled coverage of the
romanticised, erotic immortals. Undeniably technology and pioneers shaping the
attractive and sophisticated, vampires nowadays
are tortured souls. Kilpatrick's vampire conforms.
future of digital entertainment
Carol Robins is an American divorcee seeking
escape in Europe from a marriage that ended in
betrayal and which could later threaten her lire - not the best time to meet an
unbalanced, sexually sadistic vampire with a bigger passion for domination than
for blood. Nancy Kilpatrick's exploration of the relationship between Carol and
the vampire Andre is disturbingly violent and sexually explicit.
"You're such a stupid bitch. I'm surprised that you haven't
provoked someone enough to murder you by now." And it truly defines state-of-the-art
So, not one I'd recommend to the feminists among you. Best described as
an erotic Mills & Boon 'girl meets S&M monster', writhing with emotional and
colourful passages. Largely a fun read, though more than a tad morally
questionable in places. Intriguing, but not comparable to Anne Rice at her best.
Maryanne Booth S c o r e 6/10

BattleTech: Wolves On The Border Inside issue thirty-three:


by Robert N Charrette P u b l i s h e d by ROC
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A f t e(see arcane A
r Michael 6)Stackpole's
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epicBattle TechIntent
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including Wipeout 2 and


impressive scope. This time the author is Robert N The Fallen
Charrette and the period covered is the 3020s.
The book revolves around Minobu Tetsuhara, a
Mechwarrior and Samurai of the Draconis Combine,
and the infamous mercenary unit Wolf's Dragoons.
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"He must never forget that reality was
the cruellest of masters."
The future of interactive entertainment

EDGE
Wolves On The Border compares very favourably
to Charrette's Shadowrun novels, effectively capturing the atmosphere of the
Battletech universe. As with Malicious Intent the essence of the book revolves
around the politics of the Combine. It deals closely with the effect that these
decisions and plans have on the individuals involved. Good stuff.
Andy Butcher S c o r e 7/10
PlauStation • Saturn • nintendo 64 • PC • 3611 • Made • Ito! • M I M I fidla • cm
arcane
gcribbling9
Yet more letters have arrived this month for the newbie editor to plough
through. And not surprisingly, last issue's religious feature hit a chord...
Dear arcane, roleplaying feature in arcane 6 was Next, 'There is no occult content in this stuff was still out there. I first saw
I loved t h e article o n Berserk going to stir-up some debate. To RPGs' - here the reply is more the Jack Chick comic strip at least 12
Christians in the last issue. I lived in address your points, Scott: 1 don't worthy of the description 'bollocks', years ago when I was working for
the US for a couple of years, during think picketing churches would be a than the original claim. Runequest ISR. Apart from anything else, did
the period when there was a 'little hugely clever idea. I mean, it would and Pendragon are attacked through this man never realise that comics
trouble' in New Mexico. I frequently involve getting up early on a Sunday. guilt by association. Should we really corrupt everyone - as was proved by
had discussions with people from the And if Satan were to exist, and were believe that the current religious the fine (ahem) research of Dr Fredric
to appear before any of my beliefs of the author forced him to Wertham in the 1950s?
"perhaps we should picket
roleplaying group, I think Experience include genuine occult material in a When this issue first came up,
their churches" Points would be the last thing on game written nearly 20 years ago? TSR responded by doing some of its
less intelligent States who would their minds! Even if it turns out that the person own research into the D&D deaths'
picket a games shop which stocked concerned (Greg Stafford) is not the which found that - among others -
ADS-0 in the hope of getting the shop Dear arcane, author at all? Everway, b y simply policemen killed on duty had been
to drop the line. Perhaps we garners Some comments o n A n d r e w catering to 'New Age' sensibilities, included in the statistics because
should picket their churches i n Rilstone's column in arcane 6... rather t h a n beliefs, i s equally they played D&D as a hobby. This, I
protest of the vast amount of misery Does 'Roleplaying contain condemned. Sorry, but the only 'real' think, gives some idea of the quality if
that religion has caused over the nothing t o offend Christians'? As occult content is the association with factual argument that the 'anti' lobby
years? The only other solution may pointed out in the column, there are a the elements - and a few hundred mustered a t t h e t i m e , a n d
be to write a game where the players few games which 'mess' w i t h years a g o t h a t w a s perfectly presumably still uses t o this day.
are fundamentalist Christians Christian mythology. It is however, acceptable to Christianity. Unfortunately, rational arguments
crusading against the minions o f not clear that Christians should take I don't know what a 'devout' don't work. If someone chooses to
Satan (i.e. the mleplayers). Surely offence to what is, after all, a work of atheist is, and I don't have any believe that a suicide occurred
they couldn't complain about that! fiction. And it is certainly not clear children, but I did consider the little because of D&D, they are probably
On a slightly more serious note, that problems with a few games thought experiment. It occurred to denying that it had anything to do
in my experience, the first thought should extend t o the rest o f the me that I do indeed play and enjoy with the reality of the dead person's
any gamer has when Satan pops up hobby. It also seems to raise a bit of a games which feature gods - and a life. It's easier to blame something
demanding their soul, is to ask the double standard. Messing with other fundamentalist game would not in 'strange' than to live with the fact that
referee how many Experience Points mythologies is seen, by at least some itself automatically be any different in a person felt so desperate that they
it's worth. Christians, a s 'promotion' - s o that respect. But I would need to were willing to die rather than face
Scott Chapman, Biggin Hill shouldn't they be glad to see games the problems o f another day. A l l
which give similar treatment to their
"I play and enjoy games suicides have more than one victim,
Hmm, we knew that the religion and own religion? vJlich -?e,a-hire gods" and we should feel for those left
evaluate the game myself. I also behind who may be worried - o r
wonder if the fundamentalists would even guilty - about whether they
tolerate anything like the number of could have done more to help.
RPGs that I would ? Lashing out at a game as the
If you'd like to get in touch with arcane there are several ways. The Paul K. e-mail root cause of death is probably a
most traditional is to send us a letter clearly marked 'arcane scribblings' form o f denial, a n d that's glib
and addressed to arcane, 30 M o n m o u t h St, Bath BA! 2 BW. The And on the subject of religion and psychobabble in itself!
roleplaying, here's a few words from The beneficial side o f RPGs
slightly more technically advanced can send us a fax on (01225)
a man who's been at the sharp-end of never gets similar coverage. One of
465082, while all you fully fledged InfoCyberOtakuNauts out there
this debate before... the nice bits about working for ISR
can e-mail us at:
and, later, editing White Dwarf, were
a r c a n e g f u t u r e n e t . c o . u k o r visit our web site on: Dear arcane, the number of letters that I got from
h t tp: //www. f u t u r e n e t . c o . u k / e n t e r t a i n m e h t / a r c a n e . h t m l . Your 'Dicing with the Devil' feature parents saying how glad they were
We look forward to hearing from you. was fascinating reading, i f only that their children were into D&D and
because I hadn't realised that some of the like. Because the rules were
Thine,
You did what?
Directory
Thousands of new sites you need to see

Dear arcane, e
"Look into myeeeyes.
You asked for tales of RPG sessions resulting in
misunderstandings. Well, here's my story...
A few years back I was involved in a Call of Cthulho campaign, and a new
You WILL buy this
guy had just joined. The team was observing a dark ritual of some kind, and the
referee had gone to the effort of using props to help us visualise the scene -
you know, black candles, skulls, chalk pentagrams... Our RPG HQ was the back-
Earth magazine"
room in a Scout hut, an arrangement we had come to with the Scout leader.
Unbeknown to us, that night the Scouts had swapped with the local Church
choir. At the very moment we were listening to the ref' scream typical Cthulhu-
like nonsense, the choir walked in and started shouting all manner of Godly
abuse at us. Took some explaining, I can tell you.
James Parkin

You can't tell us you weren't surprised, you were asking for trouble, weren't
you? Still have a T-shirt for your story, and wear it with pride.

complex, mastering English and Maths and that's exactly what we're going to
had become a high priority! be doing over the coming months.
Mike Brunton, e-mail Next month we're bringing you a
space station for your science-fiction
It's obvious that this the religion issue games, and the month after that we'll
is one that has plagued the hobby for be making sure that Cyberpunk-style
many years, and I can't see it going game players have got something to
away. You're right about the benefits get their teeth stuck into. But as far as
of roleplaying being played down, but game-mechanics-based features are
it's usually the case that the people concerned... Well, I'd shy away from
who shout loudest are those with a those - with so many games on the
grievance, not those who are content. market, we'd be stupid to think that
we could cover them all sufficiently,
Dear arcane, and I wouldn't want to get caught
Would it be possible to have more into the trap of publishing features
scenarios in arcane in the future? which are going to be of interest to a Scary
Although I don't agree with some of tiny part of arcane's readership. Movies
the comments which have been
posted to your forum (regarding the Dear arcane, Loopy
inclusion of system-specific As a dedicated Star Trek fan, I feel
scenarios), it would be great to see compelled to ask if you know of any
Legends
more genre-specific offerings, with really good Star Trek RPGs that are Kooky
fully fleshed-out plots. Most of the available? And if so, where can I get
Conspiracies
scenario content thus far in arcane
has been of no use to me at all - all
them from? Oh, and is there any
chance of getting hold of that elusive Spooky
traordinary
you've been publishing so far is vague
suggestions for plot lines, with
first issue of arcane, or is it absolutely
and definitely sold-out?
Ghosties traterrestrial
nothing concrete. This to me doesn't
constitute a 'scenario'.
A Swedish Trekkie
Creepy travaganza!
As far as your features are Absolutely and definitely! There's no Vampires
concerned, I think you're doing okay
Freaky
in The Net Files
way you can get hold of arcane I short
there, though it would be good to see of coming to the arcane office and
some new game mechanics from time stealing mine. And I wouldn't advise
Beasties
to time. What's the chance of that, that (we've got a big alarm thing).
then, eh? And a Star Trek RPG? Good
Luke Smith, Bristol news/bad news time: there's a game so avjaliffe this month
called the Star Trek RPG, and it's
'n's best-selling Internet magazine brings you
agree with you Luke, I think that rather excellent. However, the
I things to do on the Net before you die and more
arcane should be publishing genre publisher, FASA, fased it out several
on-line news and advice than any other Internet
(though not system) specific scenarios, years ago. So, search through the
magazine. .net issue 19 is on sale now.
For more on .net and The .net Directory do that
http:11www.futurenet.co.uld thing.
arcane shorts 4- second-hand shelves in your local any other game for that price. Dear arcane,
Snippets from all those games store, or maybe place a As pointed out in the review, I I'd like to contribute my thoughts on
letters which inissed making i t Wanted ad in the Reader Ads section have buckets of cards which are of the long-running acting verses
into the main columns... of arcane. little use, until I have g o t t h e roleplaying debate...
exceedingly rare cards such as Obi' The point is that the whole
I l i v e i n America and i t Dear arcane, Wan or Darth Vader. Don't get me group i s telling a story when
costs me d o l l a r s , n o t pounds. Yes, I have risen to the bait... Mr Real wrong, I think cards that utilise other roleplaying, not just the referee. The
I want t o buy a subscription, World (arcane Scribblings, issue 5) cards are great, but I cant help but ref's job is to provide situations within
b u t I c a n ' t w o r k o u t h o w many obviously does not understand the agree with your reviewer in that the which the characters can create an
d o l l a r s E57.75 i s , Can you true concept of roleplaying. I have an interesting story. In a way, she is like
"l can gee people loging
t e l l me? exciting job, I've travelled a lot, I've the director of a play, but with no final
seen it and done it and I've had an
their interegts control over the actions o f her
Thriving i n Michigan
eventful life. And I play roleplaying distribution i s somewhat dodgy. players' characters. This doesn't
You a l s o s a y i n your letter games in all of their various forms, Maybe if we hassle Decipher games mean that plots can't be complicated,
that y o u ' r e a maths m a j o r. O h from LARP - violence with latex and enough they might give us a break however; unless the players have
dear... A n y h o w , a b o u t $ 8 5 leather - to PBM, with a fair amount and increase the likelihood of getting something which holds their interest,
would b e a b o u t r i g h t . of tabletop action thrown into the decent c a r d s i n forthcoming they'll give up and go home.
mix. All of the games I play are to expansion sets, otherwise I can see If the referee has a clear idea of
Well h o r r a y ) a r c a n e h a s some extent predictable and safe, but people losing interest, o r at least what her intended plot is, then she
turning away due to the increasingly can use this to get the players back
f i n a l l y developed a sense o f
"real life ign't predictable,
large hole being created i n their on track should they go off the rails.
h u m o u r. T o d a t e , t h e b i g
•?rool it" If the referee knows what motivates
problem w i t h y o u r o t h e r w i s e pockets. I know I will.
cool mag i s t h a t i t ' s been they're never boring; you know Aside from that, I really enjoy her N PCs, then she can use these to
somewhat p c - f a c e d . what's going to happen when you this game - it is fun to play Star Wars, limit the actions of the players. If they
Pedro G a n n enter a village most of the time, but and the gameplay is smooth and start to cause havoc throughout a
it's good fun playing it through none- varied. I am hoping to change the game, have the NPCs knock them
E r, t h a n k s . D i d y o u h e a r t h e theless. Real life isn't predictable, far rules slightly, and try to come up with back into check. Refereeing is a
one a b o u t t h e . . . from it, and roleplaying games are a a new way of playing, mainly to allow matter of compromise: if you give the
safe escape from this unpredictable players to more fully utilise the cards players something t h e y f i n d
Am I t h e o n l y g a m e r w h o h a s world we live in. They are a means of we have invested in. interesting, then they'll respect your
n o t i c e d how l i t t l e i n f l a t i o n relaxing and having a good time. Toby Allen, e-mail story and more-or-less stick to it; if,
seems t o h a v e a f f e c t e d o u r June Bowden, Manchester on the other hand, you bore them
hobby? T h i n k b a c k ) a r o u n d t e n I'm glad you agree with our review. silly with your scenarios, then you
years ago when Av a l o n H i l l Weagree, June. Though we're So Decipher, are you listening? can expect nothing more than for
launch t h e 2 n d e d i t i o n somewhat worried about your ideas Change your rares and uncommons them t o rebel b y having their
RuneQuest, i t w a s E 2 0 . N o w, about live action roleplaying. policy, please! characters attempt to branch away
i n 1 9 9 6 , i t ' s t h e same p r i c e . Anyhow, that's the Real World from the plot.
Amazing, e h ? debate closed, okay everyone? Dear arcane, Chris Howcroft, Lincoln
Dr Ron Dengap Okay, I'll make this letter short. The
Dear arcane, earliest fantasy miniature line I know Is this really a discussion of the place
I r e c a l l a t i m e when I was May I comment on a point well of from t h e UK i s the Minifigs of acting within roteplaying, or the
playing Magic w i t h a f r i e n d presented. I n the Star Wars CCG Mythical Earth range from July 1973. use of plot as a means of keeping
and t w o C h r i s t i a n s s a w u s review in the April issue of arcane, Hinchcliffe Models had a John Carter players involved in the game (and
they were c a l l e d O l i v i e r and Andy Butcher rightly pointed out the from Mars range around the same persuading them not to deviate from
David). T h e y were convinced ridiculous state of affairs with this time, but I'm not sure of the exact the pre-defined plot)?
we w e r e c o m m u n i c a t i n g w i t h game (which I play and enjoy none- release date. Has anyone got any I think too many referees get
the the-less) a s regards r a r e a n d more information on other ranges at too caught up in ensuring players
Devil u s i n g t a r o t c a r d s . uncommon cards. or before this time? stick to a plot. The majority of
Maybe I s h o u l d b u y t h e m a I have been playing it for about David Wood, Manchester roleplaying sessions I've run where
copy o f K u l t ? three months and I must have bought players drift away from the written
Shane H o r a n at least 15 Booster packs, and I don't Can anyone help David with his scenario have turned out to be hugely
have one o f the main characters. quest to discover which was the enjoyable. The most interesting
Maybe t h a t w o u l d n ' t b e s u c h a This is at a cost of some ,E30 I ' d earliest range of fanto.sy figures? campaign I've ever run (using a
great idea, Shane. have years of amusement with almost Write to us at the usual address... game by the name of Living Steel),
didn't have any plot at all - I just
Back t o t h e h e a v y m e t a l . presented the players with an initial
Shane H o r a n situation and let them get on with it.
This style of play may seem daunting
That's n o t s u c h a g r e a t i d e a at first, but stick with it, and it
e i t h e r, r e a l l y , i s it? becomes easier for the ref' - there's
less background work involved.

t9O
, —

arcane On-line
Misunderstood AD&D player seeks similar for meaningful arcane
conversation, refereeing tips and game maps... This arcane (r'kein) ad) requiring secret
;

knowledge to be understood; esoteric 1


month, Karen Level! plays matchmaker for lonely garners. cr.:16 from L arinus secret. front
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I

Hello and welcome) D e b a t e s r a g e a b o u t all m a n n e r o f r u i n i n g t h e atmosphere o f t h e

Sad, Satanic and strange. Let's face FPG-t,eloted iSSues on the


it, most people haven't got a clue arcane forum. Here's a t a s t e r o f A l o t o f the time, i f there

what roleplaying's really about, but what's going on o u t there, i s a female playing i t brings an

they still love to give it a label. You attitude of restraint t o the Check Out the arcane forums on
can go into any pub and talk about On t h e t o p i c o f female g a m e . Players w i l l usually be Futurenet for more debate,
football or Eastenders, but mention more s e r i o u s , a n d I g e n e r a l l y reader contacts and ads.
roleplaying games a n d y o u r e n j o y t h e game m o r e .

drinking partners begin to frown, I have heard more r e p o r t s o f I am not s e x i s t .

drum their fingers and generally women g a n g i n g u p o n t h e m e n , Berm G u n n I'd l i k e t o point t h i s discussion

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garners, get fresh ideas and recruit and a n a l y s e w h a t t h e y d o , t h e y from a ) women, o r b ) m e n who h a v e why m o r e women d o n ' t r o l e p l a y .

new players. And what's more, each use t h e i r f e m i n i s m t o t w i s t a n d r o l e p l a y e d w i t h women. A l l e l s e Comments a r e i n v i t e d !

visit will cost a lot less than a pint manipulate t h e men. is speculation. I'd l i k e t o add two points

down at your local pub. T h i s i s n o t j u s t t h e women I can o n l y speak from t h e to t h i s a r t i c l e , w h i c h a r e coming

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finding this oracle o f gaming many o t h e r g a m e s t o o , a n d g o o d with one female p l a y e r. I am n o t (1) G e n d e r ' s t y l e s ' a r e n o t

knowledge? How can you join this luck t o them. sure what e f f e c t b e i n g u n i v e r s a l - n o t a l l women p l a y i n

fellowship of kindred spirits? Well, As f o r w o m e n b e i n g r a p e d i n outnumbered h a s h a d o n h e r , b u t a 'feminine' s t y l e , and so on.

it's easy. Just b o o t u p y o u r games, i f i t ' s g o i n g t o happen, she c a n r o l e p l a y w i t h t h e s a m e H o w e v e r, i t ' s a useful

computer, log on to the Internet it w i l l happen. I had a group o f degree o f s k i l l a s a n y o f t h e g e n e r a l i s a t i o n t o make.


and point y o u r browser a t blokes p l a y i n g and two o f them male p l a y e r s . S h e h a s p l a y e d b o t h (2) G e n d e r d i f f e r e n c e s a r e

h t t p : / / w w. f u t u r e n e t . c o . u k / had f e m a l e c h a r a c t e r s . O n e o f male a n d f e m a l e c h a r a c t e r s , b u t I strongest f o r novice roleplayers,


entertainment/arcane.html. the ' f e m a l e s ' g o t a b i t l i p p y s o d o n ' t t h i n k s h e makes a n y and t e n d t o g e t e v e n e d o u t w i t h
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as part of FutureNet, Europe's most Characters d o t h i n g s t o r o l e p l a y i n g based o n g e n d e r, I'm i n t h e process o f

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than that, though, its forums give make t h e s e x i s t c o m m e n t s ( o r never happened. I n f a c t , t h e 'research' i n t o t h i s area. I f you

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Over the coming months we'll 95ril/ why r o l e p l a y i n g s h o u l d b e a

also be adding an up-to-the minute 'boys' c l u b ' .

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of game system reviews so that you characters do t h i n g s t o

know what you'll be letting yourself characters, b u t players should

in for before you decide to buy or also t r y t o p l a y i n c h a r a c t e r. I

join a new game. r e g u l a r l y p l a y i n t w o games w i t h To access arcane On-line on Futurenet - and the whole Internet, for
arcane On-line is growing all a f e m a l e who p l a y s f e m a l e that matter - you need the following bits and pieces:
the time. Isn't it about time you paid c h a r a c t e r s . F r o m my e x p e r i e n c e , A computer (PC, Mac, Amiga, etc), a telephone line (your household
it a visit? women p l a y f e m a l e s b e t t e r t h a n line is fine), a modem (14,400 baud or 28,800 baud is best), and an
Kru:en L e v e n , O n - l i n e e d i t o r men. A l l t h e b l o k e s I ' v e e v e r Internet account (try Demon on 01813711000 - they provide a good,
rAiP110futorenet.co.uk gamed w i t h w h o h a v e p l a y e d f e m a l e cheap service).
characters j u s t l a r k around,
free reader cic19./
Buying or selling a game? Advertising or looking for a club or other roleplayers?
Conventions? Fanzines? Strange messages to your friends? It's all here in the reader ads...
games wanted: Multiple copies required. email jarec@cix:compulink.co.uk Weds wargames. 5-11pm. Westmoreland
Also spare counters, boards etc. Phone • BADW meet Wednesday evenings at Arms, 34 George St W1 - Jason 0181
• AD&D 2nd Ed rules and supplements Paul 0191 2401811 Bragbury End, Stevenage, for roleplaying, 7158675
for sale. Too many to list. Also Torg, • Cyberpunk 2020 information wargaming etc. Contact Jane Williams • Guild of Melee and Magic - East
Warhammer, etc. Call Brian 01955 exchange. NPCs, PCs, tech, maps, 01438 367799 London Branch. Thurs 7-11pm. Bow
603842 evenings scenarios wanted in exchange for similar • Birmingham Central Roleplayers. Bells, Bow Rd, London E2 - Douglas
• Dragon Dice Dragonlord die for sale. materials. Call Mike 01394 670068 Thursdays 7.30. Ladywood Community 0181 5535332
Still in original packaging. Offers to Gael, • Does anyone have Top Secret TS! by Centre. Bar. Over 16s. About El a night. • Guild of Melee and Magic - London's
13 Hillside Avenue, Silverstone, Northants TSR? Phone Wai-Gong Lee on 01179 Steve Jones 0121 5857263 biggest club. First visit free, annual
NN12 8UR 774960 (Bristol area) Desperately wanted! • Black Country RPS' Dudley Bug Ball membership E5. Contact Jason on 0181
• Large RPG sale! Send SAE for list. N • Games Workshop Epic stuff: Titan was held on 27th April. Advertised in 7158675 for information
Tupman, 9 Hillside Close, East Grinstead, Legions, Space Marine etc. Also arcane reader ads, it attracted 110 • Guild of Melee and Magic - South
West Sussex RH19 2DW Cheers! miniatures. Phone Mik evenings 0121 delegates and raised E278 for Action London Branch. Sundays 2-7pm.
• Massive unpainted Citadel undead 778 6397 Heart - a local charity serving heart attack Greyhound, Sydenham Rd, Sydenham
army with rules. Worth E380, sell for E80 • Looking for a copy of Games victims. A larger event is planned for the SE19 - Jon 0181 6999654
ono. Contact Adam 01676 533119 Workshop's Mighty Empires. Paul same weekend next year. • Guild of Melee and Magic - West
(evenings) Harrison, 3 Church Rd, Watton, Thetford, • Black Country RPS. Thu 7.30. Waterfall London Branch. Sats 2-7, Northfields
• Rolemaster 2nd Edition * approx 30 Norfolk IP25 6DQ 01953 885978 Inn, Waterfall Lane, Blackheath, W Mids. Community Centre, North Croft Rd,
supplements E40, 300* piece Skaven • Magic - buy, trade OOPS Fares. Also All ages and games. 70p a night. Steve Northfields W16 Gerald 0181 7239008
army E150, TMNTrules E3, loads more. art and/or atlas Dragonlance vgc. Tel Turner 01384 235244 • Help! We are trapped inside The
Dave 01279 452040 for list Nigel 016973 32128 after 6pm • Brentwood Roleplay Club. Thurs Amazing Spider-Man! Haverhill Games
• Sale! RPGs and supplements. AD&D• • Rage/Umbra/Wyrm card lists. Will also 7-10pm, Sherwood House in Highwood Club. Will play anything, Phone Bob
Traveller, Earthdawn and more! Phone trade these cards. Contact Andy, 13 Hospital Grounds. a night. All ages. 01440 712910
John for list 01689 891 476 evenings only Albright House, Kempsey Close, Oldbury Turn up! • Inverness Roleplaying and Wargaming
• Warhammer 40,000 plus supplements B69 lEY • Doncaster Roleplaying Guild meet Association meets Railway Club (upstairs)
and large Space Marine and Eldar army. • Shadowrun Downtown Militarized Zone Sundays, 7pm at British Sub-aqua Club, Mondays, 6-10pm. Fee: E1.20. First
E150 ono. Phone Niall 0129 2315465 and GURPS 3rd Edition. Will pay Greyfhars Rd, behind St George's Church night free.
for details reasonable/good prices. Call Ben 01 203 • Dragons on the Hill. Now residing at • 10W, Masquerade, Vampire, LARP
• World at War new PBM of diplomacy, 593923 the Castle, Furnival Street, London EC4. meetings every other Sunday, Newport
politics and warfare in the early 20th • Timemaster (Pacesetter) Basic Set in Age 18+, Wednesdays, 7pm+, upper Youth Centre, 7.15pm. Details 01983
century. Phone Robbie 01463 225942 good condition. Call Chris Halliday 01203 room 528758 Nigel. New members wanted
715549 • Elemental Lords LRP based in • Leatherhead Games Club. Small group
• Wanted - Return of the Jed collectable Worcester: a fantasy game of magic, meets Mondays in Leatherhead. Currently
• Legend of Five Rings and Illuminati cards. 25p for commons, El for foils, or mayhem and monsters. Contact Paul running Earthdawn campaign. Interested?
cards for sale. Reasonable prices. Contact will swap for M:TG cards. Phone Cohn on 01905 425672 Jef on 01372 375202
Adam 01676 533119 evenings for details 01733 706315 • Established veteran RPG group seeks • Magic: The Gathering, Star Wars & Star
• M:TG collection. 2,300 cards and • Wanted - any robot board or card fresh input. Glasgow area. Own transport Trek Join our playing group in Bristol. Call
international collector's edition set- E270 games. Alsoany unmade Robotech or useful, not essential. Contact David 0141 0117 9721701
ono. Alan 01792 419858 Macross models/toys. Contact Stephen 6384170 • Mid-Surrey Games Club meets 2-3
• Magic cards for sale. Write to 120 0141 3574865 • Exeter University Games Society meets times weekly and welcomes new
Jendale, Sutton Park, Hull or email Tony- • Wanted - Steve Jackson GURPS Sundays from 2pm in the Cornwall House members - players and DMs. Most RPGs
_Marshall@metnetclemon.co.uk Illuminati game. Will pay reasonable price. Refectory, Exeter University Campus played. All ages. Scott 01932 865308
Call Phil 01792 585395 after 6pm • Fantasy/Vampire LRP, Derby/ • Portsmouth, Tuesdays, Ars Magica
Nottingham. Contact Martin Lee 08501 campaign and other RPGs, alternate
• Anyone remember the RPG Aftermath,
clubs 89892 weeks, 20s-40s. SOH. DMs welcome.
1979 or early 1980s, or anything similar? • Club in Epsom, Surrey needs 1-2 • Fornoria LRP in darkest Dorset! Ring lan 01705 240101
Phone Mik evenings 0121 778 6397 serious roleplayers. Wide variety of Overland sites, latex weapons, fully • Reading Roleplaying Association. Near
• Any sci-fi RPGs, post-apocalypse games, AD&D mostly. Phone Simon costumed, experienced monsters, town centre. 18, please: licensed
RPGs. Also 25mm miniatures related to 01372-811205 beginners welcome. Darren 01725 premises. Bar available. Ring Brian on
sci-fi. Phone Mik evenings on... This reader ad in arcane 4 got six 517322 01734 816195
0121 778 6397 enquiries immediately after publication. • Glasgow University Gaming Society • Renegade roleplaying club starting
• Armoured Assault Space Master The dub meets on Wednesdays and is meets Thurs 5pm. Queen Margaret Union, again soon in Ilford, Essex area. Over 16s.
supplement desperately wanted. Cash hoping to expand even further University Gardens. Term time only. If interested contact Mark on 0181
paid. Call Paul evenings or weekends on • Alternative Realities, Eastbourne's Non-students welcome 4915382
01689 839765. premier games club. Monday nights • Guild of Melee and Magic - Central • Roleplayers of Chester. Weds,
• Blockmania and Megamania boxed 7-10pm. Contact Jarec 01323 500624 London Branch. Mons RPGs, Tues CCGs, 7.30-late. Chester Rail Club, Lightfoot St,
o

Chester. Contact Ged 01244 314435 or • Dublin garners seek fresh talent, • Rage, Magic, Blood Bowl 13-year-old Stoneyfield Road, Old Coulsdon, Surrey
Greg 01606 883698 players with an open mind willing to play player needs somebody to play with. CR5 2HP U K
• Roleplayers wanted. No trained killers. RPGs and LARPs. Contact Jason Hickey Nicholas Gunn, Laverstock, Salisbury
Meet in Irvine, Ayrshire. Play most RPGs, 01 2801097 01722 337382
Vampire etc. Phone David on 01294 • Female, 25+ (Doncaster area) wants to • Smallish gaming group wishes to start Allen the Snotling found in Norfolk.
275267 roleplay again. Can you help? Contact club. Needs players, DMs. Tameside area. Please report any further sightings
• Roleplaying & games club, Thursdays Jane. Tel 01302 881346 Contact Alan 0161 3082053 This message arrived anonymously bat,
6.30pm-10.00pm. The Parkhouse • GM/player seeks sensible RPG groups • Writers and artists wanted for new using our super-sleuth skills, we managed
Centre, Bude, Cornwall. For more details in Bexhill area. I hate hack 'n' slash. Call SF/fantasy magazine. SAE to 39 to track down the sender and tried to quiz
ring 01 288 355612 James 0973914004 Stoneyfield Road, Old Coulsdon, Surrey him on the identity of Allen the Snotting.
• RPGA Network Roleplaying Club. New • Having trouble setting up a successful CRS 2HP, UK He remained, however, quite tight-lipped.
members welcome. Sunday afternoons club? Contact Jason at the Guild of Melee Maybe we wierded him out
1.45pm, 2nd Arnold Scout HQ, Calverton and Magic - 0181 7159675 • Jack, join me in DC to celebrate. Just
Rd, Arnold. Nottingham • Looking for AD&D players in the • Role Call - A4 fanzine for console got promoted to new intelligence section.
• Small roleplaying group seeks new Carlisle area. Phillip Harrison, 2 Parham RPGs (FRI etc.). 4 issues available £1.20 Agent CI-0015. Passionately - Storm
players in Felixstowe area. 16+. Wide Grove, Belle Vue, Carlisle, Cumbria CA2 or s u b (6 issues). Rachel Ryan 01925
variety of games played. Call Paul 01394 7RW. Aged 17+ 490910
276975 • M,TG and Games Workshop players Since this ad first appeared in arcane 4, • Clan Amber, a residential Amber RPG
• Sword & Sorcery LRP in Manchester wanted in Horsham, West Sussex area. Role Call seems to have turned the corner. convention in Edinburgh. 8-10 Nov.
area. Contact 'Nemesis 0161 7476905 Contact Paul (aged 15) on 01403 733433 After ten months and six issues, it now Contact Nicky Cannon 70/5 Craighouse
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••••,,
PREVIOUSttdN "IT WA back. A rock bounces off his head:tut back to plain.)
ASH: But what of us? We haven't even any supplies.,
A TIME OF DARKNESS": PRINCESS: Wait - Petit-Pivic has a bag of nourishing
Princess Breasts, Ash and Inspector Petit-Pivic, military-issue strawberry energy sweets.
ambushed by the army of Grimsaxhaibailak on its ASH: Oh, not strawberry.
way to invade Akansaxchukabuk, have been PRINCESS: Well, help us! You're a wood spirit - can
propelled into a realm of slack grammar by the you, I don't know, snap your fingers and transport u
Lnaajikcke of GeneralRedmax. all to the divine house of the gods, or something?
Meanwhile, atop the umbrella factory, we find - S H (knuckling forehead): I can't believe it. How cou
e sinister secret headquarters o f the rascally - 1 have forgotten? Sorry. (Snaps lingers. Flash' of light
nguin and his fine feathered finks. ( C u t to heavenly road leading to divine house of the
Now read on. ' g o d s . Two deities walk along conversing animatedly;
third scuffs behind them sullenly.)
ene: An unfocused face. Gradually the face GOD OF LOVE: You'll like it. Friar Crosby. All do.
olves into Princess Breasts'. Reverse angle FRIAR: It's a great honour. I'd always just thought of it r
wsgroggy Ash.) as my duty to help others ,
H: The last I remember is a crushing gerundial GOD OF LOVE: You're too modest. Do you know
ennui. How could we possibly have survived? you're the first saint to attain godhood in 500 years?
PRINCESS: I realised in the nick of time its the FRIAR: Yes - I am a god, after all. Ha ha! •••
fluidity ot a language that keeps it alive. Of course. GOD OF LOVE: Ha ha! Come on. Hope. we'll be late.
that still leaves us in an impassable wasteland. And GOD OF HOPE: Oh, what's the point?
Petit-Pivic's in a bad way. (She indicates the Inspector (Blinding flash. Ash. Princess Breasts and trispector
lying whey-faced under a blanket.) She tried t o Petit-Pivic plummet into shot. crushing the gods.)
maintain the relevancy of 'art' as a second person PRINCESS: Petit-Pivic's made a miraculous recovery.
singular present indicative of 'to be: (She gently ASH (gloomily): Happens all the time around here.
strokes the Inspector's brow.) The poor crazy kid. PETIT-PIVIC: l've had such a funny episode.
ASH (scanning the bleak horizon): it must be weeks ASH (after a beat): I'm not exactly welcome among the
to the nearest village. gods at the moment. (Rubs chin.)This requires trickery.
PRINCESS: General Redmax's army was practically at (Cut to gates of Ott ine house of the gods. The party
e gates of Akansaxchukabuk. My people are lost. approaches. disguised in the crushed deities' robes.)
..ASH: I think you're underestimating Captain 04 GATEKEEPER: Who walks the road to utopia?
ASH; Hope.
' t o s s i n g jackals.
a n d Dixdastardlax.
but this is a matter
They of
may
civic
bepride.
double- PETIT-PIVIC: Crosby.
(cut to besieged Akansaxchukabuk. Night. Flames PRINCESS: The spirit of love.
leap all around. adfle down to Captain Rakintraxin . GATEKEEPER: Right, in you go then.
and Dixdastardlax rallying townspeople.)
RAXINFRAXIN: We must put aside our differences
and fight the common foe.
TO BE C O N T I N U E D . ' W
p(DASTARDIAX: He's right. Let's co-operate. (To
ger baker) No, we've no time for pie. ma'am.
. Itack, men! Let's win one for the old Acker.
great shout. The people surge from the square.)
RAXINFRAXIN (waving them off with a liAed grin): Ill
settle with you afterwards, tre.acherous swine.
DIXDASTARDLAX (clapping h i m a c r o s s t h e
shoulders): And I with you, filthy squirrel.
(A moment, then RAinfraxin breaks on Tvaving to
back-punch Dixdastardlax in the lace. The wizard
tumbles over the battlements.)
RAXINFRAXIN: Oh no! What a terrible accident! (He
WillS to look. revealing a Shoot A k' SII if)11 NIA! to his
LilliME-JEE1 I D L E ' E i t I E J S 5 t h 2 C Y b e i r

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